Jump to content


Photo

Ritterlich


  • Please log in to reply
113 replies to this topic

#61 BoneLord

BoneLord

    Rabble Rouser

  • Members
  • Pip
  • 63 posts

Posted 07 March 2007 - 03:28 PM

I am now looking at putting together a Ritterlich army. I have looked through the data cards for a mix of soft-kill and hard-kill, and I think the following list has a fair balance with a bias towards defensive piercing fire. My friend who is the only person I know willing to play CAV at this time has a strong prefference for CAVs for three main reasons:
  • My Vanquisher always killed his gunships when we were playing 1st edition,
  • Infantry "always slow things down too much in mecha games",
  • "Soft Target" really means "easy to kill" in his mind.
I will probably have to fight an Emperor, at least one dictator '70, and several gunships when I play him next. Given that, what do you think of my list?

Ritterlich 2999
Armor 1634 . . . . . . . . . . . Armor 1365
Rhino - - - - -635 Attack . . .Mastadon - - - 626 Fire Support
2xWolverine 644 Attack . . .2xSabretooth 384 Attack
Jaguar - - - - 230 Attack . . .Jaguar - - - - - 230 Attack
Panther OEM 125 Recon . . .Panther OEM -125 Recon
"There is no peace amongst the stars; only an eternity of carnage and slaughter, and the laughter of thirsting gods..." - WH40K
"God made men and women, but Sam Colt made them equal." - old marketing slogan
Feed the young (after the holidays), Nock thine arrows (next year maybe), and Down yer ale (after you sober up a bit) - it's time for a war game.

#62 Chrome

Chrome

    The way is forward.

  • Members
  • 4186 posts

Posted 07 March 2007 - 04:10 PM

Rhino... check!
Mastodon... check!

Looks like you're good to go! :poke:

Honestly, I'd take the 2nd section, swap it out for some Soft vehicles with Piercing and show him how deadly Soft Targets can be.
Recon Section - 830 pts
5x Rudegarn (1 with EST Pod, 1 with ECM Pod)

Specialist Section -
2x Tsuiseki

Move your Rudegarns across the table as fast as you can and get into short range with his CAVs. Then pop both the EST and ECM bubbles and those little guys have a RAV of 6 and a DV of 14. Meanwhile, your Tsuisekis can sit back at the tables edge and make good use of those 40" range DFM's.

Use the remaining 83 points for some Upgrades or Strikes for your Panther to call in.

-Chrome

 

My personal net worth, however, is measured in tens of dozens of dollars. - ReaperBryan


#63 Brushmaster

Brushmaster

    Deity of Brushlicking and Drybrushing

  • Black Lightning
  • 3683 posts

Posted 07 March 2007 - 11:23 PM

Which would you recommend ? Panther OEM or Faction Panther ? :unsure:
Just remember - Your weapons are made by the lowest bidder!!

"The fortunes of war are always doubtful" - Seneca

Law of Tactical Unreliability
Tactical geniuses aren't....

Posted Image

#64 Chrome

Chrome

    The way is forward.

  • Members
  • 4186 posts

Posted 08 March 2007 - 09:32 AM

Depends on what you're going to do with it I guess. If all its going to do is hide behind some CAVs and provide an EST bubble, you could probably get by with the OEM version. If you need it to be more flexible though, or if its primary role will be spotting for Fire Support models, I'd go Ritt version all the way.

Look at it this way: the extra 103 points buys you +2 Mov, +1 DV and keeps your TC at 3 after the first point of damage, which is important with Lingering Damage. Most importantly you get the extra DT though. Then of course there's the additional SA's: ECM, FRS/2, Rugged and Shielding/2.

As a Fire Support unit I think the Ritt Panther rocks. Forget the Chain Lock Pod, the range is too short for it to do any good, but put it in a Fire Support Section with the IA units of your choice and she'll do pretty good. Use both her EST and ECM pods in the same turn and your IA units have +3 to hit the target location and +3 against any incoming or Counter Battery fire.

-Chrome

 

My personal net worth, however, is measured in tens of dozens of dollars. - ReaperBryan


#65 Chrome

Chrome

    The way is forward.

  • Members
  • 4186 posts

Posted 08 March 2007 - 03:24 PM

I don't know how it took me so long to notice this, but in the rulebook, the logos for the 2nd Grauzdeine and 1st Schvarzenvaalt Abdelusches are switched around. The red/black cross belongs to the 2nd and the winged swords are the 1st's badge. I notified Ed about it and they should get corrected before the book goes to print.

I didn't want anyone picking a faction based on the logo and then going WTF later on. Especially if you go to Fighting Pirannha Graphics to buy any decals.

-Chrome

 

My personal net worth, however, is measured in tens of dozens of dollars. - ReaperBryan


#66 Humansquish

Humansquish

    Rauthuros

  • Members
  • 1940 posts

Posted 09 April 2007 - 11:07 PM

So the size for the Rcon tourney has been released. Points aren't big enough to bring a pair each of Tigers, Rhinos, and Wolverines, so does anyone have any suggestions?
"The battle between Minis I Want and Money That Needs Not To Be Spent is eternal, and wearies the soul."--Nanite

"you don't buy miniatures to paint, rather you buy miniatures to daydream about painting and that you like to daydream a lot!" Ed Pugh

#67 rustybolt

rustybolt

    Instigator

  • Members
  • PipPip
  • 101 posts

Posted 10 April 2007 - 05:15 AM

Well i would consider a balanced force especially for the points involved. And if you end up fighting a rach force i'm sure they would just load up on infantry and swarm/drop em on your rhino big cavs. So i would say a pair of kharl's would win you the day. Throw whatever you like after that in the second section to fill out the other 1722 pts. My favorites atm are falcon with rugged, rhino of course, a few wolverines and maybe a 60 'tater with ecm on it. So my force would look something like this.

section 1 assault.

rhino 635

60 tater with ecm and rugged 268 plus 65 with upgrades

falcon with rugged 286 plus 25

wolverine 322

total 1576

section 2 air

kharl x2 139

total 278

section 3 specialst

nomad 114

grand total of 1992 pts.

Nomad is there for ecm and the extra card since its the cheapest ecm and soft target mini i would be willing to take along. I'd most likely use the initiative doctrine since its a small table and with only a few sections controlling the deck will win you the game. Remember air units can't get into close combat so if you range the other guys infantry once his transport are blown up they are wasted points. Concentrate fire on the bigger point models and pray for good dice on your end and bad on the other guys.

Or go with 2 section of infantry with upgrades and transports and nothing but soft targets and watch him pull his hair out. Good luck either way and i hope that the ritterlich do well against those other wimpy armies out there.

Later
Posted Image

#68 rustybolt

rustybolt

    Instigator

  • Members
  • PipPip
  • 101 posts

Posted 18 April 2007 - 10:30 AM

Well there i went and was brainstorming again and i think i've figured out a near unbeatable force for rcon. It will do well on that short 4' table against about anything even the dreaded rach infantry swarm. It will chew up hard targets and with the intitiative bonus that we get being ritterlich i think in two turns you will basically have the game won. Just clean up and put the mini's away. I'll lay it out for ya'll and then you can see my strategy. I'm not gonna make it to rcon so don't think i'm spoiling it for anybody here.

Section 1 mechanized infantry

lynx x 3

rifle team x 6

upgrade em with airborne and satchel charges

= 1274

Sectoin 2 specialist

manticore x 3

= 708 or total of 1982

Depending on what kinda army your facing there is a few strats to use here. If its your typical balanced force say hard hitter cavs and support anti air stuff this will be wicked easy. First turn if you win init bomb the recon units with the manticores before it can do anything. Your looking at an 8 to the dice if you tl and sit there so good chance you will hit with one of em and with frs of 4 good chance even a drift will do a point or two to something else maybe as well. If you lose init then bury the card and hope yours comes up if not no biggy your lynxs will still be at med range or you might get one point on one of em no biggy. So if you win init and bomb them next activation either double move and free drop off your squishies along the way if your opponent is over aggressive or scoot em up out of their single range move distance(think move of about 10 12 inches depending on how far in the other guy deploys). Dont forget lynxs have a nice missle weapon to use. It might help that recon unit die quicker too. So turn 2 if you have the distance and something looks nice for the close combat and you can get more then one of em.....that is the reason for the airborne and not shock upgrade let em have it. That way you can drop one infantry stand off at different targets and if its not an air unit its gonna die. Or if it doesn't die its crippled. Try to move your transports in an arc and have em staggered a bit so the ones say on the left get picked up by the transport on the right as it sweeps up. Next card after your squishies have been picked back up let the manticores have a day against the smoking wrecks that are left on the field. You have two turns to finish off what is left of the other guy.

If its a similar force to what you have then you will have to use those lynxs a bit more carefully but the same basic strat will win you the game. Remember speed kills so that 17 inch movement of the air mini's and the 15 inch movement of the IF units are to be used liberally. Terrain wont be that big of a deal since hover units ignore most everything and air units forgot about the rest. Run 'n gun is your friend. And if its a air mobile army your against your rifle team does have two nice shredder short range weapons. Take the air units in closer during its movement free drop off fire twice pick em back up then fire your missle. Move away using the next half of the run 'n gun. About 3 turns and half the other guys stuff should be smoking and you will most likely have lost one lynx and maybe a manticore.

I've tested this against a sit back sniper kinda player and the overagressive opponent but the sit and think kinda guy is too hard to test myself. Especially considering the mix of faction mini's and open stuff you can take for the points. But i think this setup would do well as long as your dice aren't cursed that day. Check it out and let me know.
Posted Image

#69 Chrome

Chrome

    The way is forward.

  • Members
  • 4186 posts

Posted 18 April 2007 - 11:10 AM

First turn if you win init bomb the recon units with the manticores before it can do anything. Your looking at an 8 to the dice if you tl and sit there so good chance you will hit with one of em

How do you figure you get an "8 to the dice"? You've got 2 for TL and 2 from your TC, so you need to roll a 6+ for your Target Point Roll.

I could see a few gunships with Shredder really playing havoc with this unit. Once those Lynx's take their first hit, even Dictators would have a decent chance of hitting them and after the transports are done for, the infantry are stranded on the ground moving a measly 2" per turn. At that point your opponent can just roll for 10's to take them out. Worse yet, if your Inf are still in the gunships when they go down, you're SOL.

Also you have to remember that all of the games at RCon are scenario based, not kill-them-all. This force could be completely wrong for any number of scenarios that you'd have to play.

-Chrome

 

My personal net worth, however, is measured in tens of dozens of dollars. - ReaperBryan


#70 Stubbdog

Stubbdog

    Obssessive Over-Analyzer

  • Bones Supporter
  • 6979 posts

Posted 18 April 2007 - 11:28 AM

Here is another question... Have you been doing your planning based on the idea of straight up kill the enemy type games or scenario type games that range from control the area to capture the flag to kill them all to raceday...

#71 Sergeant_Crunch

Sergeant_Crunch

    God of Overly Complex Tactics and Tactical Errors

  • Members
  • 9399 posts

Posted 18 April 2007 - 01:19 PM

Two flights of Harpies would wreak havoc on this. Ghasts (which are open models) would do pretty well too. Another issue is that there's no EST or ECM support. With a DV 12 a Vanquisher will have two 8+ chances to hit (with rerolls) without any EST support. Add in a EST equipped recon model and it needs 5+. If your opponent spends a 1000 points on two Dictator 60's and two Vanquishers I think you'd find it more difficult than you think, especially if they add recon models and something similar to Ghasts or Harpies.

I'm not so sure I'd want to get hit by a missile with a "dog brain" AI.
My blog:  http://scsminimadness.blogspot.com/


#72 Stubbdog

Stubbdog

    Obssessive Over-Analyzer

  • Bones Supporter
  • 6979 posts

Posted 18 April 2007 - 01:31 PM

CAV is all about the matchups. We could talk all day about this beats that but that beats the other thing... I can make all sorts of uber lists... as long as my opponent has what I fight against well in his list, and I win initiative the right way, and the terrain cooperates, and the scenario fits, etc..., etc... etc....

#73 Sergeant_Crunch

Sergeant_Crunch

    God of Overly Complex Tactics and Tactical Errors

  • Members
  • 9399 posts

Posted 18 April 2007 - 03:32 PM

I pretty much just plan on having horrible dice luck..:grr:

I'm not so sure I'd want to get hit by a missile with a "dog brain" AI.
My blog:  http://scsminimadness.blogspot.com/


#74 rustybolt

rustybolt

    Instigator

  • Members
  • PipPip
  • 101 posts

Posted 18 April 2007 - 04:22 PM

For the manticore tc of 2 plus tl equals plus 4 to my target point roll. Add in medium range and i'm looking at an 8 on the dice to get tl. Pretty simple imo. Well gents this is a numbers game here. I plan to lose at least one lynx in the first or second round but by then if they have any walker mini's they should be slag. Dont forget your manticores have a direct fire use also. The idea here is to use the lynxs as a very mobile abuse instrument. Pick up an infantry stand here drop it off this far into the movement phase pick up another stand and drop it further along. Meanwhile the other 2 planes are doing the same thing also. And using those machine guns or satchel charges to the best advantage possible. As long as you declare your shots and at what point it can all be done during the same movement phase in one activation. If your worried about the transports losing movement to defensive fire wait to fire till the end of its first move/dont fire/or be careful what your shooting at with your run 'n gun. Playtest it with the initiative doctrine and then see what you think. Hell even tell your opponent what your bringing and see if he can beat you with the same kinda points. It will stand up well.

Oh if it is a scenerio....i'm not sure rcon is supposed to be scenerio based here....then its much easier to get that objective done when your opponent is burning slag.
Posted Image

#75 Chrome

Chrome

    The way is forward.

  • Members
  • 4186 posts

Posted 19 April 2007 - 10:03 AM

For the manticore tc of 2 plus tl equals plus 4 to my target point roll. Add in medium range and i'm looking at an 8 on the dice to get tl.

Sorry, I read it like you were saying you had a bonus of 8 to your dice rolls. Gotcha.

Oh if it is a scenerio....i'm not sure rcon is supposed to be scenerio based here....then its much easier to get that objective done when your opponent is burning slag.

RCon's tournaments, as well as any at GenCon will be scenario based this year.

-Chrome

 

My personal net worth, however, is measured in tens of dozens of dollars. - ReaperBryan





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users