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I am off and running with my Independent merc force (I still need a name for them. They will be painted red with black tiger stripes) and I want to make a Ritterlich force also (Rhinos and Wolverines, mmmm!) and I gotta have an Adon force too (Ogres and Scorpions and Spiders and Recluces! :devil: ) and... Oh I just got to make a force for all the factions! ::P:

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Greetings all,

 

I'm a new player and looking to build up a solid first force for my own learning of the rules and hopefully drawing some others in as well. I have the starter kit arriving at the end of the week, and may be a few old mecha I could use as proxies, but also my local store has a few odds and ends left over on clearance. Any tips on what I should pick up?

 

Also, how important should True Scale be to me? I wanted to only go TS originally, but theres some good deals on earlier non-TS transports at the store. Are there any concerns with playing non-TS models?

 

Here's what blister packs left on the clearence rack:

 

 

True Scale:

 

Heavy Mortar Team

Medium Mortar Team x2

Chieftain H-Tank

Ryoshi AFV

Hedgehog

 

Non True Scale:

 

Badger

Hedgehog x 3

 

Faction True Scale Available:

 

Baron (Adon)

Dragoon (Adon)

Overlord (Adon)

Scarab (Adon)

Recluse (Adon)

Wolverine (Ritterlich)

 

Faction Not True Scale:

 

Hornet (Adon)

Ashigaru (Terran)

 

Of course I'll buy others, I just wondered which of these good deals (most are 50% off) I should snatch up. (-: For full disclosure, I already picked up a Heavy Mortar Team blister (3 stands I think) and a Kikyu True Scale.

 

ETA: Adjusted the placement of the Recluse in learning they are True Scale.

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ok, another question from me ::):

I'm preparinig to add some flying models to my force - I really like some models so I'll give them chance to prove their value on the field sooner or later;

anyway I decided I'll buy gunship transport to deliver nasty cannon fodder close the enemy as soon as it's possible;

after I played some games and read stat cards choosing proper vehicle was easy: FENRI! 2x DA with piercing ability is what I want :blues:

but after some time I started considering my choice again...

fenri ain't too fast as for gunship and can transport 2 standard infantry bases... :unsure:

as much more experienced players would you rather choose greater attack power or maybe speed/transporting capacility?

 

EDIT:

and one more matter before anyone replies :blush:

last evening we had another 2000pts game: this time I fielded pretty strong armor section supported by mechanized infantry;

I was lucky - I was activating my both sections first; unfortunately after my infantry left transporters (to attack enemy despot with anti-tank weapons) the turn of my opponent started: specter and 3 despots used indirect fire to turn my troopers into half-dead pulp of meat, uniforms and mangled metal :blink: another volley of indirect fire finished them off... <_<

do you have any idea how to prevent such situation? of course I know I could always not field infantry but that's not quite solution I'm looking for; maybe aircraft transporters could be helpful? spending both turns on moving or run n'gun I could deliver infantry into no fire zone - I bet in 99% of cases they wouldn't survive following enemy turn but at least they could distract the attention from remaining advancing forces :unsure:

what do you think?

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Multi-role is nice - when they drop the dudes off, they are still useful as support. And they will usually be in point blank range of someone at that point, too - great if they have an action left. Depends on how you use them. I prefer Krakens for my Rach really fast and gets the troop where they need to go. But, for deployable resources, the Fenri loaded with a single Armored Rifle Team is a good choice. If you are going Terran with a War For Sale doctrien, that single stand can carry 2 AT-23 missles. Or 4 AT-23 if you are taking Rifle Teams.

 

As far as not getting them pulped - that is very difficult to do. If you are shooting, make sure they are spread out, so AOE atatckes cannot get all of them. If you close in for the kill, they fold pretty easily. I think of mine as mostly disposable - once they have had a round or 2 of shooting, they are usually dead. But, if they do a few crucial wounds before dying, it was worth it.

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Selecting a proper transport is not an easy choice. Each movement type has their own positive and negative aspects. When you go for the gunship/transport combo, you limit you capacity and how effective the weapons will be. The Fenri's advantage is that it is so darn fast that it can get anywhere on a normal sized board the first trun. Being able to drop you infantry and attack clear across the board is nice, but then you have isolated your infantry. The fact that you opponent immediately blasted your infantry simply shows that he has a good understanding of tactics and appreciates how deadly infantry can be if you don't deal with them. All that indirect fire probably didn't even scratch the Despot, did it? (I wouldn't want to be the guy who had to clean all that infantry goo of of it!) If you are going to charge across the board with your infantry, you need to understand that if you aren't able to distract you opponent with the rest of your force, he is free to deal with the infantry. If you are throwing enough heat at him from other angles, he has to decide if he wants to deal with the pesky infantry or a differnet threat. If you are going to use infantry like you did, go after something like the ECM CAV. With satchel charges, you have a decent chance to take it down in one turn. Taking out the ECM CAV is probably worth getting you infatnry shot to pieces. If you wait and attack on your last initiative card, you may get lucky and have the first action of the next turn to finish him off. The danger there, however, is that your opponent will drop all his indirect stuff onto your Fenri and it will never get a chance to attack. Always remember that in CAV, there is an effective way to deal with just about everything. The real challenge is having the proper balance and getting the chance to properly deal with everything you opponent throws at you while keeping him off balance and unable to deal with your assault.

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Multi-role is nice - when they drop the dudes off, they are still useful as support. And they will usually be in point blank range of someone at that point, too - great if they have an action left. Depends on how you use them.

I'd do my best to give my troopers 2 actions after leaving transporter - I think drop infantry is a must to maximize chances for scoring decent hits

 

 

I prefer Krakens for my Rach really fast and gets the troop where they need to go. But, for deployable resources, the Fenri loaded with a single Armored Rifle Team is a good choice. If you are going Terran with a War For Sale doctrien, that single stand can carry 2 AT-23 missles. Or 4 AT-23 if you are taking Rifle Teams.

I know terrans have nasty spec. rules but I've already chosen templars: I like being less limited bu sections limitations and I can always take some upgrades for vehicles for "free" :rolleyes:

 

 

Selecting a proper transport is not an easy choice. Each movement type has their own positive and negative aspects. When you go for the gunship/transport combo, you limit you capacity and how effective the weapons will be. The Fenri's advantage is that it is so darn fast that it can get anywhere on a normal sized board the first trun. Being able to drop you infantry and attack clear across the board is nice, but then you have isolated your infantry.

You got my point - choosing and using infantry properly is hard task; if I could deliver them unharmed as close as I'd like they should be perfect against enemy artillery - there is no fire zone after all but actually they should work well agains anything if well equiped

 

 

The fact that you opponent immediately blasted your infantry simply shows that he has a good understanding of tactics and appreciates how deadly infantry can be if you don't deal with them.

that's absolutely true! :blink:

during previous game I dismounted infantry (6 bases) more-less in the middle of the table center and spreaded them out to avoid AOE weapons; my opponent ignored them but thanks to that my troopers could inflict some damage almost every turn they got; unfortunately I learnt during last battle that my arch-enemy did his homework - and did it well <_<

 

 

If you are going to use infantry like you did, go after something like the ECM CAV. With satchel charges, you have a decent chance to take it down in one turn. Taking out the ECM CAV is probably worth getting you infatnry shot to pieces.

I was actually considering equiping transporters (I have only centipides now) with ECM pods:

TC is only 1 but it's still some protection for troops which sometimes just can't spread out as far as I'd like;

I have t think about ECM pods once again - it worked wery well purchased for flail (TC 3) but flail could hide behind big mech and protect my "iron fist" group

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To all Ritterlichians and Templars:

 

Here's your chance to add a new member to your cause. I have a 6000+pt Terran Force. My boy has a 4500 pt Rach force. We've become quite addicted to CAV now that we have actually played it. All he wants for Christmas is an Adon task force and I have just ordered a 5000 point one for him that should be here on Friday.

 

That said, I need new toys too! ::D: My problem, I am equally attracted to Ritterlich and the Templars. So, here's your chance to sell me on your faction.

 

Which faction gets my $150?

 

Thanks,

 

TS

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