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Krugerannd

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Krugerannd last won the day on October 9

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  1. Cause you can't put decals on them right?
  2. I shan't be able to attend tonight. I would like to say Jon is negotiating with Paramount to sell the movie or T.V. show rights to CAV to them. I would like to say he's negotiating with Orbit Books to sell the novelization rights to CAV to them. I would like to say he found a deal on a vehicle used in the filming of Rat Patrol and is joyriding through the Kansas fields. However, knowing the kind of luck he's had so far this year he's probably got a 7ft geyser of raw sewage in the factory or a satellite has fallen on his truck or that woman from the city who had him in front of a judge about the grass clippings managed to get him run out of town.
  3. Ah, the subtle difference in spelling threw me off.
  4. Point blank annihilations. The hard counter to everything.
  5. Six sources of APA but no ECM? Do you not find ECM as useful as APA or does it not fit with the carefully thought out battle plan?
  6. Very nice. Poltergeists are on the To Purchase list along with some Razors. Did you find the APA to be useful? I've got 3 Shadows but haven't seemed to get the knack yet. They tend to explode on me.
  7. So today we had our 3rd game in a series where we learn the rules and try new things. Below we have the Templar force The Order. Today they brought a Attack squad of 2 Centurion Mk.2's, 1 Crusader and a Spartan and a Specialist Squad of 2 Flail fire support tanks. Here we have the Malvernis Force The Swift Death consisting of an Attack Squad of 5 Banshee hover tanks, a Recon Squad of 4 Nomad vehicles (played ironically by Templar Mambas) and a Specialist Squad of 2 Butchers (with external FCS and Ammo Bin add-ons), 1 Specter B and 1 Shadow. The initial deployments were as thus. The Templar spread out a bit and the Flails started behind the hill on the Right expecting to rain rockets down from afar while the CAV's blasted anything coming over the bridge. The Malvernis deployed the Specialist Squad in the Center to blast anything trying to come over the bridge while the Banshees deployed on the left side with intent to cross the river and hit the flank while the CAV's forced the bridge. The Nomads spread out to provide overlapping ECM bubbles so that if someone got frisky with their MAC's or R10's there would still be coverage. The Malvernis got the first activation and started by advancing the Nomads and activating the ECM. The Banshees on the second card flip and followed suit and advanced forward 10" to activate Double Time but skipped their next action as they didn't want to get too far ahead just yet. Templar got the 3rd card and activated their Flails which tried lobbing Rockets at the enemy but they missed. Malvernis got the 4th card and activated their Specialist squad. The Shadow, having flashbacks to last game where it died Turn 1 ran for the Forest and grabbed a Target Lock on a Centurion which it passed to the rest of the squad via EST. It then remembered it's Chameleon ability and tried very hard to look like a tree. The Specter B moved forward and pelted the rearmost Centurion with Guided Missiles at Extreme Range and actually did 2 damage and a Suppression and Knock Down due to a Critical Hit, Shock and a Failed Piloting Check. The Butchers moved forward and appeared to lay down an additional 3 damage but then it was realized that sometime during their activation their owner had a stroke and started playing Warhammer 40k rules and completely cheated on their attacks. He then apologized and walked all their shooting back. The last activation card went to the Templar Specialist squad where the Spartan took shelter in the valley and popped it's ECM, the Rearmost Centurion stood up and tried to repair itself and failed and the front most Centurion advanced and found out it was out of range for any MAC attacks. The Crusader advanced but couldn't get a target lock to pass with EST due to all the ECM and couldn't shoot anything due to the short range PBG's it carries. Next up I forgot to take pictures in order so I'm sure I missed something. For Malvernis the Banshee's did a double move and started crossing the River. The Nomads moved up as far as they could to keep the ECM umbrella out as far as they could. The Specialist squad advanced on the Bridge in preparation for crossing while the Shadow remained in seclusion in the forest. For the Templar the Centurions moved past the Spartan to range on the enemy. They did manage to ding a Banshee despite Double time and a lack of target locks. The Flails managed to drop a brace of rockets on a Nomad and damage it pretty good. Here we have a picture of some Banshees enjoying the water. So those of you may remember that the 2 Centurions had advanced to bring their MACs to bear on the enemy. This time the Banshee's advanced to bring their PBG's to bear on the Centurions which they promptly Overdrove. End result 1 Banshee with no gun (Crit Fumble) a 2nd Banshee getting scratched and a severely dead Centurion. Here the Remaining Centurion fired it's MAC's and dealt 3 more damage to an already scratched Banshee. The Crusader racked up it's PBGs and laid a hurt on the lead Butcher for 6 damage due to Overdriven guns and a high roll. The Butcher, shaken by the hit, did not return nearly as much damage. On Round 7 the Banshee's destroyed the 2nd Centurion with massed Overdriven PBG's and managed a shot against the Spartan which knocked it down on a failed pilot check. At this point my opponent conceded defeat and we ended the game. Things learned today. 1. Again it's a numbers game. The side with more squads gets more cards in the initiative deck and more opportunities to react to and counter enemy moves 2. If one side brings a recon squad and the other doesn't, the side that doesn't is at a severe disadvantage. Between ECM not allowing target locks making long range fire inaccurate and preventing the use of Guided Missiles and the Recon Squad ability to move flipped initiative cards to the bottom of the deck that weakly armed, poorly armored squad can cause problems way out of proportion to the points spent. 3. Overdriven PBG's hurt like hell. Keep them away from you or kill them on the other side of the table. 4. Fire Support Models need Target Locks, and LOS (if possible) in order to use Rockets effectively. The idea of raining Hellfire down on your enemy from a safe distance away is a nice one but in practice without Target Locks the penalties to Long or Extreme range bombardments are too high. I don't think a single IF salvo fired today landed on target. All damage done was from scattered shots. 5. Hover tanks skimming over water look cool. Hover tanks skimming over water and then destroying Super Heavy CAV's in 1 turn look REALLY Cool. P.S. CAVBoss if you're reading this every faction needs to have models for it's Recon Vehicles. They are too damn useful not to use and by my count Malvernis, Ritterlich and Almirithil have none and Adon has the Dragonfly aircraft which is nice and all but it doesn't have ECM.
  8. So basically this is just to check my math on this one. You have a Fire Support squad consisting of 1 Spartan Recon CAV and 3 Sovereign III Fire Support CAV's. The Spartan has EST and TAG. The Sovereign III's have FCS and Adv Targeting Computer 1 The Spartan declares a target lock on point A which may or may not have a enemy model standing on it. The Spartan uses EST to relay this target lock to the Sovereign III's The Sovereign III's will each get a +3 to their Strike Point roll due to the following +1 from the target lock triggering the Adv. Targeting Computer +2 from the FCS system as each Sovereign III has one and the max bonus available from FCS is +2 If the Sovereign III's can individually see (have LOS) to the Strike Point they would get a further +1 for a total of +4 to the Strike Point roll. For the Combat roll the only bonuses would be if the target was Disabled, Immobile, Stationary or Prone or if the Sovereign III's Salvo Fired their 2 Heavy R10 rocket pods. The Spartan's TAG does nothing as nobody is using Guided Missiles and you can't feed TAG through a EST system anyway. Right?
  9. Thoughts. Well after retreating to the restroom to sit upon the Throne of Wisdom and contemplate the if's as Marcellus Wallace would say I've come to the following thoughts. 1. What you describe is by my way of thinking a stronger, faster, better Specialist squad for the Secondary side of things. I say this because as I understand it the differences are. A) A Primary Specialist squad is 1-4 models be they CAV's, Tanks, Infantry or Aircraft where as the Provisional squad is 4-6 models and limited to CAV's and Tanks only? B) The Specialist squad will not benefit from the Fire Support or Recon freebies like the Provisional squad will. I can see it being of benefit for the smaller point armies as a Specialist squad and a Provisional squad will give you an army of 5-10 models that could literally be any damn thing on the wall (playing a pirate or Merc force) or allowing faction forces to take that 1 Aircraft and your Lucky 3 Infantry stands in the Specialist squad (They killed a rampaging Dictator B solo doncha know) that you want and then filling out the rest of the army with the cheaper tank and CAV options in the Provisional Squad while still having access to the ELINT capabilities of Recon models, Long Range firepower of Fire Support and Upfront shooting of Attack. Example: Malvernis 2000 pts Specialist Squad 1x Ghast (Aircraft/Attack) @ 243 Tv 3x Power Armor Medium mortar infantry (Infantry/Fire Support) @ 177 Tv Provisional Squad 1x Wight (CAV/Attack) @ 596Tv 1x Shadow (CAV/Recon) @ 280 Tv 2x Banshees (Vehicle/Attack) @ 436 Tv 1x Shade (CAV/Fire Support) @ 236 Tv Total 1968 Tv Now I'm not saying the above list makes any kind of rational, logistical or tactical kind of sense, I just threw it together as an example of what could be done (assuming I got my facts straight, of course.) The Provisional squad would be classified as an Attack squad as its 3 Attack models to 1 Fire Support and 1 Recon. But you have a little of everything available and can explore your options without having to drop $60 in models to play. Although I have no idea why you wouldn't drop $60 or more as there's so many options and they're all priced to move.
  10. If I remember correctly the rules for list building for the various factions is going to be in the upcoming Journal of recognition? I probably asked this before but can't remember the answer I got if any. Will Malvernis stay at a 5 unit per squad standard for faction benefits or are they changing to a 4 unit per squad?
  11. If a target model is under a ECM bubble It cannot be target locked unless you. A. Use a ECM equipped model on your side to shut it off by a special action attempt and a roll-off B. Blow up the model producing the ECM bubble beforehand. Correct? Example: My mighty Butcher wants to target lock a Enemy Centurion. The Centurion is currently under a ECM bubble produced by a Saber recon tank. My options are. A. Use the ECM module on a Nomad to Jam the Saber or the APA on the Shadow to bypass the ECM? B. Use a prior activation to disintegrate the Saber with extreme prejudice and then activate the Butcher without fear of contradiction.
  12. So if I take a Flight squad of 2 Dragonfly aircraft since they are listed as recon types does the squad give me the ability to move flipped initiative cards to the bottom of the deck? Or is that limited to Recon squads only.
  13. I do have a backup plan which is a little more traditional Specialist Squad 2x Butcher w/external ammo bins & External FCS pods 1x Specter B 1x Shadow The FCS pods on the Specter and Butchers allow for more accurate IF shots for removing recon vehicles and other annoyances hiding behind hills. MRAC'S and GM's to deal with CAV's and any heavy armor. Attack Squad 5x Banshee Flank'em and shoot 'em in the butt. Recon Squad 4x Nomad Initiative deck shenanigans, ECM bubbles, Distractions
  14. No Joy. 1. It won't fit in the points budget. 134 points over 2. I don't have enough mambas to proxy it and there's none on the shelf at the club. I've considered dropping the recon squad all together and making the attack squads 4x Banshees and 1x Nomad. However the following happens. Good - The banshees have access to EST which means move and fire each turn at a +1 for the Adv TC as long as they stay within 36" of the Nomad. Bad - I lose access to the initiative deck abilities a dedicated recon squad brings and my opponent is well aware what a recon unit attached to a squad can do so those single nomads are not going to be long for this world.
  15. So Tuesday is my next battle. We're going 3500 TV and playing Scenario 8: A Bridge too Far (usually known as "You can't get there from here.") For my list I am considering the following. Attack Squads 1&2 4x Banshees each These squads are my primary method of removing unwanted Cav's and vehicles from the universe. Specialist squad 2x Haunts There's no recon in the squad but since they do not have GM's and have FCS I'm thinking I'll be ok. Improved Handling to get out of trouble faster than I got into it. Recon squad 4x Nomads Fast, Improved Handling, EST, ECM 2, Advanced TC 1 a light PBG in a turret and wet cardboard for armor. Basically they are along to put ECM bubbles up, engage enemy Sabers and be annoying when flipping cards off the initiative deck. They will be played by 4 Mambas since Malvernis currently has no recon vehicle models available for sale. Otherwise I'd own for and they would be green and purple. My opponent has in his arsenal 2x Centurions 1x Crusader 1x Spartan 4x Sabers 4x Flails 10x Power Armor with Anti Tank weapons. I'm confident of my ability to deal with everything but the Centurions. The Banshees are going to earn their pay there. Thoughts?
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