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Kraggi

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Everything posted by Kraggi

  1. I haven't collated the stats, as we have had so few games added by the community, I am happy to look at starting up a warlog for 2017, however I would like to know if people think its worth doing (given that this thread is pretty much being resurrected by my post anyway!).
  2. Hi Karun, I am replying based on my games with the games designer vs the rules book. I would play it as per the rulesbook (to avoid confusion), and i will aim to keep my answers in line the digital rulesbook from now on! In that light, I dont think your second scenario is covered, but I would probably go with the model must be fully within the flank, you control the models positioning and you can premeasure / check all these things before shooting, so I think you should be able to get into the flank. Hope that helps.
  3. The Vorati, works well if you can get those shots off, and your opponent lets you, but the range of it means it can be surprising how far it can get. I use the Crystal to extend the ranges of things like the Larata, and its a viable tactic to shoot at the Vorati simply to extend your range as well, plus hiding your units behind a building and targeting the Vorati has a special place in my heart! The big weakness of that composition (not knowing how your Core will be built) is that you are potentially putting down 3 Units that are just one model and can give up TV very easily, not to mention that the Troops inside will need all the help they can get if the Larata's pop before they are in position. The Marana's as the command tank for the Recon Helix can and will die surprisingly easily as well. Unless its been FAQ'd its worth pointing out the Hit & Run tactic here of shoot the enemy, then move upto them to CQB just one of their models, if you have a SirSir attached (say to your Lamana's) then this can work very effectively, although the risk is that you are closing perhaps a little too much. Kraggi
  4. The biggest challenge is always scoring units, two Aerial helixes will give you some amazing firepower, but equally that firepower can be seen anywhere on the table, and is generally gonna be hit on 5's or 4's (placed shot and depending on your move). Love the Assault Helix myself, I would perhaps look at dropping down an Aerial helix, and going for a Recon helix instead. That will give you three scoring units (and you can make the Troops 3 stand units - i do this, just 3 x Gun Teams) for some cheap scoring and flanking units. For the aerial helix I would say pick the models you like the most, although in effectiveness you will generally find the Ground Command outperforms at the moment (although it does have a higher cost), but luckily I think all of our aerial units look pretty frigging awesome! Hope that helps. Kraggi.
  5. I take it (from others commments as well) you mean double battle group? Its balanced if your opponent knows you are doing it, in that they can respond in kind, aka 4 command or heavy or assault etc. Or just double down on Core's themselves. If you are referring to a full double core helix (within 1 battlegroup) doubling them up begins to reveal the different factions and points, some factions have to take another helix to hit certain points total. Overall if your games are against locals, always agree ahead of time, and if you head to a tournament that allows double battlegroups prepare accordingly.
  6. Players: Kraggi vs Dragkon Points Value: 3500 Factions & Allies: Aquan vs Terrans Starting Zero Hour: 35 Zero Hour Score: -2 / 5 (Kurak Major War-games Victory) Turn Count: 4
  7. I understand that people have that ruling but it does allow you to game for advantage, if you genuinely forget (Spartan Derek and I do that in games because you do get caught up its not too bad), but by allowing you to deliberately skip out of a helix you locked yourself into to respond to the threat of say Sky drop / reserves at the other end of the battlefield, bascially means that when you make a tacitical mistake, or get outsmarted you can get out of it. And while you may say that people will still lose out on their own activations if they do this, I don't buy that, if you are in your Core Helix and your heavies havent activated yet, but if they do they get to shoot something, you wont skip out of the helix, but you will if the only unit left unactivated is your troops in an objective. A better modification would be that if you skip activating a unit they do not count as being on the table (unless being shot at), so they dont block LoS, they CANNOT score or contest objectives, they may not initiate CQB (unless targeted by it), It sounds stupid, but the game has been designed that if you take big Helixes you have lots to activate, because that helix can do a lot, and by deciding to skip it you are gaining an advantage (without a disadvantage if your lights / infantry are already on an objective). Yeah, havent ever played him where he made me activate my crystals that werent on the table so 99.99999% sure this is the way it should work. I understand that people have that ruling but it does allow you to game for advantage, if you genuinely forget (Spartan Derek and I do that in games because you do get caught up its not too bad), but by allowing you to deliberately skip out of a helix you locked yourself into to respond to the threat of say Sky drop / reserves at the other end of the battlefield, bascially means that when you make a tacitical mistake, or get outsmarted you can get out of it. And while you may say that people will still lose out on their own activations if they do this, I don't buy that, if you are in your Core Helix and your heavies havent activated yet, but if they do they get to shoot something, you wont skip out of the helix, but you will if the only unit left unactivated is your troops in an objective. A better modification would be that if you skip activating a unit they do not count as being on the table (unless being shot at), so they dont block LoS, they CANNOT score or contest objectives, they may not initiate CQB (unless targeted by it), It sounds stupid, but the game has been designed that if you take big Helixes you have lots to activate, because that helix can do a lot, and by deciding to skip it you are gaining an advantage (without a disadvantage if your lights / infantry are already on an objective).
  8. We ran a tournament recently, and I have to admit I have been pretty lax at posting the results.... apologies. We didnt capture turn length (but the average was 3 turns per game) 3500 points for all of them One battlegroup Latest Orbats used. Round 1 Result Chris S Aquan ZH: -15 vs Garviel Dindrenzi ZH: 2 Major Aquan Victory Spartan Derek Directorate ZH: 0 vs Fabio Sorylians ZH: 2 Major Directorate Vicotry Kraggi Aquan ZH: 0 vs Simon H Terran & Sorylian ZH: 23 Major Aquan Victory Captain_Tycho Terran ZH: 1 vs John K Rethloza ZH: -11 Major Relthozan Victory Round 2 John K Rethloza ZH: 32 vs Chris S Aquan ZH: -1 Major Aquan Victory Spartan Derek Directorate ZH: -13 vs Kraggi Aquan ZH: 11 Major Directorate Victory Garviel Dindrenzi ZH: 26 vs Captain_Tycho Terran & Sorylian ZH: -2 Major Terran Victory Simon H Terran ZH: -4 vs Fabio Sorylians ZH: -3 Minor Terran Victory Round 3 Garviel Dindrenzi ZH: 11 vs Fabio Sorylians ZH: -25 Major Sorylian Victory Simon H Terran ZH: 32 vs Captain_Tycho Terran & Sorylian ZH: -10 Major Terran Victory John K Rethloza ZH: 12 vs Kraggi Aquan ZH: -24 Major Aquan Victory Spartan Derek Directorate ZH: -8 vs Chris S Aquan ZH: 1 Major Directorate Victory Final Standings
  9. We can hope that Spartan Derek comes back to us all, but certainly when we play its just treating them as not being on the table so they dont need to activate. If it isnt on the table and you had to activate it you could game your opponent by making them waste activations when you actually havent done anything and I dont think that's the intent of the rules.
  10. Taken from the rulebook. Page 64 of the digital rulebook: Remember, a Commander must complete all activations within a Helix before moving onto a new Helix. Page 80 explicitly states that units in Sky drop do not count as an activation for these purposes. Couldnt find anything on embarked squadrons, but we always play that as they are not on the table they do not need an activation marker unless you disembark them (and of course if the transport goes flat out then they cannot activate anyway. So basically you must activate those valkyries to move onto the next helix, because they are actually doing something for you by scoring the objective.
  11. As one of the Beta testers, the current Orbats were built and designed for 1.0. The game is balanced using these Orbats, we just ran a tournament with all six races represented, and the only one that didnt win a game were the Dindrenzi, where the player using them basically admitted he got his list and tactics wrong in each game. There were some tough lists there as well. There were also a chunk of really really close games where we nearly had both players making planetfall. I will be getting the results posted on the warlog in the next few days! These Orbats make for challenging games for ALL the factions.
  12. This sounds like a thread for the sake of a thread. Here is the exact rule for the Javi: ADDITIONAL Tactical Action Card over and above the number stated for the game size. In addition friendly Relthozan forces within the Command Spire’s Command Radius are ALWAYS considered to be within range of their Command Element, even if this is not possible (due to their Command Element being destroyed or out of range!) How with the highlighted in red part (take from the Orbats) is this a questions? There is no devil's advocate here, the Javi rules CLEARLY supersede the rulebook, because it calls out that they do. If you are Relthozan, and in command range of a Command Spire on your side you ALWAYS get an additional dice as if you were in range of your command element.
  13. Don't underestimate the ablative armor effect of the Circe, or the fact that i might destroy the 3 Eryiss / 2 Kratos its attached to, only for you to run the Circe off the table, denying me half the TV for the unit (which basically makes it a saving vs me just wiping out the 3 Eryiss). It blocks line of sight, which in an army full of hit and run is hardly a bad thing, and it has a chance when you move to give you placed shots, and 38% is a lot better than 0%, which the Terrans, Directorate, Sorylians & Relthozans have (the Aquans also have a 4 AD designator with Target lock) The CQB boost should never be underestimated, and with careful positioning you can get all that CQB lovelieness (which benefits from re-rollings initial 1's) so that if the enemy gets a luck chain of CQB dice, its likely to only kill the Circe, rather than an Eryiss (or Kratos). I get that people want it to be better than it is (as most people do with most of their units), but so far I don't think anything really justifies any further changes.
  14. Meanwhile the Terrans & Sorylians are facing off. At the end of Round 2 Aquans vs Relthozans (Aquan Victory) Aquans vs Directorate (Directorate Victory) Terrans vs Dindrenzi (Terran Victory) Terrans vs Sorylians (Terran Victory) Overall control of Pharlain IV Kurak Alliance: 5 Victories Zenian League: 3 Victories More pictures from round 3 in the next few days! I may even get round to writing a battle report or two for my games!
  15. Now for Round 2! First up we have the Relthozans & Aquans squaring off against each other on the top table... well discussing the battlefield before setting up the models! This one has Dramos written all over it, with Terrans & Dindrenzi fighting over the green green fields. A little bit blurry, but here the Aquans & Directorate face off against each other! (Yup me Vs Spartan Derek!) The lone surviving Khitari stand, his unit of three guys manage to take a Patriot charge to the face, and the rest of the Recon Helix trying to kill them as well.. this time Derek couldnt roll his 6's! It looks messy over there for the Dindrenzi! While the Aquans close in on the Relthozans.
  16. The Thin Blue line! Two thin blue lines! The Terrans & Relthozans get up close and personal. While the Aquans try to turn the Dindrenzi flank The Directorate casualties mount (closest models to the bottom of the picture While the Hyperion is on its last legs! (well DR) Round 1 saw: Aquans vs Terrans (Aquan Victory) Aquans vs Dindrenzi (Aquan Victory) Directorate vs Sorylians (Directorate Victory) Terrans vs Relthozans (Relthozan Victory) Pharlain IV standings: Zenian League 2 Kurak Alliance 2 More Pictures from Round 2 later tonight / tomorrow....
  17. Pictures Game 1 Pictures The Aquans survey the battlefield before their enemy arrives. The Directorate plan their strategy facing the Sorylians before deployment. While the rest of the Aquan forces present on Pharlain IV prepare to deal with the Dindrenzi threat. (Serious faces for deployment here!) While the Terrans & their Sorylian allies assess the situation after the Relthozan predator advance. Another Terran force was threatening the main Aquan advance, and had a force dispatched to deal with them. Strategy picked, the battle lines are drawn and the Sorylians advance!
  18. And Typically all the pictures I had to try and upload throughout the day failed to upload... however working to rectify that now! Pieces incoming, along with some results.
  19. So the aim of this is going to be to try and do some live posting from the day of the tournament, maybe a breakdown of results game by game, hopefully something to keep everyone interested! First up three quick snaps of tables we will be using today.... missing two of them, but i will get them on here when i get to the tournament today! 3500 points, 3 games, hopefully 8 participants! More pictures as best I can around the rest of the day!
  20. Pffl to your Dindrenzi robots, the Accoster is far better looking!
  21. In my experience yes. I think that some people look at AD as the be all and end all, and for 200 points the Trojans are an absolute Bargin. They are: A 14 AD Cyber attack that allows a variety of results, which with careful planning are NEVER bad (i.e shoot at an unactivated unit and every result is good). An extra activation to draw out enemy activation Cloaked Generally get ignored by the enemy due to Cloak & Low TV 10 CQB, with Terror Mobile Terrain. There is nothing else in our arsenal that fufils all of those requirements. They block line of sight to everything else in our list except for the Battle Robots, while being cloaked, which means the enemy has to waste firepower to kill them, and the general view on the forums is that it is a waste of firepower so they will be reluctant to do so. I dont know of anything else with the resilience of the Trojans for the same points.
  22. Great read their DSW. I think that the amount of firepower to down your leviathan might have left a lot of your other models free and unhindered thought for an extra turn or two. So while they could have nabbed the Levi, you would have had a lot more to deal with them with. On your Sky drop points, I would consider going for the Secondaries, thats my plan. Spires in to disembark the troops (behind the building, and then hop in the following turn). Going for the Primary is a tactic, and one that Sky drop armies can do, but it is by no means the only way to do it (look at Terrans without GA, they just hit the Secondaries & their Tertiary). Also for your games on terrain its much faster and more enjoyable to setup a battlefiled how you want rather than using the Tournament placement. No tournament I can think of wants to lose gaming time by making the players setup the terrain, so I would expect most just have it setup before the game starts. Personally I would try a rematch that way rather than just using the Tournament placement (unless you are practising for tournament that will do that). Its also worth considering that Logistic points to help you win the board edge are always nice too!
  23. I get this, I totally do as its the same way I would practise for any tournament, build your list based on the tournament pack and the scenarios and see how it performs. However unless Spartan are going to enforce one tournament structure worldwide (which is unlikely as everyone is likely to change / tweak something) the only way to do this is to read the Tournament pack and play your casual games based on the rules written in there. If every tournament in the world was the same for PF it would be a very boring scene. What makes the tournament scene interesting is all the different points levels, missions etc that come with it. So while I get this, asking for an official / semi official ruling from Spartan isnt going to help you as to practise for the tournament you will still have to read the tournament pack and base your army off that & the missions. Even if the rules for allies etc was the same in every tournament the scenarios wont be. Consider a tournament where you play three basic games... pretty straight forward. Now consider a tournament where one of the missions puts ALL of your helixes into reserve except your Core (or primary core if running dual battlegroups). If you are running a Core heavy list you will do better in this mission as you get to fight your opponent piecemeal. That one change in the scenario means everyone will re-evaluate their lists, because if you don't you could be at a big disadvantage, and maxing out on core for one mission out of the three isn't always the way to go either. TLDR; the tournament packs produced by your local tournaments are what you will playtest your lists against not some ruling from Spartan, especially when Spartan is all about empowering the gamers to play the game they want (i.e Mutual Agreements). They arent going to change that for a tournament, they may make suggestions, but that wont stop people doing something a little different.
  24. I still dont see what needs addressing here. I guess if there is a requirement from the community we can see what Spartan can do, but Secondary Battlegroups have been included so that people can build whacky hexlies with strange compositions. They werent introduced for competitive play but to give a framework of how you could expand and have four races on the table top if you so chose, or so you can go big stompy robots, or so you can go as close to an aerial force as possible. Why would anyone want 2.0 to be perscriptive in how you play Friendly games? At the moment Battlegroup strength is only really mentioned as part of the mutual agreements... if you havent mutually agreed then thats part of the problem. There will always be people in a tournament scene looking for the competitive edge by min/maxing / fine tuning their list after multiple games. If as a player I elect to go to a tournament that allows dual battegroups a few things will happen: 1. I will see some god damn scary min/maxed lists 2. I will see some single battlegroup lists 3. I will see some very wierd and wonderful lists There is nothing wrong with that as I am electing to go to the tournament, no one can surprise me with a dual battlegroup (although the composition can do). TLDR; what do you want addressing in 2.0 regarding Battlegroups?
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