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Kraggi

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  1. Like
    Kraggi got a reaction from Lord Bloodwings in Directorate vs Sorylians (3500 points)   
    3500 points
    Directorate vs Sorylians
    The Long War Scenario
     
    Armies:
    Directorate
    Core Helix
    Desolator x 2
    Retaliator x 3
    Retaliator x 3
    Informer x 3
    Informer x 3
    Patriots x 3 (all Gun Teams)
    Trojan x 2
    Trojan x 2
     
    Recon Helix
    Anarchists x 4
    Deadlock Cadre x 4
    Intruder x 1
     
    Support Helix
    Arbiter x 1
    Deadlock Grand Company x 6
    Trojan x 2
     
    Sorylian
    Core Helix
    2 Huk'vok'ka
    2 Bor'ka
    6 Mul'kat (with Officer) in a Bol'vak
    5 Ka'kun
     
    Heavy Armour Helix
    Huk'ka
    3 Sor'ka
    5 Ka'kun
     
    Ground Attack Helix
    2 Sar'mak
    3 Vro’mak
     
    Logistic Points x 10
     
    The Battlefield:

     
    The Game: (Turn 1)
    On turn one we both rolled a 6 for one of our reserves. The Sorylians got their Heavy Helix, while I got my Recon Helix. 
     
    We managed to screw up the deployment of the Reserves (as you are meant to put them on the table with their back to the board edge in the Late Arrivals Segment)!
     
    The First turn was a cagey affair with lots of flat out moves from units trying to get into position for later turns. 
     
    When the dust settled one Trojan had been destroyed, two Bor’ka had been damaged and the Directorate held two Secondaries to the Sorylians one.
     
    A quick snap from the middle of turn 1.

     
    ZHT Directorate 27 - Sorylian - 31
     
    Turn 2
    At the beginning of Turn 2 the TAC cards came out with myself playing Boosted Hack on the Core Helix, and Fabio playing Scatter Pattern on his Bol’vak
     
    When reserves were rolled, I got a very low 1, not enough for my support helix, but Greg rolled another 6 allowing him to bring on his Ground Attack helix without needing to spend logistic points.
     
    This turn had everything closing up so much more damage was dished out, an amazing torrent of fire from the Retaliators near the back of the Board killed the Bol’vak after it wiped out the Informer squad holding that objective, so much damage was caused that two bases of Mul’kat were killed in the resulting damage and marked as activated as they were forced to disembark. 
     
    Below a snap from the middle of the turn

     
    The Trojans managed to put Advanced Targeting Offline one on the Huk’vok’ka squadron, that in return saved the Trojans from taking any damage from the return fire. 
     
    The Retaliators on the far flank moved up to target the Bor’ka and managed to kill one of them, before the other Bor’ka elected to take on the Informer squadron first with CQB, followed by shooting resulting in two deaths, but no failed Disorder.
     
    The Desolators moved up and managed to link fire on the Ka’kun sitting next to the secondary objective, they killed four of them and caused them to go Forlorn hope, whereby they charged up at the single informer, however both of them were very inffective at hurting the other. 
     
    The Recon helix got hammered by the Aerial, losing three of the Anarchists as they were targeted by the flat out’s of the entire Helix. 
     
    Their return fire from the two remaining and the Intruder manage to kill a Vro’mak. The Anarchists moved up to hold the Secondary objective that was getting crowded by plenty of non scoring Sorylian models. 
     
    The Heavy Helix focussed on my Desolators managing to kill one of them, while the other remained on 1 DR left
     
    At the end of Turn 2 the ZHT was
    Directorate 14, Sorylians, 29
     
    Moving into Turn 3 and further cards were played, with Expert Tactician being played by myself, and Mathematical Genius being played by Fabio on his Huk’vok’ka to get them back to a 4+ to hit as they failed to repair their Advanced Targeting effect. 
     
    My support helix arrived at the edge of my long deployment edge where his Cyber booster would effect the most models. 
     
    I won the roll off for going first, and moved the Arbiter up into range of the Huk’vok’ka. The shots from the Plasma took the first DR, and applied a Debilitating effect marker, before my Cyber attack got only 1 DR of success (6 successes out of 18!), however the luck came back for me and granted a natural 6, activating the unit.
     
    Fabio response was to move his Ground Attack up to CQB & Shoot at the Arbiter. The 2 Sar’mak arrived and took 1 damage back in CQB before taking a full DR off the Arbiter in response. The Arbiter being the stalwart Command Vehicle promptly failed its Disorder test, before the Sar’maks shooting took its second DR.
     
    At this point I managed to play it wrong, forgetting that the deployed Punisher drone counted as part of the unit (and therefore I was not Forlorn!) took my disorder tests for losing my command element, the Trojans passed, while the Deadlock’s failed… meaning they had a disorder marker and could not intiate CQB…. had I got that bit right the Deadlock would have swung the game for me by either wiping out (or severely damaging) the Sar’mak or Vro’mak with their 30 CQB, followed by 30 (ish) Cyber on whatever was left.
     
    As it was I got it wrong, and gave them the disorder, they disembarked and shot 30 Cyber at the Sar’mak, causing two disorder markers. 
    The Vro’mak moved up and wiped out the Anarchists with CQB, before killing two Deadlock from the Recon helix. The Intruder & Deadlocks didn't need to take the Command check for losing their command element as the Arbiter was still present. 
     
    The Support Helix Trojans then took some shots at the Ka’kun to see if they could get a nice number of Disorder markers, but failed their rolls despite 14 AD needing only 5 success, granting me a total of 1 extra dis-order. 
     
    The Bor’ka advanced and killed the final Informer from the second squad, before shooting at the Desolators and damaging one of them.
     
    I jumped into my Core Helix and advanced the Desolator in range of Sor’ka, and at 15” unleashed hell with 18 plasma managing to kill one Sor’ka outright, and causing the unit to fail its dis-order by 1.
     
    The response from then Huk’ka was to kill my remaining Desolator, which meant I failed the command checks on two of my Trojan units, however my Patriots and both Retaliator units passed with flying colours. 
     
    The Patriots then moved up into the building (non objective) that they were next to and managed then used their missile launchers to down the final Bor’ka. 
     
    The Retaliators moved round the corner to kill another Sor’ka unfortunately the one left managed to pass his Dis-order test. 
     
    The Retaliators & Trojans focussed their fire on the Vro’mak damaging them to a point where they had 2 damage markers and three dis-order markers. 
     
    The Mul’kat got in to the local secondary objective with the Heavy Helix Ka’kun moving up to kill two more of the Grand Company of Deadlocks, who fortunately passed their dis-order test. 
     
    The final action of the round was for me to move the two Deadlock up and CQB one Sar’mak which resulted in no damage to either side, while the Intruder stood still and placed shot it’s 9 AD at the Vro’mak. At this point between I needed 7 successes, and his shields to fail him to kill the Vro’mak. I rolled 8 successes, and fortunately his shields only got 1 off my total. 
     
    Above the only shot I got in turn 3, one or two activations in.

     
    At the end of Turn 3 the ZHT scores were:
    Directorate - 3, Sorylians - 1
     
    For those interested the TV was scored in the following ways:
     
    Directorate:
     
    Turn 1:
    Secondary x 2 - 8
     
    Turn 2:
    Boosted Hack TAC +1
    Bol’vak -2
    Ka’kun -4
    Seconday x 2 -8
     
    Turn 3:
    Expert Tactician TAC +2
    Bor’ka -4
    Vro’mak - 9
     
    Sorylians
     
    Turn 1:
    Seconday
     
    Turn 2:
    Scatter Pattern TAC +1
    Informers - 3
     
    Turn 3:
    Mathematical Genius TAC +1
    Informers -3
    Desolators -8
    Deadlock Cadre -3
    Arbiter - 7
    Anarchists - 4
    Secondary -4
     
    Overall a very fun game, very close, but as we were testing out the scenario for our upcoming tournament we didn't continued (as we didn't have time for the next turn). 
     
    Had it been part of the tournament we wouldn't have had to setup the board, and I would actually have been there on time, meaning we would have had the final 30-40 minutes of the game time to finish the game off and Turn 4 wasn't going to take long at all! 
     
    I suspect we would both have made planetfall next turn, but not too sure who would have edged it in the long turn, for now this is one we are classing as a draw. 
     
    In the final analysis screwing up how we deployed the reserves probably didn't matter in the first turn, except that Fabio deployed his Ka’kun out of Command Range from reserves and that put them in a much better position.
     
    My messing up the Forlorn hope on my Arbiter was a silly mistake, it did actually go forlorn later when the Punisher drone took a DR of damage and the squad then failed its disorder test again, but even so that Grand Company would have been much better without the Disorder present and would have allowed me to get the Secondary Objective. 
     
    I could also have gone with my Recon Helix first to get the Deadlock into the Secondary objective (the Recon ones that is) and that would have probably saved the unit (3TV), netted me the secondary (4TV) and meant I could CQB out of the building at the Mul’kat with 16 AD to their 8, where I got shield saves and was DR6. 
     
    The flip side of that is I would almost certainly lost the Arbiter without it shooting, but again if I lost it to Forlorn as had happened the 3+ from placed shots and CQB would have increased my effectiveness not reduced it.

    Ah well, live and learn. First time out with the Arbiter and Deadlock and overall very impressed!
  2. Like
    Kraggi got a reaction from Zeph in Core + Assault + Aerial = ?   
    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.
  3. Like
    Kraggi got a reaction from WestAustralian in Core + Assault + Aerial = ?   
    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.
  4. Like
    Kraggi reacted to Ironfrost in Getting into Planetfall   
    Playing with the starting box scenarios
     
     
    http://ironfrost-tabletop.blogspot.dk/2016/03/firestorm-planetfall.html
     
     
    The next games. Now with new "Niels got is own" armys
     

     
    http://ironfrost-tabletop.blogspot.dk/2016/05/terrans-take-to-field.html
  5. Like
    Kraggi got a reaction from Zeph in Planetfall Warlog - 3726   
    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  
  6. Like
    Kraggi got a reaction from Fabio in Planetfall Warlog - 3726   
    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  
  7. Like
    Kraggi reacted to Retired_Admin in Forum new look   
    Hi all, thanks for all your comments on the changed forum. We are actually in the process of a large upgrade, which will take care of all of the spam issues we've been having lately, along with various other 'tidying-up' bits and pieces. We hoped this would be a one-day change, and we'd be able to tell you all about it yesterday, but unfortunately it's taken a little longer than expected (blame our steam-driven internet if you like!). This is why the forum is running a little slower than usual, but please rest assured it will soon be back up to normal speed. We will let you all know when the upgrade is complete.
  8. Like
    Kraggi reacted to S.Derek in Pass Activations   
    Kraggi is correct.
    All activations must 'activate' even if it is just to jump around on the spot!
     
    Cheers
    Derek
  9. Like
    Kraggi got a reaction from Hicks in V6.0 CHANGE-LOG   
    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.
  10. Like
    Kraggi reacted to Vedar in Javi and command element   
    The unit took damage so a test is needed. Command has nothing to do with taking a test or not, just the amount of dice so 3 is out.
     
    1 makes no sense as the Javi special rules overrides the general rules with an "ALWAYS" (they even put it in capitals) and then added even if the other command element is destroyed or out of range. I don't think they can make it any more clear unless they want to add "yes we really mean it".
     
    2 would be correct. Did it take damage? Yes it needs a disorder test. Is it in command range of its command element? ALWAYS! add an extra dice.
     
    Both RAW and RAI seem the same here to me.  
  11. Like
    Kraggi got a reaction from Fabio in Pharlain IV - Some Live Posting   
    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! 
  12. Like
    Kraggi got a reaction from Fabio in Pharlain IV - Some Live Posting   
    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.
     

  13. Like
    Kraggi got a reaction from alamo in Pharlain IV - Some Live Posting   
    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....
  14. Like
    Kraggi got a reaction from tansalus in Pharlain IV - Some Live Posting   
    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....
  15. Like
    Kraggi reacted to gr1mdan in Three new Missions for you guys!   
    Hey all,
     
    I've created a pack for next weeks tournament and it contains three brand new missions.
     
    http://www.files.co.uk/set/5735014b251eb
     
    Please give them a go and have some fun using them. We've had loads of fun play testing them and they really add something fresh and new to Planetfall.
     
    Cheers guys
    Dan
  16. Like
    Kraggi reacted to Paladin21 in Are Trojans worth taking without Arbiter Command Barge?   
    I always try to find room for Cyber tanks, for many of the same reasons that Kraggi mentioned.  I'd disagree somewhat about all results being useful (I hate rolling Corrosive, it almost never makes any difference whatsoever in the results of follow-up attacks).  However, most of the results are solid, assuming that you are shooting at an un-activated target.  The ability to ignore target defenses means that you don't really need huge AD pools to get a roll.  Against most targets, you should get at least one attempt on the table, and multiples for mediums and lights.  If nothing else, they are a *very* cheap way to shield a squad or two from return fire, and tough enough to require a significant amount of firepower to remove.  Obviously, they're better with an Arbiter, but they are still a worthwhile purchase without one.
  17. Like
    Kraggi got a reaction from Fabio in Pharlain IV - Some Live Posting   
    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....
  18. Like
    Kraggi got a reaction from Fabio in Pharlain IV - Some Live Posting   
    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! 
  19. Like
    Kraggi got a reaction from tansalus in Pharlain IV - Some Live Posting   
    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. Like
    Kraggi got a reaction from Rezfon in Are Trojans worth taking without Arbiter Command Barge?   
    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. 
  21. Like
    Kraggi got a reaction from Zeph in Are Trojans worth taking without Arbiter Command Barge?   
    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. Like
    Kraggi got a reaction from MaxToreador in Dual Battle Groups: Your Opinion   
    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. 
  23. Like
    Kraggi reacted to Magarch in Dual Battle Groups: Your Opinion   
    Since you have to agree with your opponent before the game about the number of battlegroups you're allowing for it, I don't really see where is the problem.
     
    Double core is only possible if you set up the possibility to take two battlegroups. If it is allowed, then it's just one strategical option for both players - and usually means one of them intend to play that number. Beside, taking two full core helix mean having a lot of activations - and that means ending all the activation on one core before going to the other.
     
    It may not sound like a disadvantage, but in some cases, it can be.
  24. Like
    Kraggi got a reaction from Zeph in Directorate unit run down   
    Without de-railing this thread any more than I already have I think you mis-read my post.
     
    I never suggested 4 squadrons of Lamana's (although well used you would change your mind on that).
     
    I merely suggest that a double battle group allows people on boths sides of the game to take a double battlegroup. 
     
    So yes. 
    You could run the list Marine0351W posted, but in response I could run:
     
    Primay Battlegroup
    Core Helix
    Sedna x 2 w/SirSir
    Lamana x 3
    Imzani x 3
    Stingray battery  x 2
    Stingray Battery
     
    Heavy Helix
    Haumea
     
    Heavy Helix 
    Haumea
     
    Secondary Battlegroup
     
    Core Helix
    Sedna x 2 w/SirSir
    Lamana x 3
    Imzani x 3
    Stingray battery  x 2
    Stingray Battery
     
    Heavy Helix
    Haumea
     
    That list offers 
    Four Sky Drop markers for the Stingrays to come in on.
    5 Nexus designators to bring them in.
     
    Two units at 20 dice 36" range, pinpoint 2, that in the late game get a waste not want not target lock attempt from the SirSir
    Three units at 16 dice 30" range with Interceptor & Corrosive with a 5 dice designator to get their Target locks off
    Two units at 12 dice 32" range with Pinpoint 1, or 18 dice at 16"
    Three units at 15 dice each 12" range. 
    Four units of Stingrays with a 30" range, corrosive and 12 dice each that will likely be in your flank / rear and are worth very little TV. 
     
    Both those lists are likely to be very powerful against an opponent that uses just one battlegroup, but against each other its likely to be a much more interesting game. 
     
    TLDR; double battlegroups work if both players are using them and have models to support the crazy builds, single battlegroups are better IMO because you have to make choices about what to take and what to cut. 
  25. Like
    Kraggi got a reaction from gr1mdan in V6.0 CHANGE-LOG   
    I have used them in a couple of games (plus some from the Beta prior to launch).
     
    They are a great unit with a different function within the Aquan forces that is very different to what we are used to.
     
    For me they work as a great bullet magnet while hosing Infantry out of Buildings, before running up and hitting something in CQB.
     
    I actually find myself not using Thunderous charge that much and instead prefer the slightly lower CQB at 4" but being able to target a single heavy tank in a squadron and then shoot at them. 
     
    The Sakatar also functions very well as damage absorber give the relatively high DR for us, that throws out amazing AD even with only 2 in the unit. Honestly these things screaming at an enemy objective tend to draw a lot of fire! 
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