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LordKurald

TO LANCE OR NOT TO LANCE? That is the question

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I've completely switched to guns only on the Magenta Mk.I.  The higher dice pool is worth the loss of weapon special rules.  Unless I know the enemy has a lousy DR/CR and/or a ton of mediums.  

 

And I'm also a big fan of throwing a screening Marseille (or two) out in front of my Cherbourg after I've melted and burned.  Assuming the enemy gives me the chance.  Plus, they're damned good at finishing off anything the Lancettes semi-vaporized.  And preventing more return fire is well worth the possible loss of a CL or two.

Edited by Sanguinary Dan

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I've completely switched to guns only on the Magenta Mk.I.  The higher dice pool is worth the loss of weapon special rules.  Unless I know the enemy has a lousy DR/CR and/or a ton of mediums.  

 

And I'm also a big fan of throwing a screening Marseille (or two) out in front of my Cherbourg after I've melted and burned.  Assuming the enemy gives me the chance.  Plus, they're damned good at finishing off anything the Lancettes semi-vaporized.  And preventing more return fire is well worth the possible loss of a CL or two.

 

Or going with 4 Alma's to do the screening worked great for me so far, as well as leaving more space in the medium section for Toulons and the likes of those ;)

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Still struggling to justify buying a squad of Toulons. Two Cherbourgs or three Toulons?

What is the advantage with Toulons?

More total HPs but the lances are not as good. Possibly good cover for other ships?

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I do agree, the Cherbourgs die early as they can not be ignored. Its tough not use them aggressively, but their potential threat can be a effective pressure on the enemy.

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Still struggling to justify buying a squad of Toulons. Two Cherbourgs or three Toulons?

What is the advantage with Toulons?

More total HPs but the lances are not as good. Possibly good cover for other ships?

In my games they survive longer, as well as bringing 5ap each for boarding purposes is great for late game assaults imo

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Yesterday's battle was great and brought another victory for the Republic. The changes to lances are great and need rules for this weapons are deadly. I find it awesome :-)

Unfortunately Cherbourg died quickly, but mostly because of my fault, I've badly measured distance and its lances could not shoot in first turn... Next time I'll be more careful... nevertheless I'll still try to be more aggressive with the battlecruiser, it looks brute and promising to me and I'm still not willing to use it more carefully :-)

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I have tried several time to use the Cherbourg as a reserve and I found this option very interesting. First it prevent them from receiving early turn 1 long range fire from ennemy heavy or (the worst) flyers. Secondly, it allow you to choose their point of entry kwonwing where are the main theats and interesting targets for him. Thirdly, when it come into play on turn 2 or 3, with a good entry spot he should be able to make an immadiat RB2 attack against ennemy modal that cross the table mid line. And finally he is not too expansive and then don't weaken too much your main forces.

And when it comes aon table on turn 3, ennemy has less firepower to concentrate on him and it tends to live longer while brutaly finishing off ennemy damaged ships.

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Hmm, I'll see in next battle, what I could do about it :) 

 

Btw., when I set enemy ship afire thanks to hit from Heat lance, the AP is reduced immediately or at the end of the turn, when is roll for repair unsuccesfull? And in the same case, does the fire marker lasts into the next turn?

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Hmm, I'll see in next battle, what I could do about it :)

 

Btw., when I set enemy ship afire thanks to hit from Heat lance, the AP is reduced immediately or at the end of the turn, when is roll for repair unsuccesfull? And in the same case, does the fire marker lasts into the next turn?

 

 

If you take a fire marker:

In the End phase, first see if you fix it. If you do remove it, it has had no effect. If it has not been fixed, it kills a point of AP ( or a point of HP if you have no AP left!) and remains on the vessel.

 

All the persistent damage works in the same way- first you see if you can fix it, then if it is still there, you apply any relevant effects

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My favorite trick for the Cherbourg has been to screen one behind a Couronne moving diagonally up the board with a lone Toulon out front to screen from that angle.  Most of my opponents automatically fire at the carrier (they invariably try to kill the largest ship first) leaving the rest of the fleet mostly unscathed.  I then run the Cherbourg out and gut as nasty a vessel as I can.  I half killed a Borodino with one shot doing this. 

 

Though the idea of reserving a Cherbourg sounds lovely, I may have to do both tricks to my next opponent :D .

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Over the past few weeks the Toulon has really earned its place as the medium backbone of my fleets. when my Magentas are having rough time of it that even with Cloud Gens they seem to, it the Toulons that provide screening to give the Magentas a chance to repair crit affects and move in to dish out the pain. The hate they get for my opponents is quite striking. 

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I'm starting to like the Toulons, too. I was reluctant to field them because of the hight PV at first, but now with two games of testing I think they might stay in my fleets from 2000 points up.

 

I played a 3000 points battle against EotBS on Friday and the Toulons really kicked butt. They raced up the field with their advanced engines and managed to get in range of a careless battleship and caused a crit on it in turn 1. They raced further up in turn 2, critted the BB again, blocked line of sight for the accursed rocket cruisers (21 dice in RB4 - really?), wounded one with broadsided and boarded another one. In turn 3, they hit the BB for a Crit again which caused weapon damage and so took it out of the game. Then some crazy boarding action happend with the BB trying to board one of them - only for its crew to be wiped out by AA and the stoic defenders. :blink:

The havoc caused by the Toulons was unmatched by anything but a Vengeance slicing through a battleship.

 

Anyway, my list was very lance-heavy with a Charlemagne, a Couronne, a LaRochelle, a squadron of Toulons and 2 Cherbourgs. I won the battle rather decisively mostly due to one heat lance attack in turn 2: A Cherbourg snuck up on the EotBS Dreadnought, critted it with a full heat lancette attack and caused its shields to go out. Pinpoint precision is beautiful. After that the La Rochelle opened fire, the Charlemagne was out of range for real heat lance action but caused more damage with its rockets and its (impressive) broadside/turret combination. The Couronne chimed in with its lance, too, caused a shredded defenses crit and got rid of some escorts.  And finally a dive bomber wing got into range and finished off the Dreadnought. I had taken down a Japanese Dreadnought in on freaking turn.

To add insult to injury, my opponent failed 10 out of 12 break tests for commodore lost. :huh:

 

It was a completely weird game in which my opponent rolled nothing at all, while I critted CR10 stuff with seven dice regularly.

Apart from that, though, the Cherbourgs and the Toulon were really scary and will probably be priority targets in the future. I think the French shouldn't leave the harbour without one or two heat lances, the ability to hamstring the opponent with crit effects is priceless.

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