Jump to content

Archived

This topic is now archived and is closed to further replies.

Drogmir

KoB vs Prussia- 175 pts Picture Heavy!

Recommended Posts

On average the Armstrong can kill one knight a turn. It is good at both vehicle and multi-LP model killing. The better target at any given point in time will depend on the situation. I will say that at its price, the Armstrong is better at hunting knights then the Terrier is.

Share this post


Link to post
Share on other sites

If you go by statistic the average dice roll for 5 red dices should be 4 hits, for 8 red dices, it should be 6.4. Enough for both targets.

If we go down to blue dices we get a 3.4 (still a glancing hit on a APC) and a 5.3 (a laughing Teutonic Knight).

I would shoot on the APC, because with armor piercing you have a high chance to slow it down for an other turn. The second reason is that the KoB Orbat can handle Infantry quite well but are far more restricted against Ironclads.

Share this post


Link to post
Share on other sites

KoB field gun against PE Knights

 

Shell:

Long range: kills a knight 45% of the time

Effective range: kills a knight 57% of the time, kills two knights 6% of the time

 

Canister if they are in line formation

Kill a knight 72% of the time

 

KoB field gun against PE APC front armour of 3

 

Shell:

Long range: 3hits 23% of the time, 4+ hits 44% of the time

Effective range: 3hits 18% of the time, 4+ hits 52% of the time

 

KoB field gun against PE APC Side/rear armour of 2

 

Shell:

Long range: 2hits 19% of the time, 3+ hits 67% of the time

Effective range: 2hits 16% of the time, 3+ hits 69% of the time

Share this post


Link to post
Share on other sites

But. The most fun piece of information is that it doesn't matter exactly how good the Armstrong is at killing Teutonic Knights or vehicles... Because within one month this all goes out the window.

 

The ironclad rules are changing drastically and the army lists are being reworked.

Share this post


Link to post
Share on other sites

Yeah, I had a game planned for this evening, but we've decided to put DL games on hold till the September releases, so we have less habits to break when the new rules are out.

Share this post


Link to post
Share on other sites

I'll probably still try to get a few games in myself... I have to send the Quickstart rules off with a good showing.

 

I hope that the new rules allow them to lower the cost of the APCs. I'm a little worried how they'll fit the tankettes into the game though. If they make it easier to incapacitate small tanks that's going to make the fragile tankettes even more fragile, and you can get to the point where it's not even worth taking an 8 point or so model if it isn't going to do anything.

 

I look forward to seeing how they work it out but I could easily see them accidentally going to far along the route of killable tanks.

Share this post


Link to post
Share on other sites

Well since we're talking tactics I wonder if people can weigh in their opinions on the Prussian tesla cannon thing and the British light dragoons

Are they worth taking? And what can kill them?

Share this post


Link to post
Share on other sites

British Light Dragoons: Awsome! With their speed they are the perfect anwser to APC and tanketten. You get them where you want them, can keep them in good cover and they even can survive some counter fire. Just don't try to kill a Line Unit with them.

Share this post


Link to post
Share on other sites

I couldn't agree more with Geddon :)

 

Light Dragoons are a very nice veteran choice. Their specialist has the power to deal with APCs and Tankettes alike and has Quick Setup and Armour Piercing 1. Also it has a decent amount of RAD. The normal Light Dragoons have nice Shotguns to deal with small Infantry units or officers and they have the Blast WAR which is good against small Line Formation Sections.

 

Their defences are also pretty nice: 5/8 and 2 LP with a Shield 1. Which means that a Full Size Section has a 3 Shield which is pretty good. 

 

I love my Light Dragoons but still you have to assigne them a target or a good purpose because you cant just deploy them without an aim for them because them they will die (quickly) or do nothing during the game.

Share this post


Link to post
Share on other sites

I couldn't agree more with Geddon :)

 

Light Dragoons are a very nice veteran choice. Their specialist has the power to deal with APCs and Tankettes alike and has Quick Setup (which is handy after a Cavalry run move) and Armour Piercing 1. Also it has a decent amount of RAD. The normal Light Dragoons have nice Shotguns to deal with small Infantry units or officers and they have the Blast WAR which is good against small Line Formation Sections.

 

Their defences are also pretty nice: 5/8 and 2 LP with a Shield 1. Which means that a Full Size Section has a 3 Shield which is pretty good. 

 

I love my Light Dragoons but still you have to assigne them a target or a good purpose because you cant just deploy them without an aim for them because them they will die (quickly) or do nothing during the game.

 

A couple of things... I agree that they are a very nice choice. They are tough, I found that they do have good firepower and after a couple of turns crippled my flank in the last game by killing a substantial portion of my large foot-slogging Federal Infantry squad.

 

I think their toughness is very good, but they only get Shield dice per LP that would be lost. In my last game I finally was able to get 10 hits against them in an attack, which gave them two shield dice. This blocked 5 hits, so I barely scored a point of damage. It would have been much more likely for it to just barely stop a crit, I was just glad that my opponent did not roll 3 6's and completely negate my attack.

 

Also, Quick-Setup only allows them to make a shooting action after performing a Walk-Move action. The specialist cannot fire after a Run move like normal.

Share this post


Link to post
Share on other sites

That is not correct because every section can make a ranged attack after making a Walk, cruise or movement action. That is noted in the Quickplay Rulebook so the MAR has a fault in it. I think it is meant to be for a section that runs or for model with the Move or Fire MAR but the HMG of the EotBS doesnt have it and the Light Dragoon specialist doenst have it either so the MAR has being explained wrong. We always used the Quick Setup MAR so that you can Run and fire with the little penalty

Share this post


Link to post
Share on other sites

No, the MAR is essentially a slightly modified Move-Or-Fire.

 

It is designed so that you can take a model that would normally be entirely restricted from firing on the move, but allow it to move but fire at reduced effectiveness.

 

It is a penalty to the unit, but it is supposed to be one that is not as harsh as Move or Fire.

Share this post


Link to post
Share on other sites

Okay then I get it now. I hope they will explain that a little better in the 2.0 Rules. We thought that because the model didn't have the More or Fire MAR so we didnt understand why it was a Move Action. Thanks for clearing that up I will edit it in my post :)

Share this post


Link to post
Share on other sites

It is why the EotBS HMG has Quick Setup as opposed to every other HMG having Move or Fire. The EotBS one was meant to have a penalty for moving, but it wasn't meant to be as severe as Move or Fire.

 

Likewise, the Imperial Rifles are meant to have a penalty for moving, but it should not be a straight up Move or Fire, because that's reserved for the specialist.

 

The wording of the MAR(or WAR) is absolutely crystal clear, it specifies exactly that if the model performs a Walk Move Action then it must spend a command point to fire and is at -1 dice color.

 

I really fail to understand any ambiguity in the rule, and it plays perfectly as written.

Share this post


Link to post
Share on other sites

Still we didnt understand but maybe that is because we are not playing much. Tomorrow i have a DL game in like 6 months which is a darm shame and I only rode the rule ones so maybe that is where the fault lays...i dont know but still thanks for explaining

Share this post


Link to post
Share on other sites

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.