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Nicholas

How do you use the KoB effectively? A beginner's thoughts.

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I have yet to see the Target Painter worth any points outside of the Vengeance. Having to already be within 16" at the start of the activation (and alive, not easy for a shieldless Dominion flashing a 'kill me' sign), limits its' utility greatly.

 

The Eagle is, when I use it, a fire sink. The other side has to honor the threat and it will absorb a disproportionate amount of their firepower if kept at obscured.

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I think I'll get the Eagle - it might not be a strong choice compared to the Illustrious, but the model is nice and like what you guys said, it can be a fire magnet or a safer place to park the Commodore.

 

How important are carriers in the KoB? Thus far my only fighter cover is from the Regent, and I don't see any need to get the Avenger or the Illustrious yet. 

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I think it matters on what people in your group are doing. We don't run a lot of air (SAS or otherwise) so when one shows up it doesn't necessarily require that everyone bring one to counter it.

I have the regent and the avenger but rarely field them and never at the same time. But I do have a fluff list made with them in it.

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Tbh I hate the avenger sculpt, and so always only used the Illustrious in 1.1. I have Scince added an Avenger to my line up but rarely take both in a single game. I don't usually feel the need for more SAWs.

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I quite like the idea of the avenger. Just take two battleship hulls and slap a flightdeck on top. That's some good engineering that is.

Normally I like to bring at least one carrier to the battle. Mostly because it gives you extra activations. And you get the opportunity to reload your bombers. Normally that does not happen often, but in The last game I played it was very useful. Depending on the points I want to spent it is the Avenger or the Ilustrious. I am still missing the Regent.

With the 3 SAW from the Halifax this is all becoming less of a problem.

The groupmI play in would welcome it if I fielded the Eagle. It does not really do much than loom menancingly.

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Another game with the Russians, another loss. However I feel I did better this time, there's actually a sense of being able to do something before losing the game. It was a 750 point engagement with the objective of destroying 70% of the enemy force.

KoB

Monarch with Elite Crew

3x Tribal

2x Agincourt

4x Attackers

RC

Borodino with 3x round escorts.

Dudinka

Azov

3x Suvorov

Before I lost I managed to take out everything bar the Carrier and the BB.

Lessons learnt: application of advice gleaned from you guys really helped a lot. Especially the spliting of firepower and hanging back to chip away at the enemy's effectiveness.

The lack of airpower was the turning point of the game as Dive Bombers severely damaged the Monarch, which contributed to its subsequent demise. Must CAP with the free SAWs next time round.

Cheers!

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@Nicholas: Nice to see you having fun and doing better :). The RC fleet is lacking a squad of smalls so it does not fulfill minimum force requirements, it is not enough to just bring Escorts. At the early stage of playing DW, larges tend to be very tough nuts to crack as it takes some expericence to learn how to use smalls/mediums, boarding and "pack" tactics to their best. That being said... keep enjoying your games and...

 

Britannia rules the waves!

 

R

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I agree fully with Rufus.

 

It is worth noting that that prized, the Dudinka is worth between 370 and 430 points, depending on upgrades taken. Sink the Battle cruiser and prize the carrier, and you are at your 70%

 

I'm not saying ignore everything else, but if you can take a prize or two, reaching that 50 or 70% becomes much easier.

 

James

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Having a game with the Chinese later - will try to apply the same advice - after all they play somewhat similar to the Russians - this time I'll be bringing a Majesty with Bastions and CAP, to weather the inevitable rocket storm from my opponents Zhanmadao.

 

P/S: Spartan Games, good job on naming the Chinese ships after weapons. ;)

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It was a 1,200 point affair. 

 

KoB

Majesty with attached 2 Bastions

Regent with attached Bastion

Lord Hood

Lord Hood

3 x Tribals

4 x Attackers

5 x Swifts

 

Chinese Federation

Zhanmadao
Dun x 2

Liuxing Bombers x 2

Jian Mk 1

Dao x 3

Nu x 3

Nu x 3

Nu x 3

 

I realized after the game my opponent's list isn't legal as he has more than 40% non-core. But it doesn't matter to me as we are all new players and such instances are bound to occur. Anyway, onward to the details!

 

Terrain is pretty straightforward, Massive/Large islands at 3 corners of the map, with the remaining corner dominated by a reef. Most of the battles therefore took place on the open area in the center.

 

My opponent deployed the Zhanmadao (with CAP) right smack in the center of his deployment zone, and together with Dun's anchoring his right flank. The majority of his forces deployed behind the Rampart Generators, with the exception of the Jian (with CAP), which lurked next to the Dreadnought on its left.

 

I have a Lord Hood on each flank, hidden by the islands, Attackers on one flank, Swifts on the other. Tribals on my center-right, and the Majesty (with CAP) and Regent (with CAP) on my center-left.

 

Unfortunately the game lasted until T2 only as he has to answer the summons of his missus. What transpired:

 

He used his Nu Frigates as torpedo screens for all his bastions - annoying but effective.

 

I stayed at RB 4 as much as I can, while shelling him with guns and launching torps at targets of opportunity. At RB 4 however, the monstrous firepower of the Zhanmadao was felt - Two 11 AD Rocket Bombards and Two 9 AD Heavy Turrets *shudder*. A Lord Hood fell victim in T1 when I moved out of cover to clear off his Frigates, one salvo and the battlecruiser was gone.

 

Majesty took a pounding but with CAP and 2x Bastions - no rocket attacks can touch the Britannic dreadnought. He concentrated all his RB 3 and 4 shooting at the ship - bringing it down to half health (Later on I found out that his objective is to slay my massive/larges). Despite that, the Majesty still managed to score double crits on the Jian at RB3 (my mission - to kill his commodore which is situated here).

 

Thoughts:

 

1) Is it wise to ignore the Zhanmadao? In my game I did not bother shooting it: with Rugged Construction (2), high DR and CR, Redoubtable, Security Posts, and Isolated Systems....It can soak up insane amounts of firepower, which would have crippled the other elements of his force. What do you guys think?

 

2) Majesty seems to be a slayer of mediums as its multiple turrets provide better targeting options. Compared to the Zhanmadao which has powerful but relatively few weapon systems - it tends to overkill its targets rather than spread out AD more efficiently. Yet...the Zhanmadao seems more resilient and cheaper than the Majesty, I envy the plethora of MARS, especially Redoubtable AA and CC.

 

3) If the game had dragged on, I have no doubt that my Majesty would be obliterated, and his Zhanmadao unmolested - which means its a race for me to bag his commodore and 50% of his force ASAP.

 

Thanks for reading!

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One thing about the Isolated Systems MAR - it only gets triggered by a Critical Hit, not by a Critical Effect caused by something else, such as Piercing Munitions.

The KoB tends to have a number of such weapons in any fleet.

Also, note, that the bombs and mines ignore both Rugged Construction and Isolated Systems.

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@Watchdog - Yep. I find it strange though, that in these situations I wish NOT to crit it with my weapons but just enough to hit the DR. Bombs and Mines, well my Eagle and Hawk reinforcements haven't arrive yet, so the Navy has to do the heavy lifting in the mean time. 

 

 

@sleeping_squirrel - I see. So CAP can only be used against boarding parties and attacks by aircraft. We thought that since it wasn't mentioned then the usual AA rules apply. Well, this just means more Dive Bombers instead of Fighters then in the next game! Thanks a lot!

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I did! Its on the way as well, delivery usually takes around 2 weeks to reach. I heard the Stalwart is pretty decent too.

 

I got the Eagle because the model looks nice - I've heard and read about its shortcomings; I'll try it out for sure, and maybe reach the same conclusions.

 

By the way, I'll be in London and Belgium for the next two weeks, are there any good gaming spots to introduce? :D Would like to drop by and maybe spectate a game or two.

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I have played against a French fleet for the second time in 2.0 edition (first game was against a beginner with models from starter box) and it was my first game when I felt at the beginning of the second turn that I have no chance of winning no matter what I do. I did not make any particular mistake, deployed in standard way etc. With Kob I am always out activated and this time it was horrible.

 

My opponent knew what he was doing and I could not get enough damage through the cloud generator and RA MAR and his mediums with heat lances rushed into their optimal distance unscattered (activated last at the second turn and first at the 3rd turn) and released their inferno. With another fantastic MAR Pinpoit he managed to "choose" some nasty effects like Navigational Lock or Chaos and Disarray so my torpedoes was usually worthless. The crucial moments I would really really needed them were when I was about 6-7" away :-(

 

I am not jumping on conclusions after the first regular Kob vs RF game but I would like to see your tips how to get so much needed activations and still have well rounded list.

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I have played against a French fleet for the second time in 2.0 edition (first game was against a beginner with models from starter box) and it was my first game when I felt at the beginning of the second turn that I have no chance of winning no matter what I do. I did not make any particular mistake, deployed in standard way etc. With Kob I am always out activated and this time it was horrible.

 

My opponent knew what he was doing and I could not get enough damage through the cloud generator and RA MAR and his mediums with heat lances rushed into their optimal distance unscattered (activated last at the second turn and first at the 3rd turn) and released their inferno. With another fantastic MAR Pinpoit he managed to "choose" some nasty effects like Navigational Lock or Chaos and Disarray so my torpedoes was usually worthless. The crucial moments I would really really needed them were when I was about 6-7" away :-(

 

I am not jumping on conclusions after the first regular Kob vs RF game but I would like to see your tips how to get so much needed activations and still have well rounded list.

 What was your list like, and his?

 

 Regarding activations, think about how many points it takes you to buy one effective activation ( round numbers) for some common units, before CAPs, attachments,, escorts etc.

 

Halifax with 1 SAS - 60x2

Avenger with 2 SAS- 65x3

Regent/Illustrious with 1 SAS - 75x2

Swifts/Valiants(5)- 100

Attackers(4)-120

Hood -115

Vanguards(2) 120 - I find 2's work well here, the full squadron isn't always needed...

Vengeance/Eagle- 150

Orions(4)- 160

Ruler- 205

Tribals(3) 210

Hawks(3)- 240

Agincourts(3) 270

Majesty - 300+

 

 

How much of your list is coming from near the top of the list, and how much near the bottom? Of course, that is a very crude analysis that doesn't rate how much you can do in those activations, anything like guardian generators or such like, but a list that leans too heavily on expensive activations will have fewer of them!

 

James

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I Agree with what James writes.

KoB has good units, but expensive ones, taking those means you will be short on activations.

 

Last couple of games I played with two Lord Hoods and two Halifaxes in 1250 point games, results were a rare victory against PE and a draw against RA. This was partly due to the fact that I outactivated my opponent. Halifaxes really are your friend here.

 

Lately I tend to ignore the expensive medium units: Agincourts and Hawks, also I used at least one cheap large/massive unit, the Illustrious or the Regent is a good choice here. With 1250 points the dreadnought does not see the table, as an unwritten rule in our playgroup, but also it is too expensive.

 

It is very easy to get drawn to the good units, but taking to much of them is going to hurt you.

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James, a Halifax costs 125, not 60 points.

I took a beating with my KoB too, but this was mainly due to the scenario and my inability to destroy even a single of my CoA adversary's Larges/Massives (the dice gods were against me). When all four of my Hoods went down gloriously, he managed to get his big guys to the scoring area and outscored me.

As for the Hoods, fielding one is a waste of points. Fielding two starts to be interesting. Fielding four of them in Advanced deployment is capable of giving your opponent a headache for a turn or two, perhaps more, unless you face CoA and their Particle Accelerators, since those simply erase the Hoods from the surface.

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Hi Watchdog, the Halifax costs 120 indeed, but because the SAS you get it is 120 / 2 = 60 points per activation.

 

I agree about the Lord Hoods, one is not enough. It will get too much TLC from your opponent.

Ah, yes. My mistake. I understand it now.

I am definitely going to try a Hood Rush list in a normal game to see how it goes.

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