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S.Linde

Do you Shunt? Why all the Shunt Matrixs?

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Ok Am I the only one who hates the Shunt Matrix MAR in its current form?

 

 I avoid Shunt cruisers and such mainly because it always ends badly for me.  If the dice roll was for the whole squadron and not each model I would use it.  I really do not think its in character for a Race that prides itself on carefully planned and executed ambushes to use such an unpredictable technology.

 

 

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They are too random to be really useful, they are mainly just a gimmick really. You can minimize their randomness to an extent by rolling different numbers of dice for the second and third ships, but still its way too unreliable.

Also the ships themselves are a bit pointless, I mean, they can shunt then throw a small torpedo salvo (that has the range to make shunting pointless), launch 3 bombers, or fire a half strength salvo (or decloak and get blown off the board)

I think the combination of those two factors makes shunt cruisers rubbish, particularly compared to our other cruisers that are great.

Shunt cruisers do make excellent escorts for a carrier though.

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I don't like using them, but they do have a use. Players like Flamebeast, whom I haven't seen posting lately, value the ability to remove single ships quickly and move into position with no real impediment.

That forward salvo may not look like much, but in a rear arc situation,14 AD is a crit on pretty much anything, and on the right target three pools of seven with Corrosive can be terrifying. The flip side is, that squad then either moves to retaliate, screwing up its positioning, or advances forward knowing that a bomber token and another rear arc volley are coming. God, you could eat a Praetorian in two turns. Only Dreads and Tyrants shouldn't be 100% worried about that, and they should still worry.

In addition, a cloaked 15 AP squad that can come out of nowhere is easily capable of prizing undamaged mediums in most cases.

I guess the bottom line is that they do single target elimination very well, even if they aren't amazing elsewhere. Some people will hate using them, myself included, but for those that can deal with the movement they're a key unit. Funny, actually, you really never see lists with a token Shunt Cruiser squad. People seem to go all in on 'em with Shunt Carriers and the like, or not at all.

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I don't seem to use them much these days, but the shunt cruiser is still a solid design. Basically, it's a regular cruiser that sacrifices firing in more than one arc for heavy cruiser PD and AP, and a lot more mobility. That's a fair trade. They also get an SRS bay, but that's of minimal use unless they are accompanying a carrier. Adding them to a carrier brings the total wing count of the squad from 8 to 10, which changes it from enough for one offensive and one defensive flight (I usually run 5 bombers, 3 interceptors), to enough to have two offensive flights (two squads of 5 bombers, for example). I still don't like the shunt carrier though. SRS are maneuverable enough that they rarely benefit from attacking from an odd angle, the shunt carrier holds the cruisers back by quite a bit, and if you really use the shunt drive you run the risk of leaving your SRS out of command range of their parent models and forcing them to return to base. 

 

Honestly, the only reasons why I don't run the shunters very often are 1) I find the arithmetic of the shunt calculations kind of tedious even though it's usually effective, and 2) I like running squads of 1 heavy and 2 light cruisers way too much! 

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Our Relthoza Player always jumps that far as he wishes +/- 2"

 

With that "skill" shunt cruiser are really scare full.

 

They also give you, together with a carrier, the Option for "split berth" for your Bombertokens, after that you can jump away and/or fire the enemy in the back....

 

Great ships!

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As Hive said, I never, EVER, play without at least one Shunt Matrix squadron. The trick with them is to figure out where you need to go, then use enough dice to hit roughly that on average. If it over/undershoots, you adjust the number of dice for subsequent models. It's actually surprisingly hard to end up out of command distance (it's only happened to me once).

Aim them right and they will crit pretty much anything. That, plus the fact that suddenly your opponent has to worry about stuff being everywhere makes them, just, so powerful. They're so much more than what you see on paper. And if you're in trouble! No worries! Just teleport away and come at them from a totally different angle.

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For 195pts you get a fairly interesting PD platform, Assault Bomb, Corrosive Shot.

 

Its random, and i do wish the rule was modified to be a single roll so you could at least handle movement a bit better, but rarely do I think that the squadron is 'bad' for 195pts.  Cloaking + Interceptors + Stealth Systems makes them good enough as invulnerable T1 as they advance.  The 16" diameter bubble for your first jumped model gives you plenty of margin for error when it comes to shunt arrivals.

 

If you move 8" on first turn and shunt 2D6 to get better positioning, you end up about half way down the board on average potentially skipping past LOS of the enemies while still with active cloak.

 

On the next turn you can advance another 8" and shunt 3D6 on a diagonal arc aiming for the 8-16" band alongside an enemies broadside.  With a bit of skill you can get pretty good chances to land all three in that area but often the odd ship surprises you and ends up in RB1 or 3 instead.  

 

 

WIth Interceptors if you can get on top of a Carrier, you can smother new arrivals with a web of 15 potential PD as well as follow ups from Interceptors.  A turn or two of that attrition can wear down even tough squadrons.

 

 

A 12" diameter is a pretty generous landing zone for Tier 3 clearing as well.  Shunt while cloaked on T2 directyl ontop of an enemy Frigate squadron, three runs of AP5 on average is enough to destroy or damage most enemy Frigates.

 

Arrive from Reserves they can move bat out of hell in a charge on first activation and swing around to find an enemy flank.

 

 

There are a few ways to use them to be sure, despite this.  I hate the random swingy nature of the MAR as written and I think that it could be tidied up for faster play for no major detriment to balance....I also think the squadron should be able to buy Bio primaries, considering there is real synergy with the model as is since its a boarding platform as well.

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The post was not to illustrate the lucky roll.... but more on the fact that the battle shunt movement allowed it to happen (kindly see first picture green caption at the top). The crtical hit x2 would most likely not have not occured with the reduced attack dice at rb1 and merely killing the carrier would hav not given me that battle log point advantage as this was the last move ive made given that my deathclock was down to its last minute. (Rb2 was key as the bombers on the carrier hit something else that turn)

I have played with my shunt cruisers (as tier 2 and accompaniment) every game since ive got them and realized that battle shunting (for me) isnt about making a super move but adjustments (corrections even) to your position WHEN NEEDED to give you the best odds. Ive used it to jump to the rear arc or even catch aquan cruisers ive been hounding when the player thought the cruisers were safe behind a planet. For those who play xwing, you use it the same reason you would make a k-turn, barrel roll, or boost. And those are as sneaky ambushy moves as a space combat game can get which in my humble opinion work with the fluff of hunter killer relthoza.

Also as far sa relthoza is concerned the carrier shunt cruiser accompaniment is the best example, given the title of the topic :)

For the batrep, thank you for appreciating it. Photoshop is the best and have been using it for the other games I play so simple editing using the same templates makes it convenient for me.

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Shunting a cloaked carrier with 3 escorts 6fighter wings and 2 repair shuttles can really hurt, halve ad, a crapload of pd and a full wing of ad not halved by cloak going out.....if you have that shunt in the rear or just middle of your fleet is pretty scary imo.

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Shunting a cloaked carrier with 3 escorts 6fighter wings and 2 repair shuttles can really hurt, halve ad, a crapload of pd and a full wing of ad not halved by cloak going out.....if you have that shunt in the rear or just middle of your fleet is pretty scary imo.

I think everyone is talking about battleshunt, not shunting in from reserve

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Shunt entry is way more accurate than battleshunt, and means you can head straight there without having to make your way across the battlefeld

unless your reserve roll sucks....which has happened to me twice :P .  Ive played games which ended where i still had reserves on reserve or arrived when it was too late.

 

Also was told of a game within our group where cruisers entered with hazard markers and those hazard markers withered away the ships as those repair rolls were not made.

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Eh. If you're relying on your reserve unit to fill a role, and not just keeping it off the board to keep it safe like you might with smalls, then Perfect Timingbreally does become essential, as does awareness of the option to modify the roll by 1 at the cost of Battle Log. Once you hit the table, though, the shunt table is very forgiving. Particularly since the result that scatters ships has less consequence to a faction with a massive command distance like ours.

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