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How are you using EotBS aerial units

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Hi all, 

 

which aerial units and how are you using?

 

Anyone has any experience with the bombers? DFA-170 and Suzaku? DFAs would be cool had they Area Bombardment...

 

Anyone using Inari and Onryo? I am kinda lost with these two, dont have any reasonable ideas why use them at all

 

 

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Doesnt the spotter count only apply in winning Ini before battle? For deployemnt selection?
 

 

Also fliers cannot be attacked in RB1 without High Angle, but they can shoot down normally, right?

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" Also fliers cannot be attacked in RB1 without High Angle, but they can shoot down normally, right? " CORRECT still must be in firing arc.

 

The Inari in first edition was the best aerial unit in the game, along came 1.1 and almost all of the stats went down and the cost went up.

 

In 2.0 it's stats went down again resulting in little or no use in EotBS fleet. The only thing it is used for is stratosphere use. Hitting on 6's, being hit on 6's.

 

The Onryo is used for its disruption gen. One trick pony.

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Personnally, I really like the Tzukuyomi ! This guy is really tough, has pretty good weapons and elit crew.

I try to use it alongside with something more scary (a Kaiju for example) in order to make my opponent focus on something else. Most of the time the Tzukuyomi survive the whole game and score much more than its own price...

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And the new heavy bombers? Anyone used them recently? I have some good experience with the French ones, which are very similar, but have corrosive bombs instead of incendiary.  Could be very durable when flying along the Ayakashi dreadbot, getting him rid of annoying smalls...

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I've become quite fond of the Tetsubo again after it got bumped to 3/4/5, with arial hunter theat's 15 rockets in RB3 that hits on 4+ from obscured, I find that is worth 150 pts. Also they're really hard to take down so I don't really have to have that many other smalls and still be reasonably safe from 50% and all smalls.

 

I've also begun experimenting with the heavy bomber and 3 Tetsubos formation and so far it seems to be working out quite well, 210 pts for 2 activations (tf attachment) and 20 rockets in RB3 plus the bombs when getting close is really hard.

 

Other than that I only use the Tenkei and once in a while the Tzukuyomi.

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Thyphs always used to use it a lot when it first came out, but its just not as good as a skyfort, we always pondered why the new ship off the production line, esp when its a command ship has, no command abilities. Maybe what's maybe needed is some perks if the commodore is placed on that ship and shields or at least the option to buy them, its not like its out of character for he Eotbs to have shields on the larger ships :)

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Another problem with it is that it has to leave obscured to use it's node. Although I will say that if you want to go very light on smalls you can use the three Zariganis you get at a discount and hide them away. That saves you 20 pts and they are very difficult to kill if you hide them behind an island. I know it's a bit of a scrub tactic but it works if you don't use it too often so your opponent doesn't see it coming.

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Personnally, I really like the Tzukuyomi ! This guy is really tough, has pretty good weapons and elit crew.

I try to use it alongside with something more scary (a Kaiju for example) in order to make my opponent focus on something else. Most of the time the Tzukuyomi survive the whole game and score much more than its own price...

I second this. It is a monster. DFA-170 are good. I used to use them all the time in v1, but less so recently - they're tricky since they're fast but better at long ranges. Good for flanking with and running the length of the table.

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I used Suzaku for a few game, they did a great job.

I used 2 for a 1000 pts game and both of them are advanced deployed.

They attracted a lot of fire but thanks to the obscured height level and high CR they can be hold for 2 / 3 turn even suffering concentrated fire by my opponent.

Unless bomb against small target, I rarely use the area bombardment. With the Hunter (Surface, Bomb Bay, +1) concentrated bombing are always better, Its cool to have the concentrated bombing hit on 3+ and fly back to obscured level after the bomb but its rarely happen to me.

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but even sub-par, what is the purpose of e.g. Inari and Onryo? Just cant figure out what the creators meant them to be ;-)

 

A few notes on the Inari:

1) Air units don't block line of sight to each other. (we played it wrong and I realised that this rule makes it far far easier to play them)

2) Broadsides rockets, have broad-side arc of fire, and can fire both to the left and to the right.

 

14 dice rockets at RB3 AND a decent main gun with linked firepower of 16/12/8/- isn't to bad.

Sharp turn with a 45^o angle. Makes them realy agile.

 

I've theorized that how the stratospheric flight may be utilized: I have imagined that putting them up front and go to stratospheric flight first action could be a nice move. For then to fall down and drop bombs, guns and rockets into things turn 2.

 

Spotter is a neat bonus. Indirect fire may suprice your enemy.

 

They haven't seemed to play out the best the last few plays, but thats probably due to not reading the rules for LOS properly. It makes it far far easier to set up a proper broadside & forward firing if they don't block line of sight to each other.

 

 

 

The Onryo:  Notice that they have 1-3 in the squad. You could have 1 in your squad.

The obvious role is to use their ofensive generators.  If I'm not mistaken, you could buy one, have it stay in stratospheric flight (which makes it extreme difficult to hit) and simple have it stay up there and use it's generators is one of it's intended roles. It's the only way that sonic generators maybe may be argued to be slightly powerful, but I doubt it. For disruption, I would rather have the node projector...

 

 

 

I haven't played th Sazaku either, but with 3 Tetsubo + 1  Heavy bombers do have almost as good rockets has 20 dice rockets at RB 3 and 3 fighters. If you have carrier in your fleet they may be transformed... So seems tempting.

 

 

The Air Unit I have played with the most is the Tenkei. It has a fair amount of guns, rockets some bombs and is a carrier. :) And I have done some amazing things with dive bombers.

Carriers are tricky though. As if you want to exploit their carrier potential, you have to move said divebombers back to the carrier before activating them. But then you spend an action on a useless activation. An activation you rather want to use to blot enemies apart. Also, carriers can fast drop in carrier effectiveness... Carrier actions are powerful, but it's not given that you have so many oppoturnities to get them off.

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Personally I love the DFA-170s and the Tetsubos- Keep them around RB 3 and when your Disruption Gens start working, rain fire from the sky!  B)

 

The Inari are decent for what they are, an aerial "ship of the line".  The Onryo?  The only thing that hurts this Gyro is the fact that the Sonic Gen sucks so badly.  If SG bumped the Sonic Gen up to requiring 2 successes on 3 dice normally (with 3 being a result of a 5-6 roll on the Gen) then they become much more scary.  As it is, a full squadron of 3 can momentarily halt a big ship for a turn.... then promptly get blasted out of the sky by the rest of a fleet.  Not the best return on your investment.

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8 hours ago, Benchpresser said:

Personally I love the DFA-170s and the Tetsubos- Keep them around RB 3 and when your Disruption Gens start working, rain fire from the sky!  B)

 

The Inari are decent for what they are, an aerial "ship of the line".  The Onryo?  The only thing that hurts this Gyro is the fact that the Sonic Gen sucks so badly.  If SG bumped the Sonic Gen up to requiring 2 successes on 3 dice normally (with 3 being a result of a 5-6 roll on the Gen) then they become much more scary.  As it is, a full squadron of 3 can momentarily halt a big ship for a turn.... then promptly get blasted out of the sky by the rest of a fleet.  Not the best return on your investment.

Agree! It needs a different gen or an upgrade to the one it has. A one trick pony has trouble getting it's pts. back.

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On 6/11/2016 at 1:30 AM, Lord Nobody said:

Agree! It needs a different gen or an upgrade to the one it has. A one trick pony has trouble getting it's pts. back.

Sonic generator is as of now underpowered. A probability of 1/6 of actually effecting anything is to low. Combined with the fact that they have range 8, and have to be activated *BEFORE* movement...

 

 

And speeking of that, why may stratospheric fliers not start in stratosphere?

 

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On 12.6.2016 at 11:47 AM, Grand-Stone said:

And speeking of that, why may stratospheric fliers not start in stratosphere?

Because of the rules. I think it is somewhere among the deployment rules.

 

I think the DFA rockets need a 90° arc of fire. FC makes them way too inflexible. I also think the generator rules should be changed so that You can use all generators after movement.

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43 minutes ago, Grand-Stone said:

I know that's why. But why are the rules like that? It would make lots of sense if they could.

I believe it's so your opponent has a slim chance to damage/take them down turn 1.  Having a flyer or squadron of flyers start at Stratospheric is a bit too much of an advantage to the fleets that have them. Imagine if you get "destroy all Mediums" and one squadron you can ONLY ever hit on a red 6? 

It may not seem like much of an advantage, but since only the EotBS, RC and Covenant have access to them, it needs at least a small counter tactic.  If every nation has a Strao flyer, then I can see a rule where they can all start up there- perhaps on that mythical supplement for all aerial wars they toyed with a couple years ago.

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46 minutes ago, Benchpresser said:

I believe it's so your opponent has a slim chance to damage/take them down turn 1.  Having a flyer or squadron of flyers start at Stratospheric is a bit too much of an advantage to the fleets that have them. Imagine if you get "destroy all Mediums" and one squadron you can ONLY ever hit on a red 6? 

It may not seem like much of an advantage, but since only the EotBS, RC and Covenant have access to them, it needs at least a small counter tactic.  If every nation has a Strao flyer, then I can see a rule where they can all start up there- perhaps on that mythical supplement for all aerial wars they toyed with a couple years ago.

But if you wanted to, this could be done today. Let them stay outside range, then move them to stratospher first round.

Victory conditions should be modified anyway. It's feels so game to 'not' engage in the fight to keep 1 medium (or small) untouched.

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