Erloas Posted March 4, 2016 Report Share Posted March 4, 2016 Changes that I found, I just listed all of the MARs though because saying what was different and the same just didn't seem to work there. Looks like Sturginium Boost pretty much across the board, and most things lost Flame Retardant armour. Not a lot of points adjustments overall but most things got a few more dice in the pool. Both Commodore Doctrines have changed, now have: With Fire and Sword: This Ability may be activated during the Boarding Action Segment of any non-disordered squadron with a member within 16” of the Commodore's Model. This squadron gains TerrorTactics (+1) for the duration of the Boarding Segment for every 2 raging fire tokens on the target models toa maximum of Terror Tactics (3).Experimental Incendiaries: This Ability may be activated during the Command Segment of a Non-Disordered Squadron Activation, providing a member of the Squadron is within 8” of the Commodore'sModel. All attacks with this squadron that place raging fire tokens this activation place double the number oftokens. Naval Triglav Crew- stoic 7" move (+1) MARs (as these changed a lot, so I won't compare to old) Carrier (6), Fuel Reserves, SV (25), Sturginium Boost, Security Posts (1), Sustained Fire (Bombard Battery, 3), internal shield (2) Dazbog Crew - stoic (can go to elite for +5) MARs: Close Quarter Gunnery, Sturginium Boost, Security Posts (1) Marowit Crew - Defensive (can go to Stoic for +5) Main and Raised Turret (9/7/5) (was both listed as main before and 9/6/4, still two total, so mostly a name change) CR 7 (+1) MARs: Close Quarter Gunnery, Redoubtable (Primary Gunnery), Sturginium Boost Squad size 2-3 (was 2) Podaga crew - aggressive main turret (9/7/5) (was 9/6/4) MV 10 (+1) AP 5 (+1) MARs: close quarter gunnery, Sturginium Boost, Internal Shield Generator (2) Bagiennik crew - defensive mv 12 (-1) AP 2 (+1) CC 2 (+1) broadside 4/3 (was 4/2) Air Zamiec 180 (+10) crew - stoic Raised/Main turrets 9/7/5 (was 9/6/4) heavy flamethrower 12/6 (was 12/4) MARs: Carrier (6), Evasive Manoeuvre (+1), flame retardant armour (2), Fuel Reserves, Security Posts (1), SV (50), Sturginium Boost, internal shield generator (2) can upgrade to (one only) Combat Deployment (PLC: Mechanized Line Infantry, Regular, 2) for +30 Combat Deployment (PLC: Rycerz LZ5, regular, 4) for +60 Gryf Heavy Flamethrower 7/4 (was 6/2) Move 9 (-1) Evasive Manoeuvre (+1), Fuel Reserves, Flame Retardant Armour (2), Sturginium Boost, Internal Shield (2) Grom 80 (+5) crew defensive (can go stoic for +5) raised turret 9/7/5 (was 9/6/4) Evasive Manoeuvre (+1), Spotter (regular), Sturginium Boost, Internal Shield (2) Szabla 25 (-5) Fore Gun 4/3 (was 4/2) AA 3 (+1) MARs: Elusive Target, Hit & Run, Hunter (Aerial, +1), Small Target, Sustained Fire (AA, 1) SAS - same Armoured Grunwald 225 (-25) Crew Stoic (can go to elite for +10) DR 6 (+1) main turret (9/7/5) (was 9/6/4) Broadside 8/8/6 (was 6/6/4) Bombard Battery -/12/9/7 (was -/10/10/-) Heavy flamethrower 12/6 (was 12/4) turning template - Large (was 45) MARs: Flame Retardant Armour (2), Security Posts (2), Sustained Fire (Bombard Battery, 3), Squadron Support (PLC: SAW, Fighters, 3), Sturginium Boost, Strategic Value (100), Internal Shield (2)can replace SAW support for Squadron Support (PLC: Rycerz LZ5, 3) MAR for +35pts Perun Bombard Battery -/12/9/7 (was -/10/10/-) fore gun 10/10/5 (same) turning template - Large (was 45) MARs: Carrier (6), Combat Deployment (PLC: Assault Infantry, 2, Regular), Fuel Reserves, Redoubtable, Strategic Value (50), Sustained Fire (Bombard Battery, 3), Sturginium Boost, Security Posts (1), Internal Shield (2) can add Combat Co-ordinator (PLC Infantry, Fearless, 8”) for +15 Rarog main turret 9/7/5 (same) fore guns 10/8 (same) rear gun 6/6/4 (was 6/4/2) Broadside 6/6/4 (was 7/7/5) heavy flamethrower turret 12/6 (was 12/4) turning template - Large (was 45) MARs: Flame Retardant Armour (2), Sturginium Boost, Security Posts (1), Internal shield (2) WZ6 Szpada crew defensive (stoic for +5, aggressive for +10) MARs: Flame Retardant Armour (1), Fuel Reserves, Sturginium Boost SWZ3 Palnik crew aggressive AP 3 (+1) turning 360 (was 45) MARs: Attachment (PLC, WZ6 Szpada, 1), Flame Retardant Armour (2) Fuel Reserves, Sturginium Boost ZB2 Burza Crew - Defensive AP 2 (+1) turning 360 (was 45) MARs: Sustained Fire (Bombard, 1), Sturginium Boost Poltava crew - defensive turning 360 (was 45) MARs: Hit and Run, Small Target LZ5 Rycerz crew - defensive MARs: Elusive Target, Hit and Run, Small Target, Sustained Fire (Ack Ack, 1) Fortifications Forward Landing Field MARs: Altered Silhouette (Large), Carrier (9), Fuel Reserves, High Angle (Quad Turret), Strategic Value (75), Vulnerable Heavy Infantry Bunker (no change) Medium Infantry Bunker (no change) small Infantry Bunker (no change) All infantry look the same, didn't look over them as closely Link to comment Share on other sites More sharing options...
sirhaggis Posted March 4, 2016 Report Share Posted March 4, 2016 Looks to be a pretty solid boost across the board. A bit sad to see the flame retardant armour go completely from the naval ships, but that's only because my Polish mainly face off against the EotBS. The new commodore abilities sound interesting, and might actually get used now. Looking forward to getting these guys out on the table. Link to comment Share on other sites More sharing options...
chimerologist Posted March 5, 2016 Report Share Posted March 5, 2016 On behalf of a friend: what's up with the (model for the) Land Dread? It's not in the shop. I'm sure you could convert one from the RC land dread - is that the only option? Link to comment Share on other sites More sharing options...
Pawprint Posted March 5, 2016 Report Share Posted March 5, 2016 Officially: Nobody knows outside Spartan Games staff, who aren't telling. Unofficially: The stats for the Grunwald and Rarog were in the original A5 booklet for the PLC when their Aerial box first came out in v1.1. There were no specific models released for them, but the CG renders in the booklet were of a Kursk and Belgorod so it was reasonable to use those as proxies. With the new v2 Armoured Battle Group, we have an official Rarog model - which is a Belgorod with a different turret/top drop-on. Presumably the Grunwald will be the Kursk model with this same flamethrower turret on top...but one never quite knows with Spartan Games. One can only wait until that flamethrower turret is available in the parts section of the store... Link to comment Share on other sites More sharing options...
fracas Posted March 5, 2016 Author Report Share Posted March 5, 2016 I bought the Russian base Landship and the heavy flamer turrets direct from Spartan Email them Kapitan Montag 1 Link to comment Share on other sites More sharing options...
Kapitan Montag Posted March 6, 2016 Report Share Posted March 6, 2016 While the buffs do seem good, what do you think the thinking was about removing advanced engines from the air capital ships? Link to comment Share on other sites More sharing options...
Sebenko Posted March 6, 2016 Report Share Posted March 6, 2016 I can see the reasoning- Surginium Boost on everything else, then giving it to the flyers for consistency, and then removing Advanced Engines because having both would be ridiculous. Doesn't mean I wouldn't prefer to have AE instead. Sturginium Boost, if my usual RC opponents are anything to go by, is not that great. I'd much prefer even AE(+1) over Sturginium Boost. I also think giving most PLC units AE instead would suit the image of charging lancers rather than the very unreliable SB. Link to comment Share on other sites More sharing options...
Kapitan Montag Posted March 6, 2016 Report Share Posted March 6, 2016 I can see the reasoning- Surginium Boost on everything else, then giving it to the flyers for consistency, and then removing Advanced Engines because having both would be ridiculous. Doesn't mean I wouldn't prefer to have AE instead. Sturginium Boost, if my usual RC opponents are anything to go by, is not that great. I'd much prefer even AE(+1) over Sturginium Boost. I also think giving most PLC units AE instead would suit the image of charging lancers rather than the very unreliable SB. Oh yeah, I missed the boost! Link to comment Share on other sites More sharing options...
Nazduruk_Bugzappa Posted March 6, 2016 Report Share Posted March 6, 2016 I would have preferred Advanced Engines also, as the background even says that any Russian hulls they get are modified and adapted. Sturginium Boost was used instead, for balancing reasons, and because you can still use it when you turn. Link to comment Share on other sites More sharing options...
Sebenko Posted March 8, 2016 Report Share Posted March 8, 2016 Right, will be trying my first game with the new ORBAT. Here's what I'm thinking of taking: PLC 1k Armoured Core Zamiec Sky Fortress 180 +60 (Combat Deployment (LZ5, 4)) Commodore Grunwald Land Dreadnought 225 2x (Szpada Medium Tank x3) 240 +60 (6x Aggressive Crew upgrade) Palnik Flame Tank x3 135 LZ5 Rycerz Small Tank x4 100 The plan is to move at full speed all game and set everything on fire. It's a plan that's worked before. Link to comment Share on other sites More sharing options...
Sebenko Posted March 10, 2016 Report Share Posted March 10, 2016 PLC 1k Armoured Core Zamiec Sky Fortress 180 +60 (Combat Deployment (LZ5, 4)) Commodore Rarog Landship 140 Szpada Medium Tank x2 80 2x (Palnik Flame Tank x3) 270 Burza Bombard x3 195 LZ5 Rycerz Small Tank x3 75 I won't be providing a battle report, as my luck was so astoundingly awful it would just be a list of all my activations that did nothing. Despite my tactics looking solid, my fleet refused to cooperate. I chose the kill the commodore objective after getting commodore's discretion, who was on an opposing land dreadnought. Despite all my boarding units getting in range intact, they failed to do anything. The flamethrowers left a huge stack of fire tokens that killed a grand total of 1AP (probably from being lethal), nothing broke from the Terrifying ability, and despite all six flame tanks and the sky fortress getting into boarding range, they still only managed to have the land dreadnought salvaged- 18 Aggressive and 8 Stoic AP totally defeated by whatever was on the land dreadnought and seven conscripts from the only viable russian boarding unit in range. But the worst model award that game has to go to the Rarog, which was so bloody awful it failed to do any damage whatsoever, then exploded and took out more than its own worth in the form of my entire artillery support section. I would have been better off going in 140 points short than including that sodding thing. Can the PLC just have the sky fortress always count as their one core large/massive choice? It's not like the PLC background doesn't support it. The Grunwald is approaching okay now, but it's still not somthing I want to take in every list... which I will have to do, as the alternative is a Rarog. Which I don't want to even look at ever again. Link to comment Share on other sites More sharing options...
Captain Covenant Posted March 15, 2016 Report Share Posted March 15, 2016 I had a very similar experience with my first game using the new ORBATS against Denmark. One poor roll after another. Although the Triglav performed admirably, I feel it is worth mentioning, and kept my commodore safe all game while being about the only thing on the tabletop doling out reliable damage. Link to comment Share on other sites More sharing options...
Sebenko Posted March 15, 2016 Report Share Posted March 15, 2016 Sounds similar to my Sky Fortress, which did admirably apart from failing every roll involving its AP that game- luckily, the opposing AP failed to do anything either, so it somehow spent the game with most of its AP intact. Link to comment Share on other sites More sharing options...
GanzeGurke Posted March 15, 2016 Report Share Posted March 15, 2016 Before last rule changes, I played this PLC 1K Naval Core list: - Zamiec - Zamiec - Dazbog - 3x Podaga (advance) - 3x Podaga (advance) - 4x Bagiennik It was really successful against everything, but also boring to use the same units every game. Now we got really nice rule/point-changes and I will paint all of the PLC units to test how they work now. Last Saturday I played in Prag the 1K tournament with the Triglav and the new Krakau Squadron: - Krakau Squadron (Zamiec and Grom) - Triglav - Dazbog - 3x Podaga (advance) - 3x Podaga (advance) - 2x Bagiennik Like before I played PLC aggressiv and now with the new Commodore rules and the changes (particularly Podaga, I love them) my PLC naval/air list was more dangerous. My opponents were EoBS, OE and KoD. I managed to win against EoBS, KoD and draw against OE. (Dice luck helped against KoD) It was a really nice tournament, big Thanks for that. I never used Triglav before, but he did his job as a "support" Carrier. Krakauer Squadron is really great! I could link 5 of 6 turrets together against EoBS dreadnought. Next time I will try a Air-Force list with Grom Gunships and my 3 Gryf´s. I only need to paint... sleeping_squirrel 1 Link to comment Share on other sites More sharing options...
hubaj Posted March 16, 2016 Report Share Posted March 16, 2016 Hi guys Could one of you tell me what the general playstyle of Polish is? My guess is, after quick look at the ORBAT, close in quickly with the opponent, start some fires with plentifull incindieary and flamethrowers and then board, is that correct? Any special tricks up polish sleeves? Link to comment Share on other sites More sharing options...
Presidente Posted March 16, 2016 Report Share Posted March 16, 2016 Their entire fleet are skimmers, that's a pretty big trick... Link to comment Share on other sites More sharing options...
GanzeGurke Posted March 16, 2016 Report Share Posted March 16, 2016 Hi guys Could one of you tell me what the general playstyle of Polish is? My guess is, after quick look at the ORBAT, close in quickly with the opponent, start some fires with plentifull incindieary and flamethrowers and then board, is that correct? Any special tricks up polish sleeves? Polish playstyle is to play aggressiv. You are fast, you have shields, you have units with nice AP number and you make fire. So close-combat is what PLC want. In Range Band 2,3 you need to link your weapons together to be sure to make damage. Heavy Flamer with the Terrifying MAR are wonderfull to force units for disorder tests. Try to board high-point-units like dreadnought´s and try to shoot down weaker units first. Dont spread your fleet to much, PLC need to stay together and support each other. Like Presidente said, to be a skimmer is really nice. You can just hide behind a island and wait for enemy to come closer. Then you go over island and give him the first punch! (My advance units starts always behind island cover or next to it) Link to comment Share on other sites More sharing options...
Korgrimm Posted March 17, 2016 Report Share Posted March 17, 2016 I've been playing 1 to 2 games with my PLC navy since October of last year and I've enjoyed the hell out of it despite sometimes feeling outgunned. I thought that they had some ships that were obviously better than others of the same category, however now with the changes I feel like there is a real competition between units on what take. I love the new Triglav, sustained 3 and shields on that boat was a really solid buff... It went from a ship I hardly ever fielded to a ship I now field regularly. Cheers to Spartan! S.Giles 1 Link to comment Share on other sites More sharing options...
thyphs Posted March 27, 2016 Report Share Posted March 27, 2016 played against french on Friday....Combo of my list and Presedentes jammy luck meant it would be tough. French had at 1250 St malo Couronne Tourbillon Tourbillon 2 cherbourgs 12 requins so typical boarding rush with tough larges and nasty heat lances I had as follows 2 Triglav 2 Dazbog 3 Marrowits 3 groms 4 bagieniks End result was a victory for PLC...about 1k to 750 ish ( we play 70%) new Triglav is awesome with sustained fire 3....spotted the cherbourgs and started bombarding them from RB 4 Marrowits are crazy scary....sure there expensive and if you can resist throwing them forward i would do so....mine stayed hidded until late into turn 2 where they blasted a cherbourg and then popped out to lay some hurt on the couronne....redoubtable and close quarter....nobody wants 32 shots hitting mostly on 4's Overall im happy with them...the models now have great rules...in larger games the lack of a dread could be nasty...however an allied moskova might help Link to comment Share on other sites More sharing options...
Presidente Posted March 27, 2016 Report Share Posted March 27, 2016 An allied moskova ere we go and I have normal luck! Link to comment Share on other sites More sharing options...
thyphs Posted March 27, 2016 Report Share Posted March 27, 2016 An allied moskova ere we go and I have normal luck! ok, those 5 chain 6's off 1 dice is normal is it Link to comment Share on other sites More sharing options...
Green Posted March 27, 2016 Report Share Posted March 27, 2016 Frenchies can lose?????? Link to comment Share on other sites More sharing options...
thyphs Posted March 27, 2016 Report Share Posted March 27, 2016 Frenchies can lose?????? ofc they can, when Im playing against them!! Kapitan Montag 1 Link to comment Share on other sites More sharing options...
Necroscourge Posted April 12, 2016 Report Share Posted April 12, 2016 I feel stupid for only just now realizing that the Grunwald is a modified Kursk; combined with my Poltava I have most of a list already! I just need to stock up on the mediums. I was looking all over trying to find a dedicated Grunwald model, lol. I know what minor nation army I'll be stocking up on next. Link to comment Share on other sites More sharing options...
slimeball Posted April 13, 2016 Report Share Posted April 13, 2016 So, through a quirk of fate and my luck with independent retailers pushing reduced price stock on me, I now have in my possession 2 of the PLC naval battlegroups. I love these models and would have bought them anyway, but they have just skipped over the Russians on my queue of collections. Any tips or tricks? Out ships looks about average for survivability. I find the lack of a really tough nut to centre the fleet around worrying. My main tactic looks like hiding gunships behind islands then flying over and blowing things to pieces, a maximum spread of 32/25/18 is just nuts on these things. The carrier and pocket battleship (I love pBBs by the way) look great in their class, but are fragile compared to a lot of other capital ships they may face. Link to comment Share on other sites More sharing options...