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Piper

More to come, . . . soon - here it is

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Oberkommando des Preussischen Imperiums:

"Eine Tesla Aufklärungseinheitssonde hat gestern einen verlassenen Stützpunkt des Britischen Königreiches überflogen. Unser Geheimdienst meldet, dass dort strategisch wichtige Unterlagen zurückgelssen wurden. Wir haben in der Nähe eine Einheit stationiert, ebenfalls befindet sich eine verbündete Einheit des Sonnen- Imperiums in der Nähe.
Sie werden angewiesen den Ort zu untersuchen und alle wichtigen Dinge zu beschlagnahmen und an das Kommando zu übergeben.
Die Teslasonde meldet weiter, dass sich zwei mit den Briten verbündete Einheiten der Amerikaner ebenfalls auf dem Weg dorthin befinden. Es ist mit Feindkontakt zu rechnen."

 

 

j1l0-3h-a0a0.jpg

 

http://www.bilder-hochladen.net/files/big/j1l0-3g-4c56.jpg

 

Start at July, 6th at 18:00

2 vs 2 game

 

Greetings Piper

 

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Translation:

 

Prussian Empire High Command:

"A tesla scout probe has overflown a deserted Kingdom of Britania base yesterday. Our intelligence reports that strategical important documents had been left behind there. We have a Platoon based nearby, as well as an Platoon of the Empire of the Blazing Sun. They are ordered to search the place to secure the documents and assign them to high command. The probe also reports two american platoons approching this area. Expect enemy contact!"

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High Command of combinded land forces, Six-Star General Walter Hodges in an urgend minute to 3rd Florida Territoral Infantry 'The Keepers of the Keys':

"Intel reports landing of prussian forces near the beach of Palm Bay. Troops of the japaneese Empire should have been sighted as well a few miles away. Both Platoons moving inbound to Lake Marian. It is assumed, that they have it in for the deserted britanian base "King George II". Reasons are unkown.
Both Plattons have to be intercepted at this base. 'Keepers of the Keys' do your work!"

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Hi there,

the battle has been changed into a fight 300P FSA against 300 P PE.

We decided to fight only for 4 rounds because of the late beginning of the game.

I made the battle report like a picture story, the important things are written on the pictures. I hope you understand what had happened and I think Thorin will also say a few words.

 

My PE List was:

Oberst Hahl

5 Grenadiers + 1 Specialist + 1 Medic + APC

Leutenant + 7 Grenadiers + 1 Medic + 1 Specialist + 1 NCO

1 Walze

1 Kettenkarre

Gustardt & Sigfried

1 Teutonic Knight Armsman + 1 Marshal + Specialist

= 296 P

 

The Battle Begins

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MY FSA Force "Keepers of the Keys":

 

1x Lieutenant
2x Mainstay Section with 5x F.I.'s, 1x Sergeant, 1x Specialist, 1x Observer
1x Treadbike Veteran Section (with one Sergeant)
1x Wilderness Section
1x Doc Orlington
1x Major Beauregard
1x Pioneer Tank
------------------
294 points

 

Well it was an interessting game for me, as I had all my available Forces one table the first time. So I could see all the advantages and disadvantages of my units in that game. The problem was I had no access to the other side of the board but the bridge. The forest on the other side was a way to much away for my forces and full of prussian units. So I took the brigde way. Plan was to block the bridge head with my Treadbikes, because they were the only unit that could arrive it within two rounds. Once the bridge head was blocked I wanted to capture the bridge objective with one of my Mainstay Sections. But in the key round 3 I lost the initative and Piper blocked the bridge head himself with its APC and seized its chargedoors to engage my bike in meele. Because of the width of the bridge it was a tie. Neither force could be supported by another force so in the end the objective on the brigde was contested. The other both objectives were on either board side, which were captured by the player that deployed on that side of the board.

 

My learnings:

- Treadbikes are fast and very well suited for flank attacks, but not for a normal meele without support.
- Doc Orlington + Wilderness Section are still underperforming (or I have no skill to use them the right way).
- The Pioneer is great. Just put it in the middle of your board side and let it just shoot and provide cover to your troops. The Walze is no real danger for it, even in direct line of sight (perhaps I just had luck). I wish i could field two of them.
- Major Beauregard is still one of my fav units because he is tough, provides a bunch of CP to your army and with Louie at his side always a menace in a meele.

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Thx for the Battle report, I'm still waiting for my first game above the starter boxes, but I had to convince my friends first to start with DL.

Just one question, why you didn't support your F.I.'s with Doc Orlington and the Wilderness Section with the Lieutenant. In my (limited) expirence the Doc gives a great boost to the F.S's and fights in the same ranges and the Wilderness Section seems to profit a lot from Go to Ground and Focus Fire Command.

And I would refuse to play an other game against Piper if he uses the Bridge of DOOM ;)

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You are kinda right. I think Doc Orlington is a better support for F.I.'s that for the wilderness section. BUT, the CA go to the ground, focus fire and on the move are more "juicy" to have for the F.I.'s than for wasting it at a wilderness section. I like to have a higher tier Officer with my F.I.'s as well, because they provide better morale "safety" that lower tier officers. AND all the wilderness section is lacking is the independence MAR to be at least a bit more effective. So Doc Orlington with tier 1 is no waste tier officers to them. But this is just my 2 cents.

 

The Bridge of Doom was it just because of loosing me the initiative. I could have been the other way around if I could have passed the bridge with my bikes.

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I'm not so sure how much the F.I.'s benefit from Focus Fire, as they are mostly moving and you have to stand still for the CA. As for the high tier officer I thought Major Beauregard should be enough of a support for even two sections. The wilderness section still seems a bit pants to use without the independence MAR and stats and ranges all over the place.

What I would have done as a battle plan I would have send them in stead of your second section on objective 1 with the Lieutenant so they can hunker down in nice cover, put some traps out and fire on some engaging targets on long range. If under pressure, support them with your Tank and you can screen them until they reach cover.

On the other flank you can send the two sections forward with Major Beauregard for morale and Doc Orlington for fire support.

 

The placement of Objective 3 was a bit harsh for you, because the only access for you was over  the bridge or were you aloud to cross the gap of oblivion as a stream? Piper could contest your Objective 1 with some nice cover on they way.

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Well, I don't really like Doc Orlington and the wilderness section, because both let me down several times. On the other side my Lt. saved several times the asses of my Infantry by let them go to the ground. But you are right. Doc Orlingt would be a great fire support. I should give him a try some day.

 

The Plan with the wilderness section was to shoot up pipers mainstay section with their sniper rifles. But these rifles are compared to the combinded firepower of a prussian mainstay section nothing but ****. 2 Black Dice per rifle on long range + move or shoot is just too bad. So my wilderness section was nearly totally killed by one lucky prussian blow and I killed just 2 Infantrymen I think. With Doc Orlington the wilderness section gets some more serious firepower at least on RB 1-2. Without him they are no thread to nothing.

 

Yeah, you are right about objective 3. I really had no chance to get there. There were no way over the gap of oblivion but the bridge and the forest. At the other hand piper had the chance to at least contest objective 1 oder capture it with it's knights (with a bit of luck and more rounds to play). So it was a bit unbalanced but nevertheless I had lots of fun!
 

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The fun is the most important part anyway. I'm realy looking forward to my game on thursday and I can wait untli we field bigger formations. I just have to increase my painting speed, 3 hours per model takes ages ;)  

So far my Doc always preformed above expectations, but after usually playing with Captain Smethington II i didn't expect so much damage out of one single model.

That's one thing I really like so far from DL, the characters are more in a support role then crazy killing machines like in WHF, WH40k. And that a Line Infantry squad can soak up quit some damage and doesn't just die like flies. Attacking a full strength Line squad with your hussars...bad idea. 

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Yeah, that's right! Doc Orlington is in comparison to other charachters one of the damage dealers. At least in RB 1.

 

In my opinion DL is making more fun at the 200-300 pts. level. But personaly I think 250 Points will be the best game size. It doesn't take too long but you got a lot of possibilities to individualize your army.

 

 Attacking a full strength Line squad with your hussars...bad idea. 

 

with a wilderness section as well ;).

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In my opinion DL is making more fun at the 200-300 pts. level. But personaly I think 250 Points will be the best game size. It doesn't take too long but you got a lot of possibilities to individualize your army.

 

It my felling too.

But I have try ironclads yet (not yet available in France... :angry: ) And I d like to now if they are not too powerfull for this kind of games: Do you think that they could be handeled by anything else than another ironclads?

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In my opinion, the Ironclads are great fun. My primary opponent and I have been able to get in one big game with them and the APCs. It was 350 points.

The Pioneer and Walze actually have the same chance of damaging each other, but the Pioneer does have 1/6 greater chance of killing the Walze in one hit.

I think that it will be a rare game for the Ironclads to be killed, although they should definitely be immobilized and/or get their weapon systems crippled or disabled fairly commonly.

The only weapons with a chance of killing the Ironclads outright are the Walze, Pioneer, KoB field gun, and Teutonic Knight specialist.

But I find that the damage potential of the DL vehicles is much less game breaking than those of say... 40k. The Pioneer is a good anti-tank artillery piece, but it will normally only kill one infantry model a turn. The Walze is better against infantry, but it will still only be killing normally 2-3 models. this is a far cry from the 40k Leman Russ tanks that can be destroying entire units each turn. The DL tanks also have a much more restrictive maneuvering ability which coupled with their restricted firing arcs requires much more thought in how to actually use them effectively.

You asked if it would be necessary to counter Ironclads with other Ironclads. In general I don't think so, because I don't think that your goal should be to ever annihilate them, but rather destroy them by crippling their ability to affect the battlefield.

This is where the EotBS rocket launchers, bikes, and in a crunch Shinobi assaults will be useful, or the PE Tesla cannon, hopefully Landwehr and with a bit of luck the HMG. The KoB have flamethrowers and tankettes will be useful when they get to the armor 4.

I think the FSA have it worst. The field gun requires the opponent to purposefully give it any shots. The APC is the only option other than the Pioneer right now yet it is the most flimsy APC out.

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Well, I don't really like Doc Orlington and the wilderness section, because both let me down several times. On the other side my Lt. saved several times the asses of my Infantry by let them go to the ground. But you are right. Doc Orlingt would be a great fire support. I should give him a try some day.

The Plan with the wilderness section was to shoot up pipers mainstay section with their sniper rifles. But these rifles are compared to the combinded firepower of a prussian mainstay section nothing but ****. 2 Black Dice per rifle on long range + move or shoot is just too bad. So my wilderness section was nearly totally killed by one lucky prussian blow and I killed just 2 Infantrymen I think. With Doc Orlington the wilderness section gets some more serious firepower at least on RB 1-2. Without him they are no thread to nothing.

As I've reiterated many times, the Wilderness Section will ALWAYS fail when used as ranged support/a sniper unit. They just put out less damage as a comparatively priced section of Federal Infantry, and that's only when they are shooting at three different sections to make full use of their Sniper rule.

My suggestion with the Wilderness Section would have been to run them up through the forest, and charge Gustardt. The Pioneer should have easily been able to take out the Tankette before trying to keep the bridge clear, and hopefully the Wilderness Section would have been able to tie up the Knights attention for a turn or two.

You probably shouldn't attach any character to this section and just use them for an annoyance/ mop up section. You had Major Beauregard plenty close enough to allow the Wilderness Section their freedom to actually run, charge, and shoot at long ranges. I find they are only remotely useable with this character because of his 10" command range.

The Doc would have been much more useful trying to take the bridge.

Another suggestion next time is not to stop the bikes in the middle of the bridge. They would have been able to perform the same job you were thinking and safer and more reliably if you had just stopped them on your side of the bridge. Stopping on the bridge is just putting them in the line of fire, which is the exactly where the bikes do not want to be.

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