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Post by Zxqueb on Jun 12, 2006 13:09:35 GMT -5
Some of us will get to test out 600pt competitive armies at worlds fellowship at the end of the month. That'll be an interesting testing ground to see what army type rises to the top.
Baw, are you going to Origins? If so, you should know that you can't get top 16 in Nats once you auto qualify for worlds. Z
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Post by TrevortheAwesome on Jun 12, 2006 14:04:02 GMT -5
Ah, the Netherlands isn't that far. I'll just get on my Vespa, here...
The 800-pointer will be closer to a casual game for me than anything. Hopefully we can throw down then.
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Post by baw on Jun 13, 2006 7:46:45 GMT -5
Yes I think you told me once already I am probably not going to origins because of that. I read the rules and I saw that it said you couldn't be in the top two but you indicated it was the top 16. I wouldn't mind going and just playing some good games but it is a lot of money and time! I also have never won fellowship (back in the day when they actually voted on it.. I won a fair number of times but they wouldn't let me have both ) I would like to go up and see people. I am going to see if wife wants to visit our families back there. If she does I will go up otherwise I probably won't attend.
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Post by baw on Jun 13, 2006 7:47:44 GMT -5
wow.. did we just hijack this thread? I guess Trevor is wandering off with us so I guess it is OK!
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Post by tjpandv on Jun 13, 2006 10:14:18 GMT -5
wow.. did we just hijack this thread? I guess Trevor is wandering off with us so I guess it is OK! Do you remember the old days, the dim and distant past when folklore has it a gentleman called Trev first posted an army using the BR/RHD SA...those were the days I was very interested in the BR/RHD SA when I first saw it, but most of the RHD pieces need a lot pushing to get them to where they are dangerous. At least the SW were usually a click or 2 away. I do like the ROTS/SC SA - the Atlas from the War College at 269 comes with a few clicks of black armour that, with this SA, will fend off the Extended range gear from the CW Thor. Add in a SCR10 and some ROTS Miniguns, and the whole army becomes very well protected. The Headmaster's single repair marker means that a CT can get him back to a very good set of stats and your opponent will have to grind him down once more. Another variation would be the Maruder Echo with Theron. Only gray armour this time, but with a pilot ability that can halve the damage taken. Sit a Jackalope nearby and even a Kelswa with 5 AP may only hit for 2. The reintroduction of more Liao pieces will perhaps bring the Liao/ROTS SA back in the frame. For example, fitting a Loki with either RISC Hyperlazer (or X Pulse) means that you loose that gear slot that is reserved for IT. Now that there are more useable Liao pieces out there, the SA can take that targetting headache away from you. Esperanza/Lassonde/X Pulse 3 x ROTS ATVs 3 x HL Sniper Teams ROTS Bishop 3 x HL TGRs ROTS CT 4 x ROTS Minigun Cycles ROTS/HL SA I wonder if there's room to fit Jack/Julz AND the ROTS/Liao SA in the same 600 pointer...
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Post by baw on Jun 13, 2006 11:27:48 GMT -5
I agree about RHD paradigm.. I tend to leave them alone(if they are on opponents team). If I need to him them.. I hit them soft once and then really hard If you manage to get them on their sweet spot they only seem to stay there for a round (that can be nasty) but overall they are not awesome in constructed. They are decent in sealed though! My son loves the LIAO/ROTS SA. I will have to mention the idea of it to him!
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Post by brinxter on Jun 13, 2006 16:37:57 GMT -5
the Atlas from the War College at 269 comes with a few clicks of black armour Maruder Echo with Theron. Only gray armour this time, but with a pilot ability that can halve the damage taken. Where did you get this info?
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Post by baw on Jun 14, 2006 6:24:59 GMT -5
I hope to see our prize support arrive soon. Then we will have some solid information
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Post by tjpandv on Jun 14, 2006 10:48:45 GMT -5
I've got my next Podcast "in the Can" and hope to get it out tonight (once I get back from the 1200 point storyline event). I took a look at all 23 SAs that are now in use and graded them as follows:
Up to 2 marks per faction for the depth of choice/range of pieces. Up to 3 marks depending how widespread the SA was (eg 1 out of 3 if it could only be played on a single piece, 3 out of 3 if it affects the whole battleforce). Up to 3 marks for effect (how potent the SA is if it is used).
So that's marks out of 10 for each SA. Here's the full run down:
SA01 - 1/1/3/3 (DF/SC Spotter gives clear LOF) SA02 - 1/1/3/2 (BR/SSwn Use 16 as DV and ignore repair markers) SA03 - 1/1/1/2 (DF/SW 1 unit gets +1 damage to ballistic) SA04 - 1/1/1/2 (HiL/SC 1 unit gets +2 energy range) SA05 - 1/1/1/3 (SH/SSwn 1 units gets to re-roll an attack) SA06 - 1/1/1/2 (SW/SH 1 units gets +2 ballistic range) SA07 - 2/2/3/2 (ROTS/HL Make ranged formations out of base) SA08 - 1/1/1/2 (HiL/SW 1 unit gets +1 to its AV) SA09 - 1/2/1/1 (BR/JF Crit Miss does not count, add 2 to the roll) SA10 - 1/1/1/2 (BR/SW Repair/push a unit given an order) SA11 - 2/2/1/1 (HD/HL Use alternate AV from unit with clear LOF) SA12 - 2/1/3/2 (ROTS/SC Reduce damage by 1) SA13 - 2/2/1/2 (HD/HS Single enemy unit gets -1 to DV) SA14 - 2/2/1/2 (HK/HS Roll 5 or 6 to get extra order) SA15 - 2/2/1/2 (CNC/SW Change 1 unit's firing mode) SA16 - 1/2/3/1 (HL/HS Friendly units get Awe + Ruthlessness) SA17 - 2/2/1/2 (HL/HK Unit gets +1 to CC damage value) SA18 - 2/2/1/2 (HS/RHD 1 unit may use unmodified AV of another) SA19 - 2/2/2/2 (JF/CNC Subtract 1 heat from a mech) SA20 - 1/2/1/2 (BR/RHD Push or repair 1 click to 1 unit) SA21 - 2/2/2/2 (HD/HK Friendly CC attack gets +1 to AV) SA22 - 2/2/1/1 (HD/ROTS Ingnore 1 enemy's decoy or evade) SA23 - 1/2/2/2 (SW/RHD +1 AV and +1 dam for formation)
Top scorers were:
ROTS/Liao SC/DF ROTS/SC CNC/JF HD/HK
Just a bit of fun really. At the top level, starting off 40 points down is a no-no - although I still think that some of the more powerful ones still deserve some attention. For example, SA-001 with a mech equipped with RISC Hyperlazer or the ROTS/SC one on an ATLAS backed up by a Jackalope.
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Post by baw on Jun 14, 2006 12:25:08 GMT -5
Hmmm those are some interesting stats on SA's. I tend to agree overall that I don't like using FP or SA's. I am a defensive player. Playing a SA or FP makes me be an agressive player. That takes me away from my comfortable zone!
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Post by Zxqueb on Jun 14, 2006 12:56:33 GMT -5
I rather like SA23. In a drop army, it has the potential to be extremely nasty. Infantry drops especially could become very potent. In my opinion, that would be #3 on the list after LI-ROTS and DF-SC
Z
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Post by brinxter on Jun 14, 2006 13:48:13 GMT -5
I rather like SA23. In a drop army, it has the potential to be extremely nasty. Infantry drops especially could become very potent. In my opinion, that would be #3 on the list after LI-ROTS and DF-SC Z Yeah its a nice one, but there really is no PBI (or tank for that matter) with an attack high enough (on its first click) that you would have any succes with it. To bad active volcanoes is to random and that minefield only damages things already ON the board.
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Post by Zxqueb on Jun 14, 2006 14:54:06 GMT -5
Well... What about the WH Kelswa? Granted, it's not the 1st click, but it's easy to prime. The SA is SW/WH-RD. You can opt to raise damage or ignore the SA for a turn and just pump attack if you need to. Plus it turns your secondary drops into threats in their own right (TGR drops, for instance, hit 5 damage!).
This is certainly not tweaked by any stretch, but a first thought would be something like:
ROTS Bishop --ROTS Kelswa
WH MH1 AMP Trans --2x WH CBA (ArP)
WH MH1 AMP Trans --2x ROTS Grey Death (AnP)
WH R10 --3x RD TGR
WH R10 --3x WH TGR
RD Gnome BA
Total = 600pts
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Post by brinxter on Jun 14, 2006 15:30:17 GMT -5
Well, i am also no fan of the MHI's because for almost less points you get a cap3, and if you put any infantery in you can make a formation. Also i dislike the TGRs in this set, they are awesome pieces, but not yet! For now i can have "better" units at a lower cost. And i REALLY hate the two damage of the first click on the WH.
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Post by tjpandv on Jun 14, 2006 15:46:06 GMT -5
What struck me most when I went through the SAs was that those that could apply to an entire Battleforce seemed a LOT more powerful that those that were only played on a single unit, or required a set of circumstances to operate/be present. A good example of the latter would be the BR/SSwn SA which, although it can be used by the entire battleforce, requires you to set up the repair attempt (not always an easy task).
Those SAs that support formation attacks or add to CC combat really come into their own when you build an army around them. That has to be the key for an SA - its a big points investment (40 points as of July) and you'll need it to work if you're going to make that deficit up.
Much as I like the ROTS/SC one, I probably favour those that allow you to strike and inflict damage such as the SC/DF or ROTS/HL.
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