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Post by tjpandv on Oct 10, 2006 4:54:27 GMT -5
Just been looking at whether any of these Sqn Cards warrant any further attention. Overall, the poor choice of troops limits their usefulness, but there are a couple that seem worthwhile.
BANNOCKBURN'S RAIDERS
Seka's Pride+Ryohara+Decoy 275 HK MHi APC 40 HS TTL 26 HS TTL 26 BR Sprint 34 Hazen's Strikers 20 BR Sprint 34 HD Towed Gauss Rifle 27 HD ATV 14 HD ATV 14 HD ATV 14 HD ATV 14 WH PAL Suit 16 WH PAL Suit 16 True Grit 20 Bannockburn's Raiders 10 (20 minus 10 for 2 elms)
Seka, the Sprints and the ATVs already have infiltrate. The MHi and the PAL suits pick this up thanks to the Sqn Card. That means the entire army infiltrates.
For first strike, you need 2 orders to unload the TGR and Hazen's Strikers and 2 orders to formation fire with the ATVs. The MHi and PAL Suits can move forward and unload the TTLs using Recon. You're then relying on 1 of your 2 Command rolls from the Sprints to give you the extra order to either fire a TTL or move up Seka's Pride. If it comes off, you can hit your opponent for 5 damage on turn 1 and have 2 highly accurate POGs land on his DZ for him to deal with. If he gets wrapped up in the ATVs/Infiltrators etc, then keep POGging and move up Seka.
PCCs would have to include P Day and Urban (to cancel Rocky Terrain on 2 occassions). Slat Flats would give the ATVs and the MHi extra reach or Urban would get rid of that annoying blocking terrain that your opponent is bound to place infront of his DZ...
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Post by Zxqueb on Oct 10, 2006 11:08:48 GMT -5
Um, I don't believe you can play both SqC and FP cards as both are single player/single card.
Otherwise, the army looks ok, though I am getting tired of seeing Seka armies over and over (as I am at seeing BR solitaire armies and Jack armies).
Z
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Post by baw on Oct 10, 2006 12:22:05 GMT -5
Hmm I will have to read the rules on SQN and FP cards. I don't remember reading that but I haven't really perused the rules for Squadron cards to any lenghts yet!
Seka is going to be better and better with Tank Drop/Infantry getting Rocky Terrained!
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Post by tjpandv on Oct 10, 2006 12:29:30 GMT -5
Um, I don't believe you can play both SqC and FP cards as both are single player/single card. Z The rules insert from the Booster says that Elements of the Sqn ignore firendly SA and FP CECs. I think this means its OK to play a FP CEC alongside a Sqn Card but if it was something like a re-roll or +1 damage FP, then the MHi and the PAL Suit couln't make use of it.
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Post by Zxqueb on Oct 11, 2006 5:28:02 GMT -5
Hmm... Interesting. Nothing like unneeded complexity!
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Post by baw on Oct 11, 2006 8:17:02 GMT -5
SouthPaw Just clarified that in the forums on WK. You indeed can use them with FP but like TJPANDV said you can't benefit from FP's with elements of the Squad Card. It could be a little confusing at times I admit!
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Post by warlord1985 on Oct 11, 2006 9:22:25 GMT -5
Wow, so you can use them with FP cards. Thats kinda retarded. So much for EVER using the correct rules......
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Post by tjpandv on Oct 11, 2006 15:45:46 GMT -5
I am getting tired of seeing Seka armies over and over (as I am at seeing BR solitaire armies and Jack armies). Z Tom and I have just been sent a "Thug" Neaderthal for winning an event at the weekend. It has a 12 attack with its pilot and the ability to ignore any pilot defensive modifier during a CC attack would reduce Seka/Ryohara/Decoy down to a 21 DV. The move of 9 is poor but there's also an energy weapon out to 12" with PPC Cap (only a 17" AO range though). The Thug also gets a 23 DV thanks to the pilot.
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Post by baw on Oct 11, 2006 19:48:44 GMT -5
The Thug sounds pretty nice. I need to get more Wolfstrike boosters. I am really glad to see some BR units coming back in style!
@zxqueb - so are you guys saying you going to make house rules about using both? I don't really see the problem with having both in an army (although it does put you down a lot of points)
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Post by Zxqueb on Oct 12, 2006 6:55:59 GMT -5
No. I'm not a big fan of changing rules at events.
There isn't a really huge problem. I just think it is needlessly complex. It's easy to "forget" which units can be affected by which abiliy (either intentionally or unintentionally).
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Post by tjpandv on Oct 12, 2006 8:45:55 GMT -5
Some of the Sqn Cards will be OK, but others will lead to addeed complexity: NO PROBSBannockburn's - Infiltrate. Effect is over on completion of set up. Caesar's - RC Formation only using Sqn Elms. Having to use just figures from the Sqn means that other SAs and FPs can not apply at the same time. Firing Squad - No Push if 2nd Order is Formation RCO. Mainly as the choice of units is poor and the card won't be seen very often. TRICKY FOR YOUR OPPONENTCyclops Company - May CC Formation and Repair. He places a unit with evade/decoy into BC with your Manteuffel and finds that it gets CC'd or forgets that the little Monocycle moving in formation with the Manteuffel is actually a repair vehicle in disguise... . Echo Company/Wolf Guardians - Add +1 to Damage. One that can see units in the same formation benefitting from an SA or a FP and others benefitting from the Sqn Card. Tricky to keep track of - esp when SAs are chain-linked to include several FActions. TRICKY FOR BOTH21st Lancers - Ingnore effects of certain PCCs. Forget that you have a Tokugawa operating in a Dust Storm or Nightfall is in play and you could both loose out. Ford's Falcons - Get +2 AV if Shooting at Fast Stuff. Another one that could be lost in the heat of the moment or, more likely, one that will see the number of targets you can shoot at with this modifier decrease as the game goes on and their base speed decreases as they take damage.
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Post by baw on Oct 13, 2006 6:36:50 GMT -5
I don't expect to see Squadron cards in play that much. I might try them out in some unrestricted events but I really don't think we will see them even as much as Faction Prides (which are somewhat rare)
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Post by tjpandv on Oct 13, 2006 10:40:36 GMT -5
I don't expect to see Squadron cards in play that much. I might try them out in some unrestricted events but I really don't think we will see them even as much as Faction Prides (which are somewhat rare) I'll need to see them in action. A couple do appeal (Bannockburn's Raiders and Ford's Falcon Killers) and if you can build an army well enough, you can get underneath the cost of a FP card and not have your ablilty neutralised by a True Grit. They should also be a lot cheaper than SAs.
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Post by Zxqueb on Oct 16, 2006 15:28:11 GMT -5
Some of the Sqn Cards will be OK, but others will lead to addeed complexity: I didn't mean that it would be tricky for you to remember in that way. What I meant was how tricky it could be with FP interactions. So if you used Bannockburns raiders to infiltrate, you couldn't use faction pride with squadron members, even if the ability in question is effectively "used". It would be very easy to "forget" this fact during the course of a game to use a re-roll, +1 damage, etc FP ability... especially if the SQC ability is already over and done with. I don't have a problem with the SQCs alone, just allowing them to be played alongside Faction Prides adds another, somewhat pointless layer of complexity. It doesn't gel with my conception of the K.I.S.S. principle. Z
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