Post by tjpandv on Nov 6, 2006 11:19:55 GMT -5
Just wondered if WS had changed the game any over the Autumn to the extent that people are using new pieces or tactics?
I've played very little over the past couple of months but Seka's Pride is still out there and ahead of the pack as far as I'm concerned. The RHDM Heavy and Light Mechs (BR Soli plus a few others now) provide the mobility and resilience that make them hard to deal with and hard to hit.
Most of our games are now unrestricted and we have the whole range of stuff to choose from - no point making life difficult until its time for next year's big events. I love the SW Mortar Teams and the SW For Mech MOD (I think that's the one from Counterassault - 81 points with SU evade etc) and the old DF infantry are fantastic. Apart from that, I'm suprised that I don't see/feel the need to use some more of the "great" pieces from older sets. I do feel that I use these older pieces more for nostalgic purposes than anything else.
Even with arty back on the board, it seems that the Assault Order and the ability to fire out of base has rendered the arty turtle obsolete. If nothing else, too many points to guard the bases of your arty whilst not protecting them against the AO.
First strike (using a combo of unrestricted pieces and perhaps the Bannockburn's Raiders Sqn Card) still seems a good trick to pull against the unawary but try that too often and you'll get a). found out and b). asked by your mates to stop being so cheeeesy.
Its good to see that CW can now field decent armies and I like the new Vixens for their defence/range/mobility. I've not used a Sqn Card as yet and it seems I'm unlikely to. I need to play more friendly games to test these out but I'm really not sure I want to either throw the points away or use second (third?) tier vehicles and infantry.
As for drops and Rocky Terrain, you need to have a non-drop army to use RT and you'll only get to use it once in a tourney. It will kill the army you're facing but only in 1 round. Is this card powerful enough to stop people taking drops (tank/inf or TTL?).
Medium IT doesn't seem to have brought a rush of Med mechs to the table but I do like if for Kuro Ha and the Liao Centurions. Medium mechs still seem to be caught in the middle of cost versus damage versus robustness. They loose out to lights on cost and are often matched by lights for damage. Their defences can only use SU evade as a defensive card SE and they are too frail to match the dial of a heavy. On top of this, the points gap between lights and mediums is pretty significant but that same gap between mediums and heavies can be pretty close at times.
Anyway, just a few thoughts to see if any of you out there had changed your game plans on the back of WS?
I've played very little over the past couple of months but Seka's Pride is still out there and ahead of the pack as far as I'm concerned. The RHDM Heavy and Light Mechs (BR Soli plus a few others now) provide the mobility and resilience that make them hard to deal with and hard to hit.
Most of our games are now unrestricted and we have the whole range of stuff to choose from - no point making life difficult until its time for next year's big events. I love the SW Mortar Teams and the SW For Mech MOD (I think that's the one from Counterassault - 81 points with SU evade etc) and the old DF infantry are fantastic. Apart from that, I'm suprised that I don't see/feel the need to use some more of the "great" pieces from older sets. I do feel that I use these older pieces more for nostalgic purposes than anything else.
Even with arty back on the board, it seems that the Assault Order and the ability to fire out of base has rendered the arty turtle obsolete. If nothing else, too many points to guard the bases of your arty whilst not protecting them against the AO.
First strike (using a combo of unrestricted pieces and perhaps the Bannockburn's Raiders Sqn Card) still seems a good trick to pull against the unawary but try that too often and you'll get a). found out and b). asked by your mates to stop being so cheeeesy.
Its good to see that CW can now field decent armies and I like the new Vixens for their defence/range/mobility. I've not used a Sqn Card as yet and it seems I'm unlikely to. I need to play more friendly games to test these out but I'm really not sure I want to either throw the points away or use second (third?) tier vehicles and infantry.
As for drops and Rocky Terrain, you need to have a non-drop army to use RT and you'll only get to use it once in a tourney. It will kill the army you're facing but only in 1 round. Is this card powerful enough to stop people taking drops (tank/inf or TTL?).
Medium IT doesn't seem to have brought a rush of Med mechs to the table but I do like if for Kuro Ha and the Liao Centurions. Medium mechs still seem to be caught in the middle of cost versus damage versus robustness. They loose out to lights on cost and are often matched by lights for damage. Their defences can only use SU evade as a defensive card SE and they are too frail to match the dial of a heavy. On top of this, the points gap between lights and mediums is pretty significant but that same gap between mediums and heavies can be pretty close at times.
Anyway, just a few thoughts to see if any of you out there had changed your game plans on the back of WS?