Halo Actionclix Pwns. Oct 29, 2007 11:29:05 GMT -5
Post by tjpandv on Oct 29, 2007 11:29:05 GMT -5
admin said:Did you pull anything good? Any thoughts on army construction in sealed?
Tom's army did well as he was able to kill early and had good upgrades. We played 4 figs at 325 points and he started off with:
Spartan + Energy Sword (125)
Spartan + Fuel Rod Gun (100)
Marine + Battle Rifle (5)
ODST + Twin Magnums (50)
He got the early kills by using a Spartan with energy Sword and grenades. The 125 point Spartan with an energy sword was viscious and quickly went to a 150 pointer. The Fuel Rod gun was also a good piece and very quickly Tom would have his Energy Sword Spartan back on as an upgrade. Quite a few players (myself included) struggled with our reserves. I only had 1 piece with grenades which was also a problem for me.
We played on 2 of the booster maps which meant that being Player 1 was really important. Careful positioning of your spawn points as Player 1 can allow pieces like the Spartan with energy sword or the dual magnum Spartans or ODSTs to get to almost any opponent on turn 1. The is especially true if Opponent 2 "sits back" on his side of the table and allows himself to be hemmed in.
So, as with any booster game, you are in the hands of the gods to some extent. So, some things I learnt:
Unlike MW, there is no VC penalty for going under the points and there may be a combo that is, say, 25 points under but is one that is perhaps more potent than a build that tries to make the full points total. Saving those 25 points may also make you reserves more balanced.
Grenades, energy swords and fuel rod guns for quick kills and upgrades. Even the Brute shot did well on the small maps where it became very congested.
Weak 50 point piece with no grenades? Just hold him back rather than offering him up as an easy kill. Booster builds are not optimal and not every piece may have a job to do.
Player 2? Go defensive on the Spawn points and try to separate them. It may make 1 of your Spawn Points vulnerable, but you should aim to make it that your opponent can not cover both and will either have to split his force to do so, or ingnore 1 of the points completely.
Once you've got a couple of good upgrades in play, there may be no need to respawn the weaker pieces. You big guys can do the killing and if you have Covenant pieces with big DVs, they may well be able to survive a couple of rounds and win the game. The one exception to this is if you do have grenades but even then, having them as a reserve can prevent your opponent from bunching simply as a threat.
I'm off to try and track down some PVPs...