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Post by tjpandv on Oct 29, 2007 11:29:05 GMT -5
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...
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Post by tjpandv on Nov 22, 2007 9:47:33 GMT -5
The format for the Wizkids UK Celebration Event is 400 point constructed with your reserves made up from a single 5 figure booster. An interesting twist (and one that allows them to flog a few more boosters... ). I think I'll keep to my Cortana build as she'll allow me to share any upgrade tokens to match up with the random booster reserves.
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Post by Zxqueb on Nov 28, 2007 9:33:50 GMT -5
That could be an interesting format, but it also could mean that you get screwed in how you can upgrade your force. Cortana is a great choice for this type of setup since it gives you more options to effectively use whatever is in your booster. I think you'll be seeing her quite a lot. Hopefully you'll pull a 100pt guy so you can start with him in play, blast a bit, and trade in cortana later to use her ability.
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Post by tjpandv on Dec 3, 2007 6:15:56 GMT -5
Tom and Joe went along with their armies. Tom played Johnson, Spartan w Energy Sword and 3 Marines (all with 8 attack and grenades). Joe played 2 x Marines with Sniper Rifles, 2 Marines (8 AV and grenades) and the 150 point Hunter. Tom was ranked 1st after 3 rounds and Joe ranked 3rd. Joe beat up 2nd place (a twin Johnson army) and lost to Tom in the final. Tom got to split a Series 1 factory set with the Fellowship Winner. I think their booster pulls were pretty useless and neither of them changed their armies during a game. We now have a Sesa Refumee in the house which could well find its way into the reserves for my Cortana army (the boys may well have done the fighting, but I did the driving and paid for the petrol so there we go ).
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Post by tjpandv on Dec 18, 2007 8:41:38 GMT -5
Anyone gone up against a Scarab yet? A guy at our club is bringing one in tomorrow night and I think there will be LE Active Camo prizes available. Any tips and hints most gratefully received.
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Post by Zxqueb on Dec 18, 2007 15:30:41 GMT -5
I actually played with the scarab last week. There is a session report on the geek. I will repost it when I get home if I have time.
The best thing to do is take guys who do loads of damage. Spartan laser, Sniper rifles, rocket launchers are all good bets. I wouldn't bother going inside, but instead focus on tearing it down from the outside. You'll get a lot of upgrades over the course of the game, so I'd say it's more important to start with lower cost guys than it is to have your uberguy up front to maximize your actions per turn.
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Post by Zxqueb on Dec 20, 2007 9:45:19 GMT -5
So what were your thoughts on the scarab battle?
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Post by tjpandv on Dec 20, 2007 13:18:36 GMT -5
Well, its an impressive piece and attracted a lot of attention at the club - most people were really impressed until they found out how much it cost... It was 3 attackers (each with 400 points) against the Scarab with a 200 point defender. Almost half of our figures went in with grenades and did a lot of damage early on. We managed to respawn a few by killing ourselves with the splash damage. Any decent pieces (Sesa Refumee) were targetted early. After we'd lost around a dozen pieces, the power core was taking quite a bit of damage. We did try one attack on the inside but the Scarab reinforcements were too strong. We went back to our tactic of hitting from the outside which was getting harder and harder as we were running out of grenades. This was out first go with the Scarab and it seems the Scarab player got the rules wrong and we should have been hitting the power core more often than we did. I think the Scarab mechanics work well. They seem complicated to start with but its a good representation of bringing a big piece down. It was a bit annoying that the repair turn would allow the Scarab to get up from its kneeling position on every turn. It was a fun evening - more of a learning game than a serious assault on the Scarab. I think having a split force between the 3 of us didn't work too well as each tried to have a balanced force, rather than a spread of figures over 1200 points.
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