Post by yvain on Mar 19, 2013 9:28:07 GMT -5
I need to run 4 miles today and its 36 degrees outside so I am procrastinating. I refuse to paint any more until I breakout the fine detail brush and finish the eyes on this troopers. Basically none of that is going to happen, so here I am cruising the internet.
Here is a questions I am curious about:
What traits do you usually pick? How do you set up your board? And what is your general strategy of play?
I play a static gun line list with some Air Cavalry and infiltrators for mobility. I have always used a Company Command Squad so it affects my choices. I have never tried a Lord Commissar, maybe one day.
Traits: I have tried all three of the tables, but it seems like for a CCS Strategic, Command, and then Personal in that order are the way to go. I try to keep my guys out of assaults so Personal is pretty much out. There are too many that just buff one unit. Because I use a gun line, some of the Command choices are not too useful as well. So generally its Strategic all the way. All of the options minus the night fighter one are of huge benefit almost every time.
Set Up: I would always try to make a canal out of terrain to will force the enemy to walk into my guns. In the past, I have started with their deployment zone, screwing it up so they don't have anywhere to hide. Honestly, with the speed in which vehicles move this hasn't been much of a factor its usually the middle and my own zone that is crucial. I got a Defense Line (which I have yet to use and I am wondering how) and I think maybe I will have to focus on my own first to ensure they do not spoil it. I usually try to give myself a hill or forest to create a pocket in the back field to hide my big guns in.
Strat: When I started objectives were my main concern. Honestly, now I look more towards killing critical portions of his army instead. Every relic game I have played usually ends up with grabbing the relic to early being a death sentence. I guess what I am trying to do is ensure a firepower advantage by turn 3. Most games, I have played past 1000 points it is usually essentially over at that point due to casualties taken on one side.
I like artillery. I usually put my gun line out on top of the hill or forest in my zone. Then I hide my cannons and manticore behind the hill. I love just punishing them with fire when they cannot even reach me The blob give them a target and they generally start walking or driving towards it. I will put some of the blob on the crest so I can reach my Arty if they need help due to deep strikers and equip all my arty with HF. My PCS hangs out behind the gun line for orders and to flame deep strikers and anyone that charges the blob. When turn 2 or 3, starts I should have Marbo and Harker who attack from the side or behind to take out anything critical my Artillery hasn't killed. The Vendetta also arrives and fires on key targets.
That pretty much it, it usually works pretty well, though its never that simple. How do you guys play?
Here is a questions I am curious about:
What traits do you usually pick? How do you set up your board? And what is your general strategy of play?
I play a static gun line list with some Air Cavalry and infiltrators for mobility. I have always used a Company Command Squad so it affects my choices. I have never tried a Lord Commissar, maybe one day.
Traits: I have tried all three of the tables, but it seems like for a CCS Strategic, Command, and then Personal in that order are the way to go. I try to keep my guys out of assaults so Personal is pretty much out. There are too many that just buff one unit. Because I use a gun line, some of the Command choices are not too useful as well. So generally its Strategic all the way. All of the options minus the night fighter one are of huge benefit almost every time.
Set Up: I would always try to make a canal out of terrain to will force the enemy to walk into my guns. In the past, I have started with their deployment zone, screwing it up so they don't have anywhere to hide. Honestly, with the speed in which vehicles move this hasn't been much of a factor its usually the middle and my own zone that is crucial. I got a Defense Line (which I have yet to use and I am wondering how) and I think maybe I will have to focus on my own first to ensure they do not spoil it. I usually try to give myself a hill or forest to create a pocket in the back field to hide my big guns in.
Strat: When I started objectives were my main concern. Honestly, now I look more towards killing critical portions of his army instead. Every relic game I have played usually ends up with grabbing the relic to early being a death sentence. I guess what I am trying to do is ensure a firepower advantage by turn 3. Most games, I have played past 1000 points it is usually essentially over at that point due to casualties taken on one side.
I like artillery. I usually put my gun line out on top of the hill or forest in my zone. Then I hide my cannons and manticore behind the hill. I love just punishing them with fire when they cannot even reach me The blob give them a target and they generally start walking or driving towards it. I will put some of the blob on the crest so I can reach my Arty if they need help due to deep strikers and equip all my arty with HF. My PCS hangs out behind the gun line for orders and to flame deep strikers and anyone that charges the blob. When turn 2 or 3, starts I should have Marbo and Harker who attack from the side or behind to take out anything critical my Artillery hasn't killed. The Vendetta also arrives and fires on key targets.
That pretty much it, it usually works pretty well, though its never that simple. How do you guys play?