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Planetstrike.


Grey Mage

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How do tanks move with planet strike lol, Yet to buy my copy so maybe I should just go get it and see myself but in theory it will be deep stiked in (dropped off by thunderhawks?) just seems odd. I ask because I have gone from massed pods to massed razorbacks now in my army (assembling the pods killed me and caused the wulfen to stir alittle too close to the surface) so I was wondering If it would handicap me.
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Was talking to a friend last night that plays Planetstrike.

 

Tanks come in from any board edge the attacker chooses as a reserve. The roll for reserve is a 3+ for the first turn (I think that is what he said). So your Thunderhawks are dropping your mech just of board.

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It is kind of cool. The Defender sets up the terrain however he likes, and the Attacker chooses which table each he wants as his "drop zone." Vehicles, Bikes, Artillery, Beasts, & Calvary all enter through the drop zone.

 

Heavy Duty Drop is the stratagem that allows you to deep strike vehicles, but there is a risk involved. Roll a 1 or 2 and it is stunned.

 

Reserve rolls do start at 3+ on turn one. I have had two opponents roll there entire army in on turn 1. ;)

 

So far, I have to say that I prefer being the Defender, but I tend to play a pretty "shooty" list.

 

Thanks,

 

AnarchX

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I'm loving planetstrike - about honours even so far (quite a few draws too, should use an odd number of objectives really!). Having played a few games now, I thought I'd break down my experiences into attacking and defending:

 

Attacking:

The ability to deep strike troop choices gives blood claws a real role to play.... particularly as you can tool up big squads with meltabombs for no cost using the supply drop stratagem. I've found it very easy to destroy bastions with them, and with the usual tool up of IC and powerfists it makes them handy against anything without breaking the proverbial point bank. Drop Pods are still very useful as cover though, but deep striking 2 big squads of claws without pods is definitely worth it for the look on your opponents face! As always, jump pack claws are great but over-priced - If they do well they do exceptional, but they are expensive bullet magnets otherwise. Game winners though... Dreadnoughts in Pods - My Ironclad Hagbard has already destroyed 4 bastions and is horribly effective in close quarters with Flamer/Melta. When backed by a Bjorn build, its pretty hard to escape his wrath!

 

Defence:

Long Fangs are good, but they do get targeted very quickly... Grey Hunters in bastions are also simple and effective (thats GH really isn't it?), but Blood Claws can be a nasty surprise for a combat unit if they destroy a bastion and expect to run over its occupants in quick time. The Firestorm is quite horrible too... while they can scatter wildly, at AP3 they nuke Space Marines in the open. In one game I lost nearly 20 Grey Hunters before my opponent had even placed a model on the table - ouch. Counter attack makes all Space Wolves very effective defenders though, and while tanks can take a pummeling from a firestorm, they can also cause big damage on deep striking units (vindis anyone?). My favourite defence tactic so far is to keep a couple of vindicators in reserve and bring them on as a sort of counter-offensive. With the reserves coming on so early this can really cause a headache for the attacker as he gets vindicator shells in his back in the first couple of turns.

 

I love attacking... It just seems better to have the initiative, but both are great fun and very bloody so far

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I think there is a stratagem that allows you to deep strike a heavy armor. :lol:

 

There's a strategem that allows you to deep strike your own Bastion.... if you're the defender.

 

but yes there is "Heavy Duty Drop" but it has its risks.

 

And there is one for the Imperial Guard that lets them deploy units en masse in a literal "Anti-Gravity lift"

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A little defence tactic that has worked for me: Rather than a defensive unit, try a single pack of Blood Claws with fists and your favourite combat IC in a bastion with the escape hatch dirty trick stratagem- effectively an 18" move + assault - Beautiful. If you really want it to work, a void shield on the appropriate bastion is wise. It really throws the proverbial fly into the ointment.

 

Beware of making the unit 11 or 15 strong though... it has to be able to deploy out of a single 'hatch' access point. Happy hunting :lol:

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See I prefer to use the escape hatch strategem with my Indomitable Fortress- then as long as its not the entranceway unit you dont leave an unsecured bastion on the field.

This is true... I still find its a good little tactic to try and grab the initiative. Im fairly impressed that you have an indomitable fortress already though - I have no experience with one and am still trying to complete my ordinary bastions.

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See I prefer to use the escape hatch strategem with my Indomitable Fortress- then as long as its not the entranceway unit you dont leave an unsecured bastion on the field.

This is true... I still find its a good little tactic to try and grab the initiative. Im fairly impressed that you have an indomitable fortress already though - I have no experience with one and am still trying to complete my ordinary bastions.

 

I work at a warehouse these days... we sell things like refrigerators etc *SEARS if your in the states* so I collect the styrofoam, paint it up, and trade it for minis... and some I keep for myself.

 

So I have an indomitable fortress- its about 28" wide, 12" thick... and then I have two more sections I can put off the back that cover up its heavy bolters.... one of wich is a walkway, about 2" off the ground with crenelations, the other of wich is a new style plastic bastion... the door faces the walkway.

 

All of its weaponry is heavybolters... more shots=better chance IMHO. I got two aegis lines, and those autocannons have been placed in the tower that the bastion makes (5), while I used an old LR TLLC sponson from my metal-bit crusader kit for one gun (1), and some hatches for the ML special weapon (3)... and of course the Icarus laser, wich I put on the center section of the main building (2)- wich has the door :rolleyes:.

 

so it looks like this:

 

123

..4

..5

 

Ill pull out the walkway and the tower around 1500pts-2k.

 

The Aegis lines Ill place from 1-5 and 3-5, and that gives cover for a GH pack or two and a a dread or a tank. Ill put Longfangs up in the tower, a WG squad in the doorsection, and GHs in the other three sections... the walkway tends to be a plasmapack, and one of the other two is a meltapack.

 

Ive found that giving extra ammo to twinlink my longfangs is worth its weight in gold, and the escape hatch can be very good- as is a lasermaze. Im thinking ill try the extra structure point on my doorway bastion in my next game... see how that goes.

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