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Protecting my long-range investments


glayvin34

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The last 3 games I played were my Ultras v. various other marines, playing Dawn of War deployment. I fielded my Thunderfire cannon in each case. On the first two, it was destroyed before it was able to fire because it can't fire on the first turn because it had moved on to the board. The third time I also fielded a MotF with a conversion beamer and a devastator squad with 4 MLs. I moved this group on to the board under cover of a las/plas razorback, thinking I could pop smoke on turn 1, move the vehicle on turn 2, after everyone had set up, then unload heavy weapons on the opposing long-range dread and devs across the board.

 

The razorback was unable to move the rest of the game due to being stunned, immobilized and finally wrecked, effectively blocking LoS for my Devs and MotF the whole time. They took a few potshots at a Dread and a tac squad, but didn't make up their points. Eventually the enemy bike captain and a few other bikers showed up on turn 4 and killed all the devs, the TFC and the TM manning it. The MotF ended up killing the captain in assault, however, which was totally awesome but not exactly something I can count on for next time.

 

So, basically, my tactic for DoW is to go second, then deploy my long-range weapons (lascannon and MLs) from the board edge to a spot where they can fire on turn 2. The problem is that my opponent will also be in 48" range with lascannon and MLs, and can unload on my long-range weapons on his turn 2. I was trying to figure out a way to protect my squads during his turn 2 by blocking LoS, then restoring LoS and neutralizing his squads enough that him firing back on turn 3 will be acceptable.

 

Any thoughts? Should I just not field Devs and go for Dreads since they can move and shoot heavy weapons? The TFC is obviously a weaker choice, but it can soften up an assault squad enough that they're vulnerable to a counter charge by a tac or even scout squad, and my devs need some backup. Maybe skip the TFC and go for a predator as a screen?

The must be rolling real well for there nightfight rolls.

Yes, he has, but that's an interesting comment, we actually play on a board that's not regulation width, it's around 38", I think. That makes the beginning distance around 26", well within nightfighting ranges. But if we were playing on a regulation board, which is 48", beginning distance would be around 36", or at extreme nightfighting range (only on double 6s) that only occurs on 3% of the rolls. With our table, I can be hit closer to 30% of the time.

 

I guess the best solution would be to play on a regulation-sized board, huh?

The must be rolling real well for there nightfight rolls.

Yes, he has, but that's an interesting comment, we actually play on a board that's not regulation width, it's around 38", I think. That makes the beginning distance around 26", well within nightfighting ranges. But if we were playing on a regulation board, which is 48", beginning distance would be around 36", or at extreme nightfighting range (only on double 6s) that only occurs on 3% of the rolls. With our table, I can be hit closer to 30% of the time.

 

I guess the best solution would be to play on a regulation-sized board, huh?

If your on a 38" board then you need to change the deployment zones to match- that leaves you with a 7" deployment zone as an example.

 

But yes... regulation width board, more cover, and tougher units like Devastators and Dreadnaughts would solve alot of problems.

If you have a short board, then whoever gets first turn has to move their zone back til the 2nd turn player has a full 24" on their 'half'. It is of little disadvantage to the 1st player, and stops the big disadvantage for the 2nd player.

 

At least, I know what I mean, I hope it makes sense...

 

RoV

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