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#1 |
![]() Join Date: Jun 2005
Posts: 655
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Discussion thread for Tactics 103: Battlefield Tactics.
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#2 |
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Senior Member
Join Date: Apr 2004
Location: New Paltz, NY
Posts: 254
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Nice article, thanks!
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#3 |
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Senior Member
Join Date: May 2006
Posts: 1,242
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Bright as usual. Some of these points are already in our heads but it is nice to see them concretized. It makes them easier to remember in the heat of battle.
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#4 |
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WotC Puppet
Join Date: Dec 2005
Location: St.Louis, MO
Posts: 1,379
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Yes, very good article, especially the assault phase stuff.
Maybe this will be talked about in a future article, but the best way to approach through the open or gain ground on the enemy without getting shot at is the move last then move first combo. If you are moving second, you can approach the enemy or move without repraisal from the enemy during your assault phase. Then, if you win initiative the next turn and move first, you could potentially move 2 MORE spaces before the enemy gets to fire. You can gain a lot of territory or gain a very strategic position with that method.
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Google Ron Paul ![]() Vote in the Primaries. |
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#5 |
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Senior Member
Join Date: May 2006
Posts: 1,242
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Good point hooch, I've used that a couple of times to get inf where I needed them without getting them shot. Of course it means winning init twice or hoping that your opponent doesn't get what you're doing and gives you first init on the second turn.
The counterpoint is that sometimes it's better to wait in cover and move only when you know your opponent won't get a shot at you. As we all know init is complicated. |
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#6 |
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Grunt
Join Date: Jan 2007
Posts: 72
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Thanks for the article. Some of the things I hadn't learned yet (just a n00b here).
shadowhooch is right. but it depends on whether you get initiative or not in both phases. I guess it helps when you have a commander like the SE Captain in your army. Then it would be a pretty good strategy.
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"A day may come when the courage of Men fails--when we forsake our friends, and break all bonds of fellowship--but it is not this day...This day, we fight!" -Aragorn at the Black Gate Courage, above all things, is the first quality of a warrior. |
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#7 |
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Spectreman
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Good article. I like reading what I have been doing already. Kind of confirms I'm doing a few things right.
I know that I have had more than my share of games where a unit just wouldn't die!...and I lost the game sending everything at it!
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A Spooky Spectre! |
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#8 |
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Heir to Socrates
Join Date: Apr 2004
Location: Kalamazoo, MI, USA
Posts: 610
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Yeah, spreading out fire is usually a better choice since, if you shoot twice at the same target, and it makes cover the second time, you have one disrupted enemy, but, if you shoot at a second target, and it makes cover, you have two disrupted enemies. If the second one doesn't make cover, you have one killed, AND one disrupted. Either way, they aren't moving, don't shoot very well, and are more vulnerable to being killed next time. Plus, they can't make defensive fire, and you can Close Assault or Hand to Hand to finish them. Disruption is also a great way to let vehicles get past screening infantry.
On the other hand, units that ignore disruption are the bane of the game, and you have NO choice but to pound on them until they die. Heroes are the worst, but SS-PG's backed up by a Haupsturmfuhrer out of LOS are a menace. I guess that's what tac air and bombardment units are for. Get out of there! Shoo! ![]() I don't often play 100pt constructed, but even in the historical scenarios, these are all good tactics.
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"Common Sense" is that of which the wise wish they had more, and everyone else needs laws to enforce. - Me |
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#9 |
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Senior Member
Join Date: May 2006
Posts: 1,242
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It's hard to learn too. To keep spreading fire. It seems like a disrupted piece is still in the battle, and it is, but not nearly as effective. Or is it?
I'd love it if some of you number crunchers could grind this one out for me. What is more effective (read likely to disrupt or damage or destroy another unit) two disrupted Stormtroopers (for example) or a single undisrupted Stormtrooper? Let's rough it for now. 10 dice rolling 5 and 6. That's likely to roll 3 to 4 successes. Double it and that's likely to generate no effect or disruption of a 4/4 def soldier. Let's split the difference and call it one of each. One miss, one disrupted M1 (for example) per turn, for 2 disrupted Stormies. Now for the healthy one. 10 dice rolling 4 5 or 6. That's 5 successes per turn. So the M1 (for example) is dead. Even when I lay it out like this I still have a hard time trying to keep myself from focussing on single units so that I can remove them from the board. It made sense -less units attacking, less effective attack-. Oh well, ya live ya learn. |
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#10 |
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Senior Member
Join Date: Jan 2006
Location: Austell, (outside of Atlanta)
Posts: 3,655
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There are several units that cause the fire for 1 hit per unit rule to disappear.
Obviously all the Heros. Next is the dreaded SS HF unit which will un-disrupt all adjacent Soldier units. Then there is the Japanese Hardchargers (fanatics) Followed by the American Hardchargers (SE Para) All these units must be shot until DEAD. This means the first hit is from Generic Ranged weapons, with the second attack being preferred by units in HEX (-1 cover rolls), followed by Blast/Bombardment attacks. There are also awesome tanks that need to be DAMAGED to permenantly reduce speed and combat effectiveness. Rhino's, SS Tanks et all. |
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