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Peanut

Warlords
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Posts posted by Peanut

  1. Yeah five guided shots per unit per turn I believe.

     

    DP, I think your read on it is exactly right. I remember we had a game a few weeks ago where we had to look a lot of this up but I think we came to those same conclusions.

     

    Guided is scary because it can negate total cover, but it's not a strategy I use very often (despite having Traktor Mul) because it takes so much to get a mark on a target and then drop bombs on them. When forward observing you often expose yourself to a lot of AROs and it very often takes a few attempts to get it in.

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  2. I know the game has been around forever but I finally picked up a copy. I'm hooked. I got two games last night. I almost bought "the big box" with all the expansions, but went with the little box for half the price. It came with The River and The Abbot, which are nice.

     

    What expansions do you like? I read a few lists online and it didn't seem like there was much consensus.

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  3. I've been wanting to start Haqq eventually, but I can't not buy that Hunzakut. A collection has to start somewhere I guess! The idea to use her as Chasseur is brilliant, she even has a similar cap. I'll do that for now.

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  4. They're usually allowed in tournaments/escalation league and campaigns. I like them quite a bit! I tend to think too many xp points is a bad thing. The most common use for them is  to give them chain of command so that you've effectively got two LTs on the board, though I usually make them a cheap doctor/engineer with a bump to willpower if I can afford it. And maybe mimetism! Or minelayer.

     

    I like them a lot. Maybe we can do a campaign at the clubhouse eventually. I'm always down for a game with them too, they do add something nice to the game. I've heard the pros at red castle complain that they can just plug the weaknesses of any army, or that sometimes they can be too powerful.

  5. I was thinking: it is common for people who use hidden deployment from TO to just tell another player who is impartial where their hidden dude is. What if opponents both tell the same person: for example, I play Seth and he and I both choose to have our TO trooper on the highest building and we both tell Eric.

     

    I think if this happens, Eric should, at the start of round one, declare that our two TO troops "bump in to eachother" and are both revealed, or at least left in marker state.

     

    Even better we could say that they both get a face to face roll against each other as if in ARO . This way the person going second isnt screwed in player one's first turn.

     

    The idea behind this reveal thing is to limit our impulse to just hide a guy on the highest building and reveal him at the end of turn three, thus kind of auto winning, but more than that I think its just kind of funny.

  6. I'm just thinking of my rocket launchers (Traktor Muls). MRL means rocket launcher right? Maybe they're not even rockets. They look like it though. Well they can do spec fire. Bad idea though with their super low BS.

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