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Sgt. Rock

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Everything posted by Sgt. Rock

  1. You don't *have* to bring two lists, you know...
  2. Speaking of which... We need to have team talk. PM me or something.
  3. How late are you going to be there?
  4. Have fun, gang. I'll be back in a couple weeks.
  5. Self adhesive velcro tape. You can put it on any bag to make a strip for patches.
  6. So with OFCC fast approaching, we should all know who's going to be on our team. Trouble is, I don't. @rudra34 and I need a third. We have an absolute last resort offer, but she'd rather let someone else play. Anyone want to be our third? We have good taste in beer, and we're mostly hygienic.
  7. Not giving your fireteams a lot of orders to work with, are you? Is the Muyib team in group one supposed to be mostly defensive?
  8. Probably won't make it out for the rest of the month. Too much to do for our move.
  9. Oh, yeah, the Symbiomates. Really nothing you can do about those little bastards. They're annoying as hell. I'd just throw him in as an additional murder machine. As you say, CHA is cheap enough that you don't need to build your list around any one model. Like you said, he *has* to be dealt with, because left unchecked, he can kill half your opponent's army. And anything that eats up your opponent's orders in dealing with is a good thing. Even if he doesn't kill anyone, if he forces your opponent to burn through 6 or 8 orders to kill him, he's done his job.
  10. You're not going to just outshoot a TO or ODD model in Ariadna without being extremely lucky. That -6 is too hard to overcome, on top of everything else they might have going on. Remember, Galwegians aren't your only chain rifle option. SAS with the chain rifle/assault pistol is a phenomenal option, because he starts halfway up the board in camo state. Not so great against anything with MSV, but still good. This is where McMurder and Cameronians come into their own, as well. The combination of a 6-4 move with super jump and total immunity makes them great at racing up the board in a hurry and taking down things that have vision mods. If you're playing vanilla, Chasseurs. Chasseurs are borderline broken, and if you learn how to use them, you will make people hate you. Also, while half of ALEPH's stuff is beastly in melee, the thing with TO or ODD, it doesn't work in CC. Achilles can easily be taken down by a swarm of Galwegians. SAS and Uxia are great for carving up shooty characters. As far as Symbiobeasts go, they're a pain, for sure, but remember, they're G: Synchronized. If you can kill their controller, they stand around drooling. Otherwise, remember, as in all things, high burst weaponry is your friend. Anything B4 or more is going to help you win FtF rolls. Tohaa *hate* T2 and fire, and most of them suck in CC, and they also hate template weapons because of all the fireteams that have to stick close together. I have nuked quite a few triads with light flamethrowers and chain rifles. CHA has two main strengths, honestly. T2 in large quantities and good CC capability. Berserk in spades, NBW on the Wulvers, and MA2 on the SAS all are good for tearing things apart. Also, remember McMurder is a close combat beast. CC 23, MA3, PH 16, and an AP+DA CCW. Actually, now that I think about it, McMurder really does solve a LOT of CHA's problems. Seriously. Use him liberally.
  11. I honestly have never tried a Grey fireteam, because CB can't be arsed to give us models for it. The Izzy+Grey+Vols is so good I've never really missed it, though.
  12. I really can't compete... it's true, RD is the loudest of all of us.
  13. Usually I wouldn't bother running more than one. McMurder or one Cameronian is usually sufficient... *maybe* two. I wouldn't worry about making that order regular, because you're going to be using it on them anyway to advance up and kill stuff. You'll be spending orders on them to kill things until the dogs keel over, so having that one order each restricted to them is just fine.
  14. McMurder is amazing. He's a guided missile. He's there for a first turn Rambo alpha strike. Kill as much stuff as you can with him and then just assume he's going to die. Same with the Cameronians. I actually wrote a good article about them on an old blog I used to write for. You can read it here: http://www.prideofrodina.com/2016/11/tactics-cameronians-howl-to.html I'm amazed you've had such success with the Uragan. Pretty much nobody I know ever takes them. Good on you for making them work, though.
  15. Yes, yes, I'll be there. You needn't get so fussy about it. :P Though I do find myself wishing I'd picked FRRM for this league instead of PanO... alas.
  16. I play CHA (though I haven't in a while) so let me see if I can help. 1. Uxia is tricky. As a general rule, don't use her superior infiltration unless you're going first and you see a really juicy target - a key ARO piece, a possible LT, something that just needs to die right away. Drop her down with regular deployment, especially if you're bringing an SAS or two (which you really should be anyway, because they're awesome midfield murder macines.) Don't pop her out unless you know exactly what you plan to do with her and how you plan to accomplish it, because she's fragile as hell. Remember to use her smoke, because she's a super short range fighter. If someone is shooting at you, you're always better off trying to drop smoke (unless they have MSV2, then just dodge.) She really wants to get up close, so use that smoke to get there. Don't be afraid to throw her into CC against lesser opponents; she's PH 13 and has MA2, so she'll win out on most stabfests against anyone that's not a dedicated melee specialist. 2. Van Zant is super hard once people know you run him sometimes. I've taken him once or twice, but I generally don't bother because no matter where you walk in, he's going to be eating multiple AROs because people know enough to cover their backfield. I havenn't got any advice there. 3. Wallace. I've never used his special fireteam, honestly. I usually just hold him back, because ARM 3 and NWI isn't enough for me to send him charging up the field with only smoke and a fireteam of short-ranged idiots to protect him. That, and the Volunteer+Isobel+AP HMG Grey is too good not to use. Seriously. It's amazing. 4. Mormaers are in a bad place right now. They're badly overcosted for what they do. They're just not worth what you have to pay for them. Scots Guards, on the other hand, are actually really great. Like you said, a 2nd Battalion ML is a great long range hammer. I rarely use them in a core fireteam, but putting a Molotok in a duo with an SMG FO is a great combination for moving a specialist up the field. Speaking of that FO, he's amazing. He's a great suppression fire piece with those SMGs, he has an ARO for every range band (SMG for short, DEP for medium, flash pulse for long) and he has courage and ARM 3, so he's hard to shift. He's a specialist, he has multiterrain for thinigs like Rescue, and he's only 19 points. He is an absolute bargain for a kickass piece. 5. Uncle Vernon, the piece Ariadna players love to hate. He was expected to be a lot better than he is. As it is, he's a huge silhouette, he's overcosted, he's loaded with crap he'll never use (Guard? They're going to shoot him. And what the hell does he think he's going to do with that assault pistol, anyway?) and he's the most obvious LT in the faction, especially once you plop down that 11th order in one group. He has his place in low-point limited insertion games, but I almost never use him (even though the model is kind of badass.) 6. Knights. If you're playing CHA, the way you handle Knights is with AP HMGs and Molotoks. Massed AP fire. Beyond that, the best success I've ever had dealing with them is a Wulver haris. Especially if Joan is in the link. NBW is the ultimate equalizer, and with Berserk and two wounds, you can safely sacrifice a wound to get a near automatic crit against anything other than Monofilament, DA, or EXP CCWs. In a Haris, you can swing at B3, and if you can isolate them in CC one at a time, before they have a chance to pile in, you can cut them down one by one. In fact, Wulvers are just amazing in general. A haris is expensive, but they're soooooo awesome. The current models are awful to assemble, but they're worth it. Try them sometime. Hope some of that helps. I'm not the best player to be offering advice, but this is what I've learned playing CHA. CHA is a tricky faction in an awkward place right now. They got a huge boost in HSN3, with the mixed fireteams, but they still struggle with a lack of quality specialists, They have some units that are just flat out not worth taking (looking at you, Mormaers) and others which are almost an auto include, like the Volunteer fireteam. They're very reliant on smoke, so one ARO piece with MSV2, like an Intruder or Nisse, can really ruin your day. Conversely, misuse of that smoke can also screw you up if you block off your own shooters, so you have to be careful where you drop it or that Cateran or 2nd Bat ML is going to sit there for a turn cursing. Keep at it, you'll get better with them.
  17. Sgt. Rock

    A reminder.

    THEY'RE JUST TOYS.
  18. For a moment... you *have* been spending more time with that Age of Sigmar silliness...
  19. FK assault hackers are AMAZING. Immobilizing HI and TAGs from around the corner and planting D charges on them with Assault is hi-larious. And Konny's no slouch in a fireteam, either. Remember, he can join up with Order Sergeants.
  20. Crap, that's right, I gotta get up there. Today's the last day for preorders. Looks like I have a trip to make after game night...
  21. Sgt. Rock

    Spoilerz?

    BOOOOO! Want TAK! CB, why you do not like the glorious Kazak people? Is too powerful for other weak factions?
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