Good day fellow, er...
Droplodites? Dropzonites? Dropzonians? Dropzonians will do for now!
It is tactica-o-clock again, and this time I will be looking into the
finer points of Shaltari deployment. I have mentioned many a time in
the past, just how tricky it can be to get things right when using
our spinney friends, so I am here to help as best I can!
In this guide I will
bring up a few key points, and discuss the importance of each one.
It's time to prepare your note pads kids!
Walk backline and
fast units on
There are a few units
in the Shaltari that simply don't need to be gated into the
battlezone to be of use and importance. In fact, using a gate to
teleport these guys in will cost points and turns which can be
better spent elsewhere. A few units that are worth driving on are:
The Coyote – The
Coyote is your commander, and although he isn't that vulnerable you
don't want him to be shot, just in case the dice go against you. As
such, walking him on the back of the board in the first turn keeps
him safe, and it also allows you to take a couple of pot shots at an
occupied building (if you hold him until last activation). He doesn't
have the firepower to make an impact in the centre of the board, but
is useful for picking off stragglers from damaged squads. Shaltari
benefit from having a CV4, so with SoI of 18”, and most of the
Shaltari cards being defensive, he can saunter forward at his own
pace.
The Yari – If your
not taking these origami tanks you should be! With a MV of 12” you
can drive 2 or 3 on 6” in the first turn, and then 12” the
second. This will put them in a great position to take pot shots at
enemy light dropships, and be a general nuisance with the SoI they
provide. I will typically drive these on an opposite board edge to my
Coyote, meaning that on the first turn I have an SoI tht spans nearly
my table half.
The Tomahawk – These
tanks are at their best when driving on first turn. Always activate
them last (if possible), and shoot your 6 shots (remember, never less
than 6 Tomahawks if you take them) at an occupied building. You should cause around 8 points of
damage in one go, giving you a really decent chance of causing damage
with falling masonry to infantry inside. Come turn two you are 11”
up the board (driving on is half MV rounded up, so 5”) and still
able to shoot. After this you'll probably have problems with under
performance (my hawks can never get it up), but that's a different
kettle of fish altogether!
The Ocelot – Why
would you bother gating it in? Walk it on into a position where it
can get nice and cosy, and blast the foundations out of what you
want. Ideally this guy will never move throughout the game, but if
come turn 3 or 4 you need too, you should have idle Edens available to do the
honours.
Another unit I tend to
drive on are my Kukris, as I have 2 Jaguar's that gate on and give me
an AA bubble, but this will differ more depending on the list. If you
have no Jag's, you will want to gate them in (also, are you insane,
you have no Jags!!).
Bringing these units on
from backboard not only gives you a decent ground presence on turn 2, but
means you won't have to have more than 3 main gates. Less gates =
more points for shinys. Of course, getting your positioning right can
be tricky at first, and I still find it difficult now, but it will
help elevate your game and get the best out of your units.
As a side note, always
remember that before you get playing you must specify which units are
driving on, and which are on the mothership. Units which are walking
on do not have the option of gating in from readiness, so think
wisely when choosing!
Activate your
battlegroups in the correct order
The aim of the game in
the first turn is to know what you want to do, but not to let the
enemy know. Bringing a key unit in your plan on to early will result
in the enemy being able to counter this threat, potentially numbing
your tactics. I will generally drive my Yari's on first, as in the
first turn they are more or less useless. This will let me
effectively 'waste' an activation, forcing the opponent to make their
move. Next depending on the mission, I might activate my infantry
battlegroup, which contains a unit of Braves and a Firedrake. If I am
using the Firedrake as a gate I can choose not to activate it with
the Braves, and in turn I don't have to bring them on the table,
'wasting' another activation. Using battlegroups like this will force
your adversary to place a few units before you have anything
meaningful on the table, tactically giving you the upper-hand.
For those of you that
think I may have forgotten about our gate rule for turn 1, I haven't.
To elaborate, for each battlegroup that activates in the first turn
you must activate a gate. As a sly way to counter this be sure to
take at least 3 Havens (I have 4 in my list). For the first Yari
battlegroup I will activate one, and for the infantry I will activate
a second. As these gates will most likely be in readiness they may
come into play, but don't have too. Just don't drive them on. Leave
them on the mothership to have one more game of Smash Bros, and bring
them in turn 2 or 3 when they are needed. This may seem a little
gamey but I don't think of it like that. This isn't really exploiting
a rule, just using your units to their greatest benefit. Those
Haven's will still likely get used, so aren't a waste of points!
Lastly, try and bring
your infantry on last to avoid your buildings being shot with them
inside (2 Enyo's or an Eagle will give a building a bad day!), and
similarly try to wangle a few shots at an opponents occupied
building.
This is all I'm allowing you for now, but if you wish to suckle at the tactica teat again (eww...) keep you eyes peeled next week!
Nice tips - cheers
ReplyDeleteDropoholics?!
ReplyDeleteRegards
Ljevid