Tuesday 28 April 2015

OB Podcast Episode 6.5: MBT All Right With Me


It's time to settle down from the mania that was Salute and the revelations that revelated the DzC community. Some people may practise yoga, whereas others might have a lovely bubbly bubblybath to relax. Well allow us to provide an alternative:

Episode 6.5 of the podcast!

So stick the kettle on, grab yourself some models and crack open the crusty paint pots you haven't used in a few months, it's time to get standard. And support.

This episode is one of our shorter Discussionzone episodes, and we will be chatting about where we believe the standard choices (and a couple of support) sit within the game at the moment.

Enjoy!



All sounds effects used in the Orbital Bombardment Podcast are from http://www.freesfx.co.uk

14 comments:

  1. Would you say a unit of storm wagons wants to drive on or take krakens? Im tossing up between a unit of 6 with 2 krakens or a unit of 9 simply driving on. What would you think?

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    1. I like the Kraken, they offer a degree of survivability and help with redeployment in focal point missions

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    2. In addition to Mike's points, you'll often to find that there are no buildings to hide behind within 3" of the board edge. This will leave the unit exposed from all kind of nastiness, due to the lack of CM!

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  2. Hey guys, thanks for covering this topic! It was really interesting to hear your opinion on this. I still think that most MBTs are more of a handicap to balance the game. Like you already said. But I also think it would be better, if they were a bit better in comparison to their heavier counterparts. Mostly the Ares, Sabres and Tomahawks.

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    1. I'm glad you enjoyed it! The issue is you can't really make standard choices any better, because they are meant to be by design a little underwhelming. It's a balance mechanic sadly.

      Also you mention the Ares, but it being E11 is so useful. I completely forgot about this last night, and one knicked a DP of my Oppressor which ended up getting it destroyed. There is definitely a place for them in a PHR list!

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    2. Well, you could make them better in a more subtle way. What about letting them score for 150%-200% their points cost at focal mission or something? This would make them as important for some specific mission types as troops are for other types. And troops are also just a handicap unless you consider them being important for objective searching.

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    3. I don't share the same opinions as you sadly, I think standard choices and infantry are fine as they are. I take 4 Infantry no matter what, as the extra 100 points here or then on focal points can won games.

      Just to be clear, I'm not saying you're wrong, just that I think a little differently!

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    4. Maybe you're right. My gaming experience is still to small. Btw. I play at least 6 infantery units with my Resistance. ;-)

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  3. Thx 4 the pod cast as always. I like the std choices minus the shame tari. Sourge walkers are kinda weak, I'd rather have the skimmers. Prefer sabers over katanas and Phobos/gun wagons are such gem s as a std choice.
    Keep them com'n.
    FM

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  4. My opinion on standard choices:
    If there is an AA option, it will always be better than an anti-tank option. Reason being that there are no "better" AA options outside the standard AA. But there are much better anti-tank options outside the standard choice.

    Resistance:
    6 Rocket Technicals in a Kraken is not enough. 12 can really put the hurt.
    Gun Wagons are very good, but they lack a bit of punch (volume of fire). If I don't take an Archangel, I take 3 units of those. So I can use 1-2 units as "AA snipers". They have such a huge movement distance before they shoot, they can do some very nasty "backdoor dropship around the corner sniping" shenaningans. This has taken my opponent by surprise many times.

    Shaltari:
    3 Tomahawks can be very useful in harassing the enemy. They can be extremely hard to kill if in cover and thus wasting shots from the enemy that could have been used to kill something else. I play them as bait, move them close to the enemy with a big "shoot me" sign. They work extremely well used like that.
    While Tarantulas are really good, they are also just 2 shots. Also if they get targeted, they usually just die. No skimmer bonus and low armor is just awful defense. You also need more gates with Tarantulas than with Tomahawk, taking them away for other assets. Something you shouldn't underestimate.

    Those are the two armies I play. :)

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  5. The problem with 3 squads to a large transport comes back to the drop zone battlegroup system. Exhibit A the one squad(s) that can go 3 to a transport are 3 Jackson's to a Resistance Lifthawk. Even at the skirmish level Resistance can have 3 squads to a infantry group.

    The activation mechanics don't quite,as written support this action. Currently razor worms are the awkward ones who break this rule. (Like how 2 squads in a large transport also break activation timing a little bit)

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  6. I've come back to Tunahawks as w/ a Gharial and Ocelot in the list I can give a building a good thrashing. I think it really depends on the list build for the Shaltards, if you think you have the guns to rock a building, bring the Tunahawks, otherwise a pair of Tarantula late game never steer you wrong. It's taken me a while to go to the minimum Standard Slot "Tax" (hate when people use this word, but it seems apt here). In other games I prefer quantity over quality, but Shaltards Heavy slot has so much goin' for it, it's silly to try and play a quantity game. Tarantula are nice, and I used to run 4 always, but I didn't feel like they were pulling their weight, so am down to the bare minimum standard. At the standard 1500pt it's hard to not to sink your points in to other things, namely heavy slots.
    chrisloomis13

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  7. So I'm excited to hear the positive response on Stalkers. I'm scared to make the jump. I like the hunters and their aggressive style, (also enjoy how the Despoiler, in a pinch, is bad at hitting them) but I'm not sure how you'd use stalkers unless you were relying on the +3Mv card. 9 inches is so short. You plop them down either in range (where they get shot) or around the corner where the opponent moves away from you.

    I want to like stalkers, I'm just confused as to how. (Also the comment about how "I wished they cost more" is spot on. I tend to believe the Stalker was priced with its 3+Harbinger price in mind, the only remedy would be an ugly rule like "this unit counts 10 more points in cases of Focal Points.")

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    1. I've had probably about half a dozen games with them now, and although they don't take out much they have a very special use within the army. Now the craziness of April is over, my post will be coming soon...

      I'm a cocktease, I know.

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