The 1 support/2 grunts isn't a house rule, its right there in the main rulebook under force composition,s.a.
the same is true for paradeploy.Yes, there is, but:
...Paradeploy cannot land too close to anyone without risking losing units on the drop, which is why you have to play them smart.is generally considered a good or bad game balance and
It's always fun to Paradrop a unit into the enemy's deployment zone a few turns after he advances out of it. :)
If you ever get to the states drop me a line and bring the Vulcan army of doom european version. Ill bring the apple pie along with the butt whoopin im gonna hand ya ;D
If you ever get to the states drop me a line and bring the Vulcan army of doom european version. Ill bring the apple pie along with the butt whoopin im gonna hand ya ;D
8) come get some!
I am quite happy that it is beatable! I just wondered if it is / how hard.
as the 1000P limit: isn´t that a little few? I considered armys of 2 grunts, 2 elite + extras(chars,supp) as a start. thats easy 1200-1500 P.
a game with less then 6 units/side seems a little ... small..!?
especially if you consider that for example any elite unit can wipe out a suad in 1 turn (3 jaeger HMG, RC 11 ...)
ok, I don´t know the mechanisms in game yet, but since a normal squad has morale max 12, with even chars topping at 14 there will be a lot of broken squads, not? therefore, a squad can take only few punishment before wiped out/routed. everything less than 6 units seems to few, as you have very few redundant units that can allow you to act/use tactics.
in WHFB, for exampe, you need at least as many distraction units as fighting units..
hmm...
as the 1000P limit: isn´t that a little few? I considered armys of 2 grunts, 2 elite + extras(chars,supp) as a start. thats easy 1200-1500 P.Not at all. The biggest game I've ever played was 1200 and I found that a bit too big. I pretty regularly play 750-1000 point games, and on occasion I enjoy playing 350 point skirmishes, where I still get in a grunt unit, an elite unit and an individual. Because activations alternate in UWZ, meaning I move one unit then you move one unit, the number of activations in your force is another important strategic consideration, which often means few big squads are less dangerous then more smaller ones, but of course that means more risk of panic checks, so its a balancing act.
a game with less then 6 units/side seems a little ... small..!?
especially if you consider that for example any elite unit can wipe out a suad in 1 turn (3 jaeger HMG, RC 11 ...)Not really, there are several mitigating factors (Terrain, Cover, Range Penalties, Minimize Presence, etc.) and even still RC 11 is still only a 55% chance to hit before modifiers, then after the hit is detirmined you still get armor rolls. Given that grunt squads must be at least as large as if not bigger that your elite squads it is unlikely that you would ever be able to wipe out the whole squad in a single activation.
ok, I don´t know the mechanisms in game yet, but since a normal squad has morale max 12, with even chars topping at 14 there will be a lot of broken squads, not? therefore, a squad can take only few punishment before wiped out/routed. everything less than 6 units seems to few, as you have very few redundant units that can allow you to act/use tactics.Since you don't have a good grasp on the mechanics it can be hard to understand how this works and therefore make accurate moral judgments. A unit only tests for morale when it has take 50% casualties or more, so yes in that regard bigger squads do delay when you will have to make panic tests, but first of all panic isn't that big a deal in UWZ, a couple of penalties that can be allievated by being rallied by a squad leader or individual. Furthermore unlike in certain other games there is no morale condition in UWZ that causes your units to immediately be removed from the table, therefore even though whats left of a squad may be broken it can still be rallied by a strong leader. One of the primary role of individuals in UWZ is to provide a stable morale basis for your army with their higher leaderships for rallying and their ability to join units to increase thier resistance to panic.
in WHFB, for exampe, you need at least as many distraction units as fighting units..Lesson number 1: This isn't WHFB, or WH40k, its most certianly different and in my opinion entirely better.
hmm...
I also vote for smaller games. I have found that UWZ does not scale well.
I guess my awesomeness is starting to rub off on others. 8)
:P
Oww... my ego. :-[
;D
-cough-
Free Marines are better CC units than Sunset Strikers.
they're possibly one of the best CC units.
Right up there with Mourning Wolves, just lacking the second wound.
and they're all bat-shiot insane.
-PFC joe
I'll admit, a lot of it is personal preferance. I've always loved the "when visiting a Capitol city: do not speak to the Free Marines" fluff. couple that with my inability to fail to-hit rolls and my troops never fighting just one bad guy in CC and the Fremen are a logical choice for me.
(that and I have two squads painted up so yer darn tootin that they're the best units for CC)
-PFC joe
I wouldnt mind fielding a whole Ducal or Dragoon army with ablative armorI believe going for ablative armor, at least for ducals, is not a wise choice. I've done some statistical analisys and it's much better to field an extra model or two instead of having that extra AR.
I have two squads of Strikers painted up lol I didnt realize exactly HOW bad azzed they were until , through bad tactics, I had 2 get surrounded by DL baddies They fought their way out without a loss.<granted I had some great rolls and Masher couldnt save during that if he needed a 20 or less ;D>