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icevvind said:
With very light math calculations and knowing a dice got 33% of rolling a hit… a laser grenadier squad gots an average rate of 3.65 hits with a sustained attack (maybe my maths are wrong)… pitifull. I really think that a easy way to balance them could be to increase its range. A recon boys unit hits for 3.84 times at 16'' (where LG cant) and for 4.95 at 12''… and they can hit vehicle 3 and 7 too.
Dunno, im a bit dissapointed now… I wish theres something about LG im not seeing right now…
Best way is to go and play Dust Tactics and team up with Sigrids Berserk :) re-roll misses with sustained, re-roll hits with beserk and keep on re-rolling until you hit no more - much better :)
http://sites.google.com/site/medwaywargamessociety/location
I believe the best choices to be Manfred or Sigrid.
Manfred gives you 18" range with his assault ability with no reactions. Although risky it does allow them to be capable of first strike.It gives you 7 dice to attack with 5 allowed to have an extra roll for hits. This unit does not function without support, so with a fire team of RG or BGs is neccessary to followup and further suppress the enemy.
Sigrid gives them 8 dice with a one time use of 18" range and bezerk ( essentially sustained fire ). With Sigrid they are only good for supporting other units once the enemy is already engaged. Keeping them within 6" of the unit they are supporting. The ideal way to use them for forward operations is when you do not have initiative. Move and attack with effective 18" range using Bezerk. If you do not win initiative then issue it a blitzkrieg to move back.
In conclusion, you cannot justify them alone or without a hero. The only way to un-nerf this unit is for FFG to change how Laser weapons work. FAT chance of that happening within a year. IMO, laser weapons hits should ignore cover divided in half rounding up, ex. 3 hits from lasers would have 2 hits without cover and one hit a product of a save.
Chances to hit with 8 dice
#hits %
0 3.90
1 15.61
2 27.31
3 27.31
4 17.07
5 6.83
6 1.71
7 0.24
8 0.02
Without Signature
I would also agreed the Laser Grenadiers are not good in combat with out a hero. My hero of choice would be Stefan. I think the Flammerwerfer is a more suitable match over the Panzerfaust.
Major Mishap said:
I tried the LG's with Stephan last night - they are absolutely hopless. I'm nicely tucked in hard cover defending an objective, Recon Boy's & Johny One-eye advance to 15" range and take pot shots. LG's can not do anything, can't even move out to engage as they would only get reactive shot at while moving. I did manage to risk it (suppressed them) and get to move out and shoot for 1 turn, but with Stephan not in range they just roll 5 dice. Ran back into cover the following turn before I received Sustained fire with 10 dice. The LG's suffer trying to get into range of 16" enemy weapons and will get blown apart by the Allied CC guy's as they can't put out enough damage to slow them. It's lose-lose all the way with LG's.
Stefan adds the "Assault" special ability to the whole unit. Which means after a march move no units can react to your movement after you move, only before you move. So the trick is to march move into range then sustain fire the next turn.
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