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Cool, thanks for setting us straight.
You have a very interesting list. Very little Schwer except for the Heavy Flakks and Battle Grenadiers which we don't see a lot of around here.
I'd love any insight you might have on using the FlammLuther, I haven't gotten around to picking one of these up yet. Do you play Allies too? Does it work similar to a Hotdog? (but with better armor)
-jay
"No coin to dirty, no job to bloody, no one untouchable…" - Motto of Jarok Croe
Well the Flamm-Luther is closer to the fireball then the Hotdog, it has 2 flamers with 8" but it can combine shots to get up to 14" range but what really lets it shine is that the axis can give it a blitz order so it can move around much better then its 2 allied counterparts. also the armor is heavy enough that it can take serious punishment while it gets into range. Also I have yet to play as the allies in Warfare though I have the minis to field them if I so choose.
*2012 Dust Warfare North American Champion*
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Dakkon426 said:
Well the Flamm-Luther is closer to the fireball then the Hotdog, it has 2 flamers with 8" but it can combine shots to get up to 14" range but what really lets it shine is that the axis can give it a blitz order so it can move around much better then its 2 allied counterparts. also the armor is heavy enough that it can take serious punishment while it gets into range. Also I have yet to play as the allies in Warfare though I have the minis to field them if I so choose.
Blitz gives it 12" of movement and then a flamethrower shot outside of reaction range - sounds pretty sweet to me.
felkor said:
Dakkon426 said:
Well the Flamm-Luther is closer to the fireball then the Hotdog, it has 2 flamers with 8" but it can combine shots to get up to 14" range but what really lets it shine is that the axis can give it a blitz order so it can move around much better then its 2 allied counterparts. also the armor is heavy enough that it can take serious punishment while it gets into range. Also I have yet to play as the allies in Warfare though I have the minis to field them if I so choose.
Blitz gives it 12" of movement and then a flamethrower shot outside of reaction range - sounds pretty sweet to me.
How does this work exactly? I see that the Flamm-Luther has Assault (which stops the enemy from attacking when you make a double move) and the Blitzkrieg Order gives you an extra 6" of movement without receiving a reaction maker. Is it just a Blitzkrieg Order followed by a normal movement an shot? Could work but to get this off to the best effect you'd need to do it when going first, which would give your opponent the ability to counter it as long as they had the orders to burn.
I have though about having it push up fast (using blitzkrieg and double move) to get right up in the enemies face and then unleashing hell as a reaction with the double flamers. The Armor 5 should help keep you alive too.
I will need to get my hands on one and try both tactics out. Thank you or the advice.
-jay
"No coin to dirty, no job to bloody, no one untouchable…" - Motto of Jarok Croe
HuronBH said:
blkdymnd said:
I can tell you, one of our group played in it, that he was very disappointed in the terrain amount, didn't seem like the 25% that FFG recommends in their own ruleset. No SSU players showed up, and there were a lot of axis (though he was an allied player). I'm pretty disappointed that there were only 7 players. I can get 7 players on an off weekend, this is supposed to be one of the biggest tourneys of the year.
I did not think it was bad, but you can be the judge:
Without Signature
Shadow4ce said:
I see you played the Hans. Did anyone think to ask Zach Tewalthomas if it's Grenatwerfer (Grenade Thrower) was supposed to get the, "Grenade" SA when they split, "Burst" and "Grenade" off from, "Spray?"
The Grenatwerfer was played as the rule book states, so no burst or grenade.
Also, there were a few rulings from the TO:
1. Artillery will only affect the miniature that is within line of sight.
2. Charge does not allow a reaction.
3. During Fubar if none of your units on the board are not the command units you then have to spend your command nominating a new temporary command.
At least these came up in my games.
Without Signature
HuronBH said:
Thank you for the update. I look forward to hearing more about the event and maybe getting some more battle reports. Stinks about the turnout.
I have to say both lists are interesting. Markus and the Gorillas are pretty standard around here but I am shock Angela chilling with a sniper team wasn't in either of your lists. The Axis meta around here pretty much has Her and 2 Sniper Teams in every army.
Can you give us anymore info on what other armies played in the event? Was it mostly axis? Where there any SSU? Any Heavy Walkers make the field? I'd think a Fireball would be a likely section for any Allies army with assault elements.
Thank you for any info you can provide us.
-jay
Jay,
You saw Louis' and my list, but the other armies were :
2nd place : Allies Airdrop army with Rhino and Hammers in the Fireball. (Major Malfunction)
3rd place : Dual Heinrichs Axis army.
5th : A Hans and Ludwig with Lara + HRG.
6th: Allies Dual light walkers (AA + Phasers) with Jump infantry (2 Death Dealers and Tankbusters)
I decided not to run Angela because I wanted Lara anti infantry support. The terrain was more open and her effectiveness would have been great for maybe 2 or 3 turns.
-Reggie
Without Signature
thejughead said:
blkdymnd said:
I can tell you, one of our group played in it, that he was very disappointed in the terrain amount, didn't seem like the 25% that FFG recommends in their own ruleset. No SSU players showed up, and there were a lot of axis (though he was an allied player). I'm pretty disappointed that there were only 7 players. I can get 7 players on an off weekend, this is supposed to be one of the biggest tourneys of the year.
I did not think it was bad, but you can be the judge:
That just seems so horribly sparce to what i'm used to and to what Warfare seems to promote. They went size over density, I would like to have seen more of a city look with places to hide and still fire. We are in Zverograd currently after all :)
thejughead said:
Shadow4ce said:
I see you played the Hans. Did anyone think to ask Zach Tewalthomas if it's Grenatwerfer (Grenade Thrower) was supposed to get the, "Grenade" SA when they split, "Burst" and "Grenade" off from, "Spray?"
The Grenatwerfer was played as the rule book states, so no burst or grenade.
Also, there were a few rulings from the TO:
1. Artillery will only affect the miniature that is within line of sight.
2. Charge does not allow a reaction.
3. During Fubar if none of your units on the board are not the command units you then have to spend your command nominating a new temporary command.
At least these came up in my games.
Did anybody ask about the Grenatwerfer, or just played without asking? Sad either way.
Re: Charge do you mean no reaction allowed at end of movement before attack, or no reaction at all, even to the CC attack. Either way, FFG needs to publish errata on that one, because it's not written anywhere.
"I have met with death... she is afraid!"
- Shadow4ce
Hey, it was nice to meet you guys and put some faces on the names. Had a good time at the tournament and got to see some amazingly painted forces. Reggie's Ape army was awesome!
Usually I play Axis, but my son was also playing and he wanted the Germans, so I ran Allies. I'm glad I did, as there were mostly Axis armies! No SSU players at all, which very much surprised me.
The thing about the terrain is all of the pieces were big. Really big. They did cover about 25% of the table, it's just that there wasn't that many pieces. It seemed to me like this was a tradeoff to keep setup times down. The hills were actually fairly tall, and completely blocked LOS from Troops to Troops. Walkers still got LOS but gave up cover. All in all, I don't feel the terrain was a show stopper but would have liked to see one or two more pieces and a little more variety.
Louis played a good game in the finals, and I totally screwed up strategically by moving the mission to Critical Positions. I would have been better off with Eliminate. Once I realized my mistake, it was too late and I could not root him out of the @#$%! building he picked as his objective. A couple critical attack rolls failed and that was the game. Ah well, there's always next year. 
My list, for anyone interested:
Dust Warfare - Force Builder
Faction: Allies ( 300 / 300 )
--- Heroes
Rhino (22)
Rosie (21)
--- Combat Platoon (114)
Command Section: "The Boss" Ranger Command Squad (25)
1st Section: "Grim Reapers" Heavy Ranger Attack Squad (30)
2nd Section: "The Gunners" Combat Ranger Squad (17)
Support: MCW M3-D "Rattler" (Zv) (30)
Support: "Crack Shots" Sniper Team (12)
--- Assault Platoon (143)
Upgrade: Air Drop (5)
Command Section: "Hell Boys" Ranger Attack Squad (25)
1st Section: "The Hammers" Heavy Ranger Assault Squad (28)
Support: HAW M6-B "Fireball" (85)
Come play Dust Warfare with us in metro Atlanta at Giga-Bites Cafe!
http://www.giga-bitescafe.com/index.html
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Well that pick is the best one I have seen, still not a lot of cover providers. I'm shocked there wasn't any trees.
The vid of the final game from the FFG day 3 (maybe 4) Vid showed the table with a huge open gap dead center on the table. I know when my group plays we tend to go heavy urban or a mix of buildings, walls/crates, Trees, and hills.
-jay
"No coin to dirty, no job to bloody, no one untouchable…" - Motto of Jarok Croe
The main issue I have with the terrain is just how ugly it is.
I assume having tournaments at events like GenCon is primarily to stir up interest in the game, but it's not going to do it with terrain like that. I think investing in some good terrain would have spurred more interest from on-lookers, and that's good for FFG and for us players, who of course, want to bring in even more players.
I kind of have to agree. Some felt hills on a green felt mat is pretty lacking when you consider some of the setups I have seen from communiy members. I know a few people who would have glady sent their urban setups to Gencon to be used. In other games, all kinds of people bring terrain or the organizers make finding a good selection of terrain one of the first steps.
But Dust Warfare is still very new… but having poorly setup tables and the highest premium pricetags on everything probably did not help get prospective customers into Dust warfare. I know FFG is new to mini gaming but some stuff is just common sense, or, at the least, 5 minutes of research on the internet would tell you how to best promote your product at a con…. Just saying….
Don't wish for an easy life…. Wish for the strength to endure a hard one!
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