by Guges » July 21st, 2014, 2:31 pm
by MarcoSkoll » July 21st, 2014, 3:00 pm
by Harlekin » July 21st, 2014, 3:09 pm
by Willowran » July 21st, 2014, 3:58 pm
by Guarda de Assalto » July 21st, 2014, 4:09 pm
by Berjiz » July 21st, 2014, 4:53 pm
by Guges » July 21st, 2014, 5:17 pm
MarcoSkoll wrote:Sight is actually pretty heavily blocked at ground level, and while a sniper at a higher level would have a lot of LoF, there's enough opportunity for cautious moves, and those guys will struggle to pick and choose their engagements.
by Harlekin » July 21st, 2014, 5:34 pm
Guges wrote:He wins the tournament, and you don't because of terrain and for no other reason...
by Guges » July 21st, 2014, 6:14 pm
Harlekin wrote:Guges wrote:He wins the tournament, and you don't because of terrain and for no other reason...
You loose because you didn't use the right tool to get rid of that Sniper.
by solkan » July 21st, 2014, 7:12 pm
by Harlekin » July 21st, 2014, 7:15 pm
by Willowran » July 21st, 2014, 7:17 pm
Guges wrote:Harlekin wrote:Guges wrote:He wins the tournament, and you don't because of terrain and for no other reason...
You loose because you didn't use the right tool to get rid of that Sniper.
That isn't always possible and it's also not fair if people on that table have to waste orders getting rid of snipers who are dominating the table because it's wide open, and people on other tables don't. They have the potential to score more points because they won't be wasting orders on snipers who have too much LoF.
by Spambot » July 21st, 2014, 7:18 pm
by Harlekin » July 21st, 2014, 7:29 pm
Willowran wrote:I parked an Intruder, and two Reaktion zonds up there under PiWell's ODF. My opponent was playing Ariadna. They had no chance in hell.
by Guges » July 21st, 2014, 7:32 pm
Willowran wrote:I'm actually with Guges on this one. When at a tourney, you want VARIED boards, but they should still be fairly balanced. At the second last tourney i went to, there was a 3 story building in a deployment zone, and every single player who deployed on that side won the game because there were only two tiny zones on the other side of the board that could not be seen from the roof. I parked an Intruder, and two Reaktion zonds up there under PiWell's ODF. My opponent was playing Ariadna. They had no chance in hell.
by Willowran » July 21st, 2014, 7:51 pm
Harlekin wrote:Willowran wrote:I parked an Intruder, and two Reaktion zonds up there under PiWell's ODF. My opponent was playing Ariadna. They had no chance in hell.
You're talking about inexperienced Ariadna players, don't you?
"My" Ariadna players usually bring so much Camo and heavy weaponry that this situation would easily result in two dead Zonds, a dead Pi-Well and probably a dead Intruder...
But that's probably a different story.
by ElectricPaladin » July 21st, 2014, 7:54 pm
by macfergusson » July 21st, 2014, 8:44 pm
Willowran wrote:The problem was that at such an extreme range, only HMGs could even TRY to hit in the +3 range. So + 3 (range), - 6 (ODF), -3 (cover) = -6 for each of his shots. For me, i was looking at straight shots (+3 (range) -3 (cover)). That is an average of needing 6s for him, and 11s for me.
Best he could manage was one burst of 4 shots, to my 9 reaction shots (at least 5 of which would be unopposed). His list had no tank hunters, and so no combat-camo HMGs. His combat camo attacks missed, my HMGs burned his link team, and Duroc could not get past the mines/zeros/koalas/lunokhod in one turn in order to try to chainrifle the group. It was pretty much a one-sided game. He even tried co-ordinating a couple orders and focusing all of the fire on even just one of the Reaktion zonds, but he still lost the f2f.
by Willowran » July 21st, 2014, 9:05 pm
macfergusson wrote:Silly person, no Spetsnaz OR Tankhunters? So many options that weren't used!
by Spears » July 22nd, 2014, 11:43 am
by Willowran » July 22nd, 2014, 12:59 pm
Spears wrote:Having sniper positions with multiple fire lanes is fine, by the sound of it there were covered ways to approach it but these were covered by your infiltrators. Thats not a board issue so much as proper control of the midfield aswell as the ranged battle. My question would be if your opponent couldn't contest the long range battle or the midfield what had they built their list to do?
.
by Spears » July 22nd, 2014, 1:28 pm
by MarcoSkoll » July 22nd, 2014, 1:35 pm
Willowran wrote:Duroc could not get past the mines/zeros/koalas/lunokhod in one turn in order to try to chainrifle the group.
by macfergusson » July 22nd, 2014, 1:44 pm
MarcoSkoll wrote:Willowran wrote:Duroc could not get past the mines/zeros/koalas/lunokhod in one turn in order to try to chainrifle the group.
Screw getting Duroc into Chain Rifle range, I'd have Margot spec-shot Pi-Well.
by MarcoSkoll » July 22nd, 2014, 2:02 pm
by Willowran » July 22nd, 2014, 4:16 pm
macfergusson wrote:MarcoSkoll wrote:Willowran wrote:Duroc could not get past the mines/zeros/koalas/lunokhod in one turn in order to try to chainrifle the group.
Screw getting Duroc into Chain Rifle range, I'd have Margot spec-shot Pi-Well.
Maybe sac a camo FO to try and mark off the spec shot penalty too. One lucky roll and you crack open that defensive shell.
by macfergusson » July 22nd, 2014, 4:21 pm
Willowran wrote:The moral of the story was that the board was incredibly imbalanced.
by MarcoSkoll » July 22nd, 2014, 4:32 pm
by Willowran » July 22nd, 2014, 4:39 pm
macfergusson wrote:Willowran wrote:The moral of the story was that the board was incredibly imbalanced.
Yeah, but we're problem solvers. Never give up, never surrender!
by coleslaw » July 22nd, 2014, 4:44 pm