Ginger wrote:
Signal,
I have just been re-reading the latest list and comparing it with yours, and one thought occured to me - have you tried parachuting 2x Drop Sentinel squadrons alongside each upgraded Drop company, and doing this twice? This gives a significant punch (up to 12x 5+MW dice assaultiong and supporting; and is 6x teleporting activations that can be "commanded" as two assault activations if needed. Yes it is 1300 points, but then you have 1700 point to make up another 6-7 formations
Allow me to posit a scenarios for you, to show the difficulty I'm having with this
2x Drop Sentinels and a Drop Company (with Infantry added) parachute in next to a Devastator and Tactical formation (equal points cost). This could happen in two separate locations, but we're just going to look at the one for right now (and assume that the SM player retains to replicate it on the other side.) The Drop Company is going to receive at least 1 blast marker for teleporting in, meaning that they're already somewhat suppressed (and have difficulty activating), but it's about to get worse because the Space Marine player wins the Strategy Roll.
1) Devastators activate with a sustained fire on the Drop Company. 8 Missile Launcher shots means 4 dead Elysians, bringing them to a total of 6 blast markers on 4 infantry. Formation is broken. Elysian player is now forced to try assaulting with the Sentinels, who will do an average of a single hit/kill in the initial round against the Tacticals (who are screening the Devastators) and the return fire kills off 3 of the Sentinels on average. There is now 1 sentinel and 5 Tactical Marines in the assault, and supporting fire kills 1 more Tac and wipes out the Sentinels.
or:
2) Marines conduct an assault with their Tactical Squad against the Elysians. Opening strike does two casualties to Elysians, one to the Marines. Supporting fire from the Devastators and Sentinels does about 2 more casualties each (assuming all 3 of the squads are in supporting fire range, of course.) Resolution roll is Elysians: +5 (3 kills, and we're assuming the Commissar survives, and outnumber) vs Marines: +6 (4 kills, no blast markers, opponent has more blast markers) It's close, but the odds are still against the Guard player. (and a broken drop company is far weaker than a broken Tac formation, due to ATSKNF)
The assault situation is probably best for the Guard player, because he at least has a chance to do some damage as he's wiped out. The real problem, again, is after those drop troops have landed they're some of the worst foot troops in the game. Anyone who they attempt to go after will inevitably sit out of their threat range and cut them to pieces.
Quote:
1. Signal: You should take a little more time to read Ginger's post. There is a lot of wisdom in it based on a fair bit of play testing. That is how the list was and will be designed to operate.
I hear what he (and you) are saying, but I don't really see how it works out on a table against a competent opponent. Does anyone have some battle reports showing a well-executed Elysian game, specifically against an enemy that is able to exploit their weaknesses?