settra wrote:
Got at last another games vs Biel-tan.
Hadn't read 1.4 before so I made a few mistakes mostly in composing the army but tried using a few units and tactics i hadn't tried out before:
Robots as AV - They do feel tougher this way. Nice.
I agree. They seem much better and it matches the fluff more accurately; win-win.
Quote:
Tarantulas - tried the HB version. Ok. Pretty crappy but they are well represented as simple sentry guns.
My last game with them had the units performing pretty well. It's a throw away formation though so I don't think anyone should pick them expecting them to be the game changers.
Quote:
Mole with berserker formation - Used it to (predictably) capture the blitz on turn 3. The berserkers don't have a chance unless supported by something. I just can't see what. What do you guys use for supporting assaults? Just rely on big warrior formations? The tunneler rules work great like they are. Pretty simple to me. You use it and then dump it. But in the list the moles and termites seem to be part of the formation and you can't leave them behind when moving? Is this correct.
Two issues here. On the rule change, I made it so the termites are simply discarded as ruins. They surface, release the stunties, and then the models just sit there. Moles were changed to WEs to 1) account for their size and 2) make the rule of allowing it to be an independent war engine. Now the WE tunnelers can pop out of the ground and potentially hold / contest an objective by itself. That's handy.
On the strategy of a turn 3 surface, I haven't had a blitz grab go right yet. I've been successful with the tunnelers by bringing them up mid-board on turn 2. On one occasion I had them pop up on MY blitz because I knew my opponent was going to make a beeline for it which he did. Boy was he surprised!
Quote:
2 Colossus - When did the WE changed to 2+ initiative? Weren't they supposed to be slow but unstoppable big engines? To be honest didn't seem to affect the game all that much but still seems wrong to me.
They've been 2+ since the beginning...

Seriously, they have. The Initiative was designed to be very simple. 2+ for activation, 1+ for rallying. I suppose they could be changed, but so far I haven't seen much to justify the move to a 1+ initiative for them.
Glad you are getting some games in with them! 1.4.1 will fix the mistakes I made to the Overlord armament when I reformatted the army list and some other minor bits.
_________________
author of Syncing Forward and other stories...It's a dog-eat-dog world, and I've got my Milkbone underwear on.