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Got a 4K game in http://www.tacticalwargames.net/taccmd/viewtopic.php?f=23&t=5488 |
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Author: | Tactica [ Mon Dec 19, 2005 6:52 pm ] |
Post subject: | Got a 4K game in |
Got a game in this weekend against the dreaded IG mechanized division of Stygies VIII forgeworld. 4000 points, on a still working but decaying forgeworld. TAU WIP v4.2.8 550 FW Cad, 2 Ion-head, 2 crisis, 1 shas'o 575 AMHC, 2 Rail-heads, 1 Skyray 500 Rail Head Contingent, 2 swordfish upg, 1 Ion & 1 Rail-head upgrade, 1 skyray 550 Stingray contingent, 2 stingray upg, 1 skyray upg, 4 piranha upg 300 broadsides 275 Stealthsuits 600 Rail-cannon morays 150 A-X-10, light railcannon variant Tiger Shark [edit: should be 175 - I cheated my opponent by 25 points - sorry Andy!] 150 Hero 100 Orca 250 Barracuda Superriority Fighter SL IG - from memory Tank co + 3 griffons + hydra Shadowsword SHT Co + hydra + 3 leman russ MBT Mech Inf Co + 4 support w/2 chimeras + hydra 3 Manticores 3 Manticores 3 Hydra flak 2 Deathstrikes 4 Vultures 4 Valkyries + 8 Storm Troopers 8 Roughriders** 4 Sentinels** We realized before deployment that he had too many non-company formations, but it was intentional as we upped the points from 3500 to 4000 at the last minute and I agreed to the slightly skewed roster vs. waiting for him to recalculate everything. I'll skip the full battle report as I don't have all the info down. We weren't really playtesting as much as just getting a last game in at my old place before I packed up the gaming room 1) for holidays and 2) for the move as I'm moving the family across town right after christmas. The Tau player is marginally a better Epic player GW gaming strategist historically speaking and is typically thought of as the guy to beat. However, the Imperial player is probably in the top 4 epic players out of 15 or so in the area and in the top 3 40K players out of 100 or so, therefore, he's not a bad opponent by any stretch. Table size 4' x 8'. The IG set the table up, and Tau took the side that allowed more LOS blocking terrain both in deployment, and midfield on the tau table side. The IG player may have made that side tempting as his side had plenty of lines and offered all the infantry to get quite dug in while the tanks were all - even the superheavies - were all deployed in cover. Both manticores were deployed out of LOS on either corner of the IG deployment. The roughriders, valkyeries, vultures, and sentinels all dug into a forward position around the IG left most objective (from tau perspective) and out of LOS behind a large L shaped manufactory ruin that completely hid the formations from LOF from anywhere in the tau deployment. The Shadowsword was immediately left of center, infantry co was center, and tank co was immediately right of center. They were all surrounding the deathstrikes in back and center. All of this is from the Tau perspective of the field. The Tau deployment was interesting. Hero - turn 1 ? Morays - on hero (turn 1 planetfall) Orca - off table flier ? Broadsides - on Orca Tiger Shark - off table flier Barracuda - off table fliers Stealth - off table teleporters (and they were never used) So I deployed the AMHC to the left out of LOS in deep trenches. The FW Cadre was left of center out of LOS behind a large mounded up ruin. The Stingrays were right behind the mound next to the FW. The HH Contingent was on the extreme right of the field in another LOS blocking deep trenchline. So from deployment - there was no tau to be seen from the IG lines! Significant events: Tau went first in turns 1, 3, and 4. This was due to pure rolls. On turn 2, the IG player couldn't roll better than a 2 for strategy, and I rolled a 1 - so he did finally get to go first in that turn at least! Going first in the majority of the game wasn't all it was cracked up to be. On turn 1, Tau started off by rolling a 1, then rolling another 1 for SC when trying to advance the FW and mark up the forward scout position of the IG. Once the IG had successfully activated, I proceded to roll another 1 on my next activation attempt in turn 1. SO in the end, it was kind of like he (IG) went first turns 1 and 2 and I (Tau) went first on turns 3 and 4. I forgot to use my stealth all 4 turns of the game. At 275 points, that's a lot of 'ooops' over 4 turns. Barracudas and FW activations were failed on turn 1... AMHC ?would take a beating by the rapidly approaching vultures and the right up close and personal valkeryies and storm troopers... that sucked.. the AMHC didn't lose too much due to being in cover, but the manticore disrupt accumulated BM like it was nothing on the AMHC and the FW Cadre! I had to marshal with 2 BM away from exploding the AMHC, and I failed the roll to activate - adding another BM... so we held and regrouped - still leaving 2 BM. Broadsides would land on the far right of the field next to the basically abandoned manticores and would kill all 3 with ease, however, the orca and the broadsides now dug into cover, would await the counter of the tank co making a double to get into range and around some LOF blocking terrain that the broadsides were cowering behined.. The tanks only singled which suprised me and then fired on the broadsides with everything but the hydras and griffons which were out of range, They scored 10 shots got 4 hits due to firing into cover. They killed one putting two blast markers on the 3 man formation. The orca would leave the battlefield with 1 blast marker and no damage. On turn 1, I did manage to hold out long enough for him to have to manouver all that AA cover around a bit before attempting a death or glory on the deathstrikes. My spaceship was going to land the moray on turn 1, and I had to clear a path... the SHT and the deathstrikes hadn't activated yet... I was running out of activations. My tiger would zing in only being fired on by 2 hydras from its best flight path... the IG player hits on 5s and rolls 5,5,6, and something else for the hits! I have 4+ save. I manage to make 2 of the 3 saves, take a couple blast markers and my point of damage. He rolls the dice for critical... I kid you not, it was skidding across the table on a 6 - it was like slow motion... and then fell off the table! I Roared with excitement! His mouth just hung open! He rolled again and got something that was not a 6. ![]() So the Tiger proceeded to wreck the deathstrikes! The tiger would not live to exit the field, so the triumph was bitter sweet. The path for the morays had been cleared. Later in the turn, I flew in the hero - it targetted the yet to activate superheavies and blasted one apart and put 2 hits on another. I roll a critical and nothing! 6 blast markers 10 hits left on the formation... The morrays dropped in and managed to stay together. the DZ was 50cm onto the table and 70cm to the left, then 15cm toward the SHT co. The first scattered 6 cm but the second got a hit (with box cars rolled for distance mind you!) So we retained with no SC in the pocket and attempted to sustain fire on the SHT co.... again, I roll a 1!!! Oh that's frustrating. So instead of sustaining - we hold. We also take a blast marker. The moray railcannons come to bare. They are firing a tanks which are literrally in the ruin, so going from 3's to 4's. The target isn't marked either so the tracers have no chance of hitting. The massive guns of the Moray score two MW/TK hits... but, it doesn't matter as the closest two targets are leman russ - so two of those tanks die. (I was really wishing I had taken the ion-phalanx guns instead of the railcannons at this point) However, that's 3 more blast markers now... and the formation just went from 10 hits remaining to 8 hits remaining (2 SHT 1 LRMBT and 1 Hydra) and it just went from 6 BM to 9 BM... so - bam, it breaks! WHoohoo! The IG infantry co proceed to move once and deploy, then dump an increadible amount of fire into the Morays. They do 1 point of damage to one, and they do two points of damage to the other. Plus it came under fire, plus it already had one blast marker on it... so that was 5 hits... the damn sentinels moved over and shot at the morays to make them break... LOL... that was pathetic! So morrays route to the left flank. The HH Contingent on the right side of the Tau field doubled up to a bridge and popped up to fire on the broken SHT co that was hiding in the IG side of the middle of the field, but forward a bit behind a bunker like structure. We managed to finish off that formation as we got a critical and coming under fire when broken plus some damage wiped out the formation. Thank you for the critical - or the formaiton would have stayed around to deliver more pain. Moving this formation forward when broke was easily the IG players only mistake. He thought he was safe, but forgot about the dug in HH upgraded contingent on the right side of the field. Just an oops. This cost him a very important formation as there's no way my formation would have done that kind of damage had they not been broke, furthermore, he had the opportunity to back them up when the broke and put them behind a large ruin... so... 'training excersize'. That's basically how turn 1 ended. Turn 2: Everything on the right side of the IG field picked on the broken moray until it died. (vultures, sentinels, infantry, 2 point bp manticore) It was just a matter of time... all that little crap fire would eventually take downt he broken moray on turn 3. The AMHC would move up and wipe out the hydras on the left, clearing a path for the barricudas The barracudas would fly in and kill one manticore on the other left corner, causing the 3 tank formation to break. The stingrays and FW cadre would work on the IG infantry in center field, they would return the favor. The HH contingent on the right side would put more punishment on the LRMBT before it could wipe out the broadsides and make them think about marshal or sustain firing, they would attempt to marshal, fail, and force to regroup with no shooting! The broadsides would put more fire on the LRMBT co. The orca would fly in and pick up the broadsides on the right. Turn 3: Like I said, the moray took more fire on turn two, wouldn't rally (again) and thus would eventually die this turn. (I hate that... once the morays are on the field, they never seem to rally once broken... so I would give up the break their spirit victory condition on this turn - again, to tiny little bitty pee shooter fire! However, we would force a turn 4 even though we held no victory conditions. The sting rays had to move up and contest the IG's objective that the infantry were holding while taking out the valkyries and setting up a cross fire position on the infantry. The FW and AMCH would finish off the rallied manticores and sentinels. The Orca would move in and drop off broadsides mid field holding an objective, and again, they would dump 2 stands of (1 still had a blast marker on it when they deployed) into the LRMBT co and again placed more blast markers on the formation killing 1 or two tanks again. The HH Contingent on the bridge went to overwatch... just in case the LRMBT co got brave... and they did. The LRMBT co would double up to a position where it could fire on the HH contingent in the open with no LOF blocked. However, that was a second mistake. Pow - the HH contingent would break the LRMBT co and kill 3 or so tanks with a great amount of hits (finally I broke that formation!!! Blah!) The barracudas died on the end of this turn, but I don't remember how exactly... IG still had 1 (BtS) and Tau had none. Turn 4 The tank co didn't rally - whoohoo... unfortunately, I couldn't capitalize and get the BtS as the RA was just tough, and he withdrew them to cover so made my shots hard to stack up anyway.. oh well, at least they weren't pounding me. My first activation was to take advantage of the risky crossfire I set up on the infantry. It was a bit ball-zee as I was gambling that I would go first on turn 4... if I hadn't, I would have surely gotten charged by the infantry co from their cover position. However, the crossfire set up paid off. The stingrays within 15cm of the enemy and piranhas to support - 8 strong instead of 10 and 1 blast marker on the formation - blasted away with ignore cover, now in postion for a sustained fire crossfire. That did the trick, SC died and the formation would break. Midfield was ours and ripe for the taking! 4-tank vulture squad would be broken and the remaining two valkyries with 2 storm troopers would also perish to the last man/tank. So nothing held the tau left side of the field - except the FW cadre, the AMHC, and the Stingray formation now - even though all were pretty beat up! Since the LRMBT didn't rally, the HH contingent and the wounded broadsides held that side. So we gained two objectives on the IG side, had to abaindon our own blitz objective, but did hold the two objectives at center line on our side - which meant nothing... so that put us at 1 and 1... LOL... At this point, I had already used the SC for turn 4... so I activated the orca and landed at the opponent's blitz objective. Successful... and since everything around it was broken, the Tau got the blitz objective via landed flier. ? ![]() 2:1 Tau!!! Whoo-hoo. OK, well - that got a whole lot longer than I originally anticipated, so maybe it was closer to a battle report than I originally anticipated. ![]() Noteworthy findings. The skyray with 3 shots was a better value, but still heavily dependant upon the ML to be effective at either ground or air targets. Unfortunately, my markerlight equipped formations were not always in the right place at the right time, so their presence didn't matter in the game really. The piranha and stingray formation did OK, but unless that formation gets close, it just doesn't work for me. However, once it could sustain with crossfire against IG that had no armor - well, that was sick then! This is a very fragile and situational formation as a result. The Morays ... I should have taken the ion-phalanxs... I brought the morays via ship on turn 1 too. I usually have to wait until turn 2 as my opponnent has a ship and usually has a higher strategy and usually has their ship on turn 1... so perhaps this has been a blessing in disguise. By turn 2, lots of damage has been caused on turn 1, and some amount of activation and turn 2 damage is already underway. Having the morays dropped on turn 1 only added to their eventual demise. Always being seen by all the enemy guns is brutal! The worse thing though was not being able to rally them two turns in a row. It was further dissapointing that sentinels broke them but whatcha gonna do... coming under fire is a bummer. I really wish the moray and manta were init 1 like the imperial titans. Instead of a broken moray with enemy nearby needing a 5+ to rally, a 4+ would at least put it rallying over two turns on average. People seem to love to race up to my broken morays just to loiter! ? ![]() ![]() The stealths... well, I've used them with teleport before, but this game, I just forgot to grab them each turn because the action was so intense and I was pre-occupied... LOL, or at least that's my excuse. They would have been a welcomed edition as they had markerlights I needed to get into the hot zone. Oh well... The tiger shark with light railcannons was pleasing. Primarily due to its heroic sacrifice. The guns still feel like they are working just right. 45cm meant I had to get in close. I had to wait to use the model until I could get the enemy to draw out a little bit. I couldn't chance flying in the face of 3 hydras, but 2 ended up being doable. The bomber seemed a bit fragile, but I flew through 3 hydras in the end, and those things are nasty... and he rolled good. SO, can't really complain. I took them on a dangerous mission and was rewarded, even if only momentarily. ![]() Commander ala crisis upgrade into FW. Well, the infantry crisis again worked out fine in the FW cadre. That was cheapest way to get the shas'o. This really nerf's the crisis value as a jumping fast moving unit as the FW slow you down, but coupled with the ion-heads, the formation was a fun formation that was kinda - jack of all trades, master of none. It served its purpose. It would have been better to have some devilfish to gain the speed back, but I ran out of points... more importantly, I forgot to buy them. ? ![]() The orca with the broadside tactic was fun. I noticed I couldn't give drones to the broadsides and put them on the orca though... that really didn't feel right at all! A guy in our group has an orca, and that thing holds a lot of models. It seems like the broadsides plus drones should have fit on the orca. It makes the broadside formation uber fragile to put them in an orca and go hunting. This is something that really didn't feel right. Outside of that, BM management was a pain - again. I spent so much time marshaling and firing at -1. The BM managmenet just isn't there so in order to keep from breaking and rallying on a 5 when the enemy was close by (due to our not so good initiative) I was scrambling to marshal some formation every turn. In addition, I was going into every turn with several formations with at least 1 blast marker on them. I used my SC reroll every turn of the game. My opponent didn't have to. That stunk. I look forward to the day when we have a handle on the BM management issue. This for me is the biggest issue in the list right now. All in all, my opponent and I had a lot of laughs. This game was super tight and down to the wire. I definitely look forward to a rematch! |
Author: | The_Real_Chris [ Mon Dec 19, 2005 10:04 pm ] |
Post subject: | Got a 4K game in |
Whys it an issue, you won ![]() Seriously though don't get the skyray comment or were you refering to it in a non AA role (the G didn't seem to have aircraft). Disturbingly theres a TAU bottle of drinking water sitting next to this computer. It seems welsh. |
Author: | Tactica [ Mon Dec 19, 2005 10:51 pm ] |
Post subject: | Got a 4K game in |
TRC, Why an issue? Because I play the game for the enjoyment, not for win / lose. I want the list to feel right as much as be viable. To quote honda, I don't want something that says, "Ha - I rolled a 3+, remove your warlord"... the list has to feel Tau to me. Units that should be implaccable should feel implaccable. Units that should feel threatening should do so as well. Broadsides going into battle on orca for foward positioning _seem_ like they would not want to do so by themselves... that would be very foolish. Thus the orca comment. Large menacing craft hoovering over a city being broken by a sentinel formation was well... embarrassing! To have them never rally due to needing a 5+ because there was loitering valkyries and vultures nearby that had used all of their good toys was also a bit disheartening. Why was such a craft having such a hard time rallying... it just didn't feel right - Win lose or draw. On the other hand, my opponent kept rejoicing as I forgot to use my stealth, he kept hoping I'd forget so he could continue to ignore them for another turn while the manticores barraged away... ironically, that felt very right! The stealth really were not a massive threat to the manticores, but they did install a bit of panic as he knew they were there and they were just waiting to teleport in and mark something... damn if I could remember when the time was righ though - LOL. The IG had no aircraft, you got it. ![]() The Skyray in its new version is meant to take on a more MBT role appearently (see new codex and IA3 related threads). I was hoping to make use of it as more of a MBT role in this battle, but my marker light situation was all FUBAR due to activations and forgetting to use stealths, so it worked out that I didn't really get to see it in action. On the other hand, its potential - felt right, though I didn't seem to capitalize on it either. The Skyray felt right actually. It felt like it had a lot of potential. Had the IG brought on some planes, I felt like I was ready for them. Hindsight being 20/20 - since one of my markerlight formations didn't get used, and the other two stayed to the left side of the field... well, I probably would have had to play differently to maximize the use of my GM's. Winning is one thing and dice can do that. "Feeling" right is probably what I was commenting on more than anything else. BM Management. Initiative of certain units probably more than anything else. Constantly having to deal with the blast markers means constantly hoping for the best in activations and it means you are really playing with a strategy 3+ army for turns 2-4... that's a problem! I had some horrible things happen to me in this game, there's no question about that, however, the big moments had a larger impact thankfully. I was also playing against a player that really made two gigantic errors. Advancing the SHT co and doubling the Tank Co into overwatched upgraded HH contingent. Both mistakes cost him dearly. One could argue that a further third mistake was to not use the deathstrikes on turn 1 after the tau failed to activate. He could have devistated a couple tanks instead of waiting on them to get shot up - or he could have deployed them to be under even more AA fire as he had it to spare... a possible 4th major blunder on his part may have been to deploy the manticores to the right side of the tau field by themselves with only the Tank Co to cover for them... in fact, that was an error. So my only point in making these claims is yes, I won. However, the IG felt rock solid, deadly, and were tough as nails to deal with. My opponent although a tactically sound player - did make some real bad calls. 2-4 bad calls. Two of which directly impacted his success in the game. The other 2 of which I capitalized on. So if we were both playing our "A-game", the Tau shouldn't have won this game IMHO. Now, of course that's speculation on my part, but to further speculate, the Tau list was out classed and got off to a bad start. A 2-1 on turn 4 was a narrow margin, and it was only because I landed an Orca to take the blitz objective or it would have been a draw. For me, playtesting is not just "who won" but an effort analyze the situation for environmental impacts such as terrain and table size, and understanding of which list was more sound in construction and deployment considering the environments and how they stacked up to one another, an appreciation for which player had better tactics and overall strategy, and then come to a realization of which list was played to its potential. From my perspective of the above analysis, yes I won, but I don't think I should have, and my comments are why. Thanks for the comments TRC. |
Author: | Dobbsy [ Mon Dec 19, 2005 11:20 pm ] |
Post subject: | Got a 4K game in |
From my perspective the Moray's seem to be the perfect fire distraction ![]() ![]() On the loadout for the Morays, how about one of each? You get a bit of AT kill with the RGs and a stack of firepower from the Ions for high-number formations. Whys it an issue, you won ![]() |
Author: | Tactica [ Tue Dec 20, 2005 12:00 am ] | ||
Post subject: | Got a 4K game in | ||
Dobbsy, Thanks for the comments. From my perspective the Moray's seem to be the perfect fire distraction ![]() ![]() |
Author: | clausewitz [ Tue Dec 20, 2005 1:25 pm ] |
Post subject: | Got a 4K game in |
Very interesting report Tactica, thanks for posting. Just a thought.. is 8 "objective-claiming" formations enough @ 4k? Clearly it was in this game ![]() You managed to bust the two "main" tough IG fomations (SHT & Tank). If the IG had managed to do the same to your two HH formations could you have managed? Bet you were relieved when the DSMs died! ![]() |
Author: | Honda [ Tue Dec 20, 2005 2:20 pm ] |
Post subject: | Got a 4K game in |
First off, great report Tac. Very thought provoking. My thoughts: 1. Lists: In general, I liked the forces you brought to the table and would feel comfortable playing them. I think I would have worked things around to get the Scorpionfish/Dragonfish group in there as I use them a lot and although I'm not a fan of Broadsides, I liked how you used them in your game. The IG definitely had a pretty brutal list. 2. Morays: Your Morays always seem to take a lot of grief. However, I've also noticed that it may have to do with the armies you play against. IG in particular, don't have any trouble fielding units that can reach out and touch you in a painful way. That hasn't been been my experience to date, but fun games with IG and Eldar are in my future. Another thing I've noticed is that you tend to play at higher points levels (or at least this is my recollection) which lets the IG player bring everything, including their 3rd cousins. If you were going to set up a series of these games, it might be interesting to see what the game would be like at 2700. I too, have come to the conclusion on the Ion-phalanx vs. the Rail gun. Although I still see a need, I think I value the number of shots that IP provides a little more now than the RC. Some of that has to do with our group not fielding much in the way of war engines/titans just yet, but I do know that that UM player is planning on adding Warhounds (on my recommendation) to give him the punch I think he is looking for. So perhaps after a short while I'll settle on 1 x IP + 1 x RC. However, at 2700 pts, ?I don't know that I'm getting the value out of my Morays that I'm expecting, so for the next couple of games, they won't be showing up. 3. Long Range GM: It would have been interesting to see what the Stealth might have accomplished if they had been deployed. I don't really know this, but feel that even if they had landed, you may not have had enough GM's close enough to take advantage of their ML. Perhaps in the center, you might, but I'm not thinking that they would have helped you on the corners. Would have been interesting to see the Sentry towers used as well. 4. Stingrays: I can see why one would upgrade the Stingrays with a Skyray, but for the life of me, I'm not sure I see why adding the Pirannha's adds value. Perhaps it's how I use the unit. Are the Pirannha's used to take out infantry transports (i.e. slow them down?). 5. Hammerheads: Lately, I have taken one all RG AMHC and one IC AMHC and task them according to what they do best. Perhaps it is how our relative opponents play, but mixing capabilities in units tends to leave me with unused shots, which I find very annoying. I see you mix capabilities fairly regularly, is that paying out for you? 6. BM Management: One thing that came to mind while reading the batrep, should ground units proximity (especially puny ones) really affect aerospace units ability to rally? Something to think about. I know we are discussing BM management in another thread, but I wonder if the way we are approaching the problem has a simpler solution. Maybe, BM issues are a function of the Tau list and we are just over costed? Perhaps, all Tau ground units should be costed at a -5% rounded up (just shooting arrows in the dark here) and that's how we deal with it. That might be a little radical, but it might be worth discussing. Great report and it will prepare me for the joys of playing against IG as we picked up a new player locally and he already has 5K of IG. |
Author: | clausewitz [ Tue Dec 20, 2005 4:12 pm ] |
Post subject: | Got a 4K game in |
6. BM Management: One thing that came to mind while reading the batrep, should ground units proximity (especially puny ones) really affect aerospace units ability to rally? Something to think about. |
Author: | Tactica [ Wed Dec 21, 2005 12:18 am ] | ||
Post subject: | Got a 4K game in | ||
Very interesting report Tactica, thanks for posting. Just a thought.. is 8 "objective-claiming" formations enough @ 4k? Clearly it was in this game ![]() |
Author: | clausewitz [ Wed Dec 21, 2005 12:35 am ] |
Post subject: | Got a 4K game in |
Quote Bet you were relieved when the DSMs died! |
Author: | Tactica [ Wed Dec 21, 2005 1:04 am ] | ||
Post subject: | Got a 4K game in | ||
First off, great report Tac. Very thought provoking. |
Author: | Tactica [ Wed Dec 21, 2005 1:05 am ] | ||
Post subject: | Got a 4K game in | ||
There was much fist pumping and an appropriate amount of gloating following said event... in the name of the greater good of course. ? |
Author: | clausewitz [ Wed Dec 21, 2005 1:53 am ] |
Post subject: | Got a 4K game in |
...perhaps that's just the American in me, but I really like the control and the 'trick' factor that airpower delivers... |
Author: | Honda [ Wed Dec 21, 2005 3:12 am ] |
Post subject: | Got a 4K game in |
Just a thought.. do you ever run completely different lists? Ork horde, SM drop etc. I ask because otherwise it becomes easier to metagame against you. |
Author: | Honda [ Wed Dec 21, 2005 3:30 am ] |
Post subject: | Got a 4K game in |
Quote ? My thoughts: 1. Lists: In general, I liked the forces you brought to the table and would feel comfortable playing them. How did you feel about the 8 objective claiming formations? I tend to take less than the norm I suppose. That's with any of my lists because I really like to maximize or at least make good use of airpower be it chaos, IG, or Tau... perhaps that's just the American in me, but I really like the control and the 'trick' factor that airpower delivers. It definitely requires ground units to coordinate and eliminate AA cover from designated hot zones, but its an element of E:A I truly enjoy. I definitely pay a penalty for that enfactuation as I reduce the amount of ground formations. The larger formations as a result seem to yield a bit of staying power and perhaps that's why it all jells in the end. CW's comments did get me thinking. I really think I go against the activation grain a bit regardless of the army I'm fielding... curious on your 'against the grain' feelings on this one. |
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