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Minervan changes

 Post subject: Re: Minervan changes
PostPosted: Thu Nov 11, 2021 1:33 am 
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Thanks for the games. Nitpick. I've got one more I've been meaning to post.

Do your opponents have any thoughts?

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 Post subject: Re: Minervan changes
PostPosted: Fri Nov 12, 2021 10:08 am 
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Not really - I think they felt it fair and fun. In all fairness, the build is likely suboptimal at best and does still rely on 2 companies of superheavies, so I have likely not tested the strategic implications of the 6-strong tank company core units that much here. Just the tactical properties of the formation as such.

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 Post subject: Re: Minervan changes
PostPosted: Tue Nov 16, 2021 9:36 pm 
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Some shots from my game with CaptPiett that was a few weeks back now. He brought LatD.

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Two formations of Zombies came in on each of my flanks and pretty much stayed around for most of the game. I they soaked up fire from the Russes, Hellhounds and Griffons.

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The Hellhounds didn't do much before they got slagged by the Lord of Battle and Cannons, same with the Griffons although that was just do to multiple failed activations.

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The Russes stuck around for the game, and while they didn't activate great either they did end of bringing it to points.

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Minervans ended up winning it 1000+ to 375.

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 Post subject: Re: Minervan changes
PostPosted: Tue Nov 16, 2021 9:37 pm 
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So my plan is to try to sneak one or two more games in and then put the changes up for a vote in mid-December. Anyone else played any games at this point?

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 Post subject: Re: Minervan changes
PostPosted: Tue Nov 23, 2021 1:17 pm 
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Playing tomorrow. Do you want to test anything specific? Could bring 6 hellhounds and try them out...

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 Post subject: Re: Minervan changes
PostPosted: Tue Nov 23, 2021 1:19 pm 
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...also have a mega game vs orks planned for dec 4th. Lending a mate the army and I could add stuff to test to that game too.

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 Post subject: Re: Minervan changes
PostPosted: Tue Nov 23, 2021 1:28 pm 
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I've played the Hellhounds and Griffons in my games, haven't found them broken at one formation each. Spamming them or Thunderers might be interesting but otherwise I'd say just take 3-4 new options and see how it goes.

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 Post subject: Re: Minervan changes
PostPosted: Tue Nov 23, 2021 5:33 pm 
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Played a game against uberChris last Thursday. It was pretty bloody, aside from 3 broken bike stands this was all that was left by the end of turn 4.

The game started off well for Chris, he got strategy and took out my artillery before it could fire. I also failed 4 activations so there were plenty of Orks left at the start of turn 2. I managed to protect my better units from assault that turn but Orks won again and peeled away some chaffe.

Turn 3 was really the turning point, as Hellhounds managed to fend off 12 hits in an assault for 2 casualties to keep protecting the BTS. The Orks continued to encircled the Guard but with Guard starting to fire and Orks failing to rally there were only 2 unbroken activations at the start of turn 4.

Guard won strategy turn 4 and promptly broken the remaining two formations but were unable to go anywhere with few slow activations. It was 1-1 with Blitz and TSNP at the end of 4, so we went to points where the Guard won 2500ish to 1500ish.

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 Post subject: Re: Minervan changes
PostPosted: Thu Dec 09, 2021 4:30 pm 
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Played a game vs marines yesterday. My army included 3 reduced Russ-companies. 5x exterminators + executioner, 6xconquerors +3xhellhounds, 5xthunderer+executioner as well as a unit of 6 hellhounds and a unit of 6 griffons (plus other things - activations=10). Marines were extremely dropheavy and deployed nothing at game start. Objectives were concentrated on the left side of the board. Minervans set up anticipating an orbital bombardment there and avoided the templates all together by setting up on the right side. Turn 1 saw a reduced company on the outermost left flank engaged by a T-hawk terminator ground assault and completely obliterated, but the engagement ended up costing the marines all terminators and one T-hawk since a Shadowsword scored a hit on a loaded T-hawk after the engagement... (marine had 2 T-hawks to enable redeplyment...). Scouts rushed forward to harass the rear of the marine board and threaten the Blitz which was not guarded. Marines dropped in pods and Marine lander around the objectives on the left and the minervans could move up methodically and concetrate fire as they went. Dice were decent on both side and largely cancelled each other out I think. The company lost in the 1st turn was the only non scout unit destroyed. All of the reduced companies worked well, and took some losses, though the marines lacked in the AT-department (apart from 4 Land-raiders, but these were ultimately not enough to severely treaten the remaining tank companies). The griffons were ill placed initially but performed well after redeplyoment reducing two marine units. Hellhound unit was used to good effect in a crossfire assault vs a marine tactical formation together with an infantry company, and to claim an objective in the last round. 3-0 to Minervans round 3

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Last edited by Nitpick on Tue Dec 14, 2021 3:28 pm, edited 1 time in total.

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 Post subject: Re: Minervan changes
PostPosted: Thu Dec 09, 2021 9:28 pm 
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Thanks Nitpick. I'll be posting the changes up for a vote next week, after our tournament has come and gone. I'll link to your write ups.

Has anyone else got any games in with the playtest list? Last call.

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 Post subject: Re: Minervan changes
PostPosted: Mon Dec 13, 2021 10:22 pm 
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OK, posted in the ERC forum.

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 Post subject: Re: Minervan changes
PostPosted: Fri Dec 17, 2021 7:56 am 
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Well done - thanks for the effort. Let's hope then :)

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 Post subject: Re: Minervan changes
PostPosted: Mon Jan 03, 2022 1:31 pm 
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Played some games these past few weeks.

Conqueror squadrons as core are gold. The list is way more flexible (no wonder).

I'm used to playing Cadia and Konig so no surprise there. Formations of 6 tanks (LR, Hellhounds, Griffons...) are super useful but not as clunky as the full companies.

As this is exactly what I expected to achieve with my Konig armoured list, I guess it is obsolete. I'm fully in with the new Minerva...

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 Post subject: Re: Minervan changes
PostPosted: Mon Jan 03, 2022 8:55 pm 
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Little late to this thread; after playing multiple games with the original list the proposed adjustments seem to address all the issues with the original. The added LR company flexibility is a great adjustment.

Regarding the LR Destroyer formation, in the proposed change are they still 350 for three AT4+ TK shots? While the separate formation is an improvement IMO 350 is pretty steep considering 3x shadowswords are only 150 more…is there a reason the Ulani profile and points weren’t used?

Again, really like all the adjustments. Have a reason to bring back out all my LRs.


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 Post subject: Re: Minervan changes
PostPosted: Mon Jan 03, 2022 9:00 pm 
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Re: the Destroyers, this is what I put up for an approval vote:

  • Add "Destroyer Squadron/Three Destroyer Tank Hunters/200 points" to support formations.
  • Change the Laser Destroyer from AT4+, TK to Ulani stats: AT2+, Sniper
  • Drop the Destroyer Tank Hunter from +70 to +10.

The changes have the votes to pass, I was just waiting on the last chair to chime in. I'll try to get the updates in the system by tomorrow regardless of if I hear anything or not.

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