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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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