Tactical Command

Page 1 of 1

Author:  dftEodt [ Sat Nov 05, 2022 1:52 pm ]
Post subject:  SQUATS vs IG 3k

We recently played a Squats + IG vs Orks 3k battle and we got demolished
So to figure out who's fault was it we decided to go with the only sensible option -> more shooting

IG (from memory):
HQ + hydra
Tanks + hydra
Artillery + Hydra
Rough riders
Infantry + support

Incompertus, 3000 POINTS
Grindel Stronghold Squats (1.7)
5 Berserkers, Hearthguard, Rhinos
5 Berserkers, Hearthguard, Rhinos
Hearthguard, 9 Warriors, Rapier, Thunderers, Rhinos
8 Mole Mortar, 2 Thudd Gun
6 Iron Eagle
3 Thunderfire
3 Thunderfire
Land Train, Grand Warlord, Bomb Battlecar, Mortar Battlecar, Fire Shield Battlecar, Skyhammer Battlecar
3x Goliaths
8 Guild Bikers, 2 Guildmaster, 2 Guild Trike

Normal tournament scenario

IT begins:
It was a grindfest mostly in the center.
For the whole game it was a draw then i managed to get BTS but it wasn't until the last activation of turn 5 that i managed to snatch victory.

Memorable things:
First 5 turn game!
Artillery bat is MVP for the amount of fire it took and did not die.
Berserkers are strong but met their match fighting a very angry commissar on horseback.
Guild squadron never fought an engagement but managed to kill a Leman Russ with shooting with crossfire. (they chickened out (hold) on turn 2 and then Lemans happened)
SHT wiped out a berserker squad with one salvo. (anger and rhino are poor cover against that firepower)
Bomb car was super useful due to poor positioning of the train. (High casualties on the side of Lemans)
Do not underestimate the chickens and infantry company. MVPs on enemy side (not counting the Lemans)
I always went second. ;/
First turn Iron eagles got broken (forgot about crossfire rule) with just one left and they stayed broken 4 times. Woke up and won the game.

end (some random stands on the map could be dead for many turns):

Opinions (after 3 battles with squats from an inexperienced player):
Some units are more useful than others, eg. I doubt I will ever pick robots (unless I'm missing something). I think that Guild is also a little sub par.
AA is a challenge (I.E. it's good, but vulnerable, witch is nice actually) [my second game (2k) ended when skyhammer shot down a TH with Termites on board XD]

Author:  Dave [ Thu Nov 10, 2022 3:14 am ]
Post subject:  Re: SQUATS vs IG 3k

The Guild squadrons I use have half bikes and half trikes. I found more utility out of them that way. They do seem to take fire early on though, likely because of the MW FF.

Author:  dftEodt [ Thu Nov 10, 2022 7:48 am ]
Post subject:  Re: SQUATS vs IG 3k

Hmm I was adding them as -1 shields mostly. I will try to up the numbers, and see what happens.

I still think that robots ar very weak. I just started too look at Skitarii list and there colossus looks like something named colossus :D
I'm not saying that they should be so strong just that they don't feel as "something". When asked what is the purpose of the unit I have a problem of saying something that any unit in the list already doesn't do better.
But this might be the noob in me, so take it with a grain of salt. ;)

Author:  Dave [ Thu Nov 10, 2022 2:11 pm ]
Post subject:  Re: SQUATS vs IG 3k

-1 shields as in infantry touching them are -1 to hit? If so, LVs don't grant that. Only AVs and WEs do. It's in a FAQ: https://tp.net-armageddon.org/tournamen ... t-vehicles

Being Fearless the robots are going to stick around longer. Sticking them in cover on an objective they'll be hard to shift given their range shooting and decent CC/FF. If you've used them like that and they're not making their points back we can reduce the cost.

Author:  dftEodt [ Thu Nov 10, 2022 7:30 pm ]
Post subject:  Re: SQUATS vs IG 3k

I love this game, but way too often I learn I was playing it wrong. (Last time when playing in another city our group found out that we did AA wrong)
I'm starting to have doubts if my report has any value. XD
But now all the bike squads that could take LV lost in my eyes. What is the general consensus, are they considered good? In our games the most important thing with Inf is to place them in terrain. Mounted makes that dangerous.

That was my understanding of what they are supposed to be, but they seem to be easy to kill (yeah fearless makes them harder to oust from a place but if they are dead they stop being a problem) but that 5+ armour and 5 wounds is not great. But this might be our tendency for big hard hitting units.
Wraithlords they are not ;)

Page 1 of 1 All times are UTC [ DST ]
Powered by phpBB® Forum Software © phpBB Group