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Engines of Vaul 2 – Storm Serpent

 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Fri Oct 29, 2010 6:09 am 
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Ginger wrote:
Lsrwolf wrote:
In our huge games, 3 SS is a necessity. At this size (18k+ points each) the SS march and march and march spitting out vypers and shining spears and jet bikes like there is no tomorrow, screaming towards the objectives. Having next to no garrisons really hurts on a huge board (12' x 15').

I, too, have the honor of my SS being the immediate target of deathstrike missiles, concentrated airpower and far too much artillery attention. Granted, except for the titans, they can take it, but I do not expect 3 of them to be on the board on T3.

I have been using Vampires on planetfall with good success. Spilling out 4 Warpspiders and 4 Banshees each with an Exarch leaves a significant mark. Sgt Balicki can elaborate more on that one.

Out of interest, what army do you actually get for 18k+ ?

It is also noteworthy that apparently you only take three SS in that huge army: that works out at 1/2 SS per 3000pt army, so perhaps not as popular as you are suggesting?

As Athmospheric suggests, armies can gain a very different sense of balance over the 5K mark because players are not faced with the hard choices over strategies and formations that exist at the 'tournament' sized army levels


I think this is the beauty of playing games at this level. Players are not forced into the artificial construct of points restrictions. Rather than worrying about finding the perfect balance of forces you play what you want (within the restrictions of the army lists). A single critical error doesn't doom your force to an unequal battle for the rest of the game. You can concentrate on and enjoy the interpplay of manuever and tactics. On the "table" we play on (floor actually) the is room aplenty for manuever and tactics. Everything is not fully engaged by the end of Turn 1. You actually have "fronts" or distinct engagement zones at this level. The Eldar have a better ability to reinfrorce from one sector to another due to their speed and wraithgates. The IG have less ability to physically reinforce a sector so I have to rely on increased artillery/air support to a sector if I get in trouble.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Fri Oct 29, 2010 3:15 pm 
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SgtBalicki wrote:
I think this is the beauty of playing games at this level. Players are not forced into the artificial construct of points restrictions. Rather than worrying about finding the perfect balance of forces you play what you want (within the restrictions of the army lists). A single critical error doesn't doom your force to an unequal battle for the rest of the game. You can concentrate on and enjoy the interpplay of manuever and tactics. On the "table" we play on (floor actually) the is room aplenty for manuever and tactics. Everything is not fully engaged by the end of Turn 1. You actually have "fronts" or distinct engagement zones at this level. The Eldar have a better ability to reinfrorce from one sector to another due to their speed and wraithgates. The IG have less ability to physically reinforce a sector so I have to rely on increased artillery/air support to a sector if I get in trouble.


I'd love to play a game with that no. of points, sounds fantastic! I like the summary of "fronts within fronts" and how it highlights how the armies play at a higher level.


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 Post subject: Re: Engines of Vaul 2 – Storm Serpent
PostPosted: Sun Dec 26, 2010 4:21 pm 
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We are now preparing for our 40K battle. True 40K in that we have 20K on each side! Provided we decide to risk a divorce that is...

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Yes, we know, the game was intended to be played in the 2000-5000 points range...


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