Brood Brother |
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Joined: Sun Mar 04, 2007 8:38 pm Posts: 129 Location: Oxfordshire, UK
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Any supplimentary thoughts from this game?
I like how the list is looking, and it?s great fun to play.
In this game, I started to feel that the Titans really don?t need a high number of activations as much as other armies do. It?s still important of course, but the Titans have tough activations, which are hard to kill, break or suppress, and the firepower doesn?t degrade when damaged. So the likelihood is that most of them will still be around and firing on all cylinders in the later turns, when most of the enemy?s activations lie in tatters (hopefully!). What adds to this is that the Titans are so destructive that, when they get to grips, enemy formations will be breaking left right and centre.
I never felt out-activated in this game at all. Mephiston was unlucky with his rally rolls, which may have given me a false impression. But then, the fact that lots of his formations were broken in the first place is a result of the destructiveness of the Titans.
One thing about a low number of activations is that the enemy (at the beginning at least) may find it easy to deny you targets, so having some stuff that can strike anywhere (like barrages, planes, spaceships) I found quite useful.
So, realising that I don?t necessarily need 8 or 9 activations makes me look at 3.11 a bit differently now. At first I wasn?t sure I liked the structure of it, as it seemed too restrictive. I thought it forced you to have 3 battle titans if you wanted a competitive number of activations. Now, the thought of 2 battle titans and only 6 activations is starting to seem at least viable.
The titans should struggle for activations, it feels right for them.
Of course, I haven?t actually played with only 6 activations yet, so it may all end in tears! But I like the structure of 3.11 a lot more now than I did before this game.
I think the aircraft should stay in the support section. If they were allies, I think they would be an absolute no-brainer choice and we?d see them in every Titan army (especially ones with only two battle titans). Having to use a support slot at least makes you think about whether to take them.
Why are they so good? Well Thunderbolts are good anyway, of course, but they seem particularly useful in the AMTL list, I guess because:
1) They are one of the few sources of a cheap activation.
2) They fill a nice role in the army, allowing you to strike anywhere, which is particularly helpful for the titans.
3) They are potentially more reliable than in other armies. If you have a supreme commander, the titans won?t need his re-roll most of the time, which means you can use it to get the Thunderbolts to do what you want more consistently.
4) The titans are brilliant at breaking stuff, and the Thunderbolts are magnificent at picking on broken formations. This was how I got the BTS in the game.
So, keep the planes in the support section I say!
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