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Just trying to wrap my head around this list a bit more.
Don't feel bad, I'm still on a learning path myself.
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1) There is no explicit restriction to one of each company upgrade. Is this assumed, or can a company of, say 1 Commander, 7 Guard Infantry, and 6 Fire Support teams be taken at 350pt? That would put out nearly twice the firepower of a standard SL Company at +100pts.
Well, there should be. Chalk it up to a typo. I did think it was in there, but will catch that when we get into the review period in March.
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2) The primary AT firepower is in the form of Vultures and AC, correct? This is a list where I might consider taking a SC for the Pinpoints.
That is correct and I have fielded the SC. In my few tests, it performed moderately well.
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3) Why would I pay more to put an Infantry Company in Valks than to get a Storm Trooper Platoon in same? I understand the infantry are costed more because of the CC and Teleport, but downcost the Valks to compansate. I get 5+ Armor, better firefighht, and AP/AT shooting for 10 pts less? Something seems wrong here.
Now that you point that out, it does look a little funky and that wasn't intentional. What the DC allows is access to upgrades, allowing it to grow, become more effective, or specialized. A ST has no upgrades.
That being said, I think we should look at that in March. It's a good point.
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4) I'm still wary of putting my trust in Armor- FF5+ CC5+ troops with no ranged fire at all. It would seem to take more than one formation to bring down anything moderately substantial, after which the remaining activations in the opponent's list would tear the armorless troops to bits. It does appear to be a fairly high activation army, but not so much that it can afford a 2:1 ratio in assault. Am I missing something?
Well, the Krieg do that and overcome the shortage with numbers. Given that the Elysians are not going to field the huge numbers other mechanisms have to come into effect. One concept to think on a bit is that "elite" type armies don't necessarily have to have a complete advantage all across the battlefield. They just need to be superior (whether that is with numbers or equipment) where they are focused.
So in my games, I tend to gain a local advantage that allows me to handicap the opponent's plan later on. That may mean dropping in at a 3:1 advantage at some specific point on the table to eliminate a particularly troublesome formation and remove that capability from impacting your operations later on.
There is a quote (made up) in the list about striking at the "heart" and "head" of an opponent. That line is to remind us Elysian players to strike fatal blows. If you drop in and take the low hanging fruit (i.e. bait) in your opponent's list, you will not have accomplished enough to prevent your eventual destruction.
So your observation is not insignificant. The Elysians are not an insignificant list to field. They are tough to play as it takes some games to figure out your style with them given the palette of available tools. I've approached them a number of different ways (e.g. all airmobile, all drop, hybrid) and I'm still working on what I think the right mix is for me.
They are fun though.
