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Artillery Company Thoughts

 Post subject: Re: Artillery Company Thoughts
PostPosted: Fri May 06, 2011 5:51 am 
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That's one thing that makes the Krieg arty. company very useful compared to the Steel Legion one: It can Garrison and so start on Overwatch (If you take the entrenched version. The version with Trojans can't Garrison, but is mobile, so it's a trade-off).


Hi E&C - Actually the version with Trojans can garrison. Although you can't usually garrison units that move faster than 15cm and both Krieg Trojans and Mossinian Land Crawlers move 20cm, if you check the rules carefully you will find you can still garrison them because the formation includes units with a speed of 0cm - the artillery platforms.

Garrisons :
 Formations where half or more of the units are Scouts, OR
 Formations where no more than one unit has a move greater
than 15cm and where none of the units are War Engines, OR
 Formations including units with a speed of 0cm;

Your Krieg army just got a little better.
You're welcome. ;D


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 Post subject: Re: Artillery Company Thoughts
PostPosted: Fri May 06, 2011 11:02 am 
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Hmm that's clearly an unintended loophole that breaks the spirit of the list. I'd suggest the list be amended to give Trojans a note stating they may never garrison.


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 Post subject: Re: Artillery Company Thoughts
PostPosted: Fri May 06, 2011 11:06 am 
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Ah, I forgot about that, heh.

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 Post subject: Re: Artillery Company Thoughts
PostPosted: Sun May 08, 2011 6:20 pm 
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Spectrar Ghost wrote:
Rug wrote:
I added a Hydra and Ogryns to my Arty and put a Commissar in with the Ogryns, the guns were 8 Basalisks and 1 Manticore for 10BP T1, 8BP T2, and 10BP T3. Having 9BP is a waste as it's exactly the same as 8.


This has truth, though I personally run pure Basilisks due to my inability to get a hold of any Manticores that I can get to stay together (at least GW styled ones)


:-). Heh. Yeah. The missiles are neat, but they've spent more time stuck to my fingers than the launch rails.

Rug wrote:
The other problem is is that Arty is next to useless vs war engines, 650-750pts of anything else is better!


Hmm... if you were facing a titan with your 8 basis and one Manticore, would the optimal shot be a 'mixed' fire: a 2bp direct fire barrage with 8 AT4 direct fire basi shots.... (this would, as I understand it, preserve the disrupt ability of the barrage while not losing the basilisks).

Thinking of it, this sort of tactic suggests an interesting usage for the Steel Legion Arty co: as a maneuver element dedicated to direct fire support rather than emplaced artillery. The Manticores can fire direct-fire barrages, correct... and they don't lose their 'disrupt' if the the accompanying basilisks fire direct fire AP/AT shots? Suddenly GW's 6/3 Artillery company package seems a little less perverse...almost Soviet, even.


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 Post subject: Re: Artillery Company Thoughts
PostPosted: Sun May 08, 2011 7:32 pm 
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Interesting thought. I like it.

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 Post subject: Re: Artillery Company Thoughts
PostPosted: Sun May 08, 2011 7:35 pm 
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 Post subject: Re: Artillery Company Thoughts
PostPosted: Mon May 16, 2011 11:26 pm 
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Rug wrote:
HAHAHAHA! Rules interpretation - not in my forum!

I've split the topic from this point and moved all the really interesting conversation regarding .... well it’s now in the "Epic Armageddon" sub-forum under the title "Mixed Weapon Abilities".

I can't really comment on/ moderate discussion on rules as it's not within my remit, so it seemed appropriate to move it. We'll stick to subject matter specific to Imperial Guard ONLY here please, for my sake!



Mmmm. Mixed Weapon abilities. Catchy title.

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