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Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (4.2)

 Post subject: Re: Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (
PostPosted: Fri Dec 12, 2014 1:16 pm 
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Thanks for the report!

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 Post subject: Re: Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (
PostPosted: Fri Dec 12, 2014 6:22 pm 
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Umm, thanks for the report, though there were some very strange 'tactics'. . . .

The whole point of the Cobras (EoV) is to ambush titans. Activating them first was a complete waste of time because they merely tested the accuracy of the titan shooting. They should have been activated later in the turn, *after* the enemy has moved allowing the EoV to double into range and possibly winning the Strategy Roll off to sustain on the desired target - much more effective and this would actually test the unit . . . .

Using the HBs in a Vampire to assault *two* Reavers is madness of the first order. At best the HBs can get 10 hits and the Vamp a further 2. The Reavers RA should cut this down to 3 damage, which will not kill a Reaver unless one of these goes critical and that causes the reactor to explode. The return fire from each Reaver should kill the majority of the HBs leaving them at a disadvantage in the resolution.

Apparently you play expecting the dice to roll high - from bitter experience I can assure you that this does not happen the majority of the time. ;)


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 Post subject: Re: Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (
PostPosted: Sat Dec 13, 2014 8:40 am 
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Thanks for the report. You know that an aircraft which brought forces on can't take the same forces off in the same turn.

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 Post subject: Re: Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (
PostPosted: Sat Dec 13, 2014 11:23 am 
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Thanks for the report, nice to see that you get to play this much
Next time could you please take a photo of the whole board if possible so I can follow the game better? :)

Do not take the following to hard I just want to find out if I play things the wrong way or if you forgot some things. :geek

This game includes some "crazy" moves but I wasn't there so perhaps they felt/was good. But in some points I agree with Ginger. If you do these reports to have fun I have no problem with it but if you do this to balance the new list it might be of some concern. Every game doesn't need to be tournament style though...
Some examples where the moves feels weird:
Why not activate all Rangers first to gain the "activation advantage"? I'm just guessing that is why they are in this list.
The move with the warhound in the beginning? (making a double move, ending in the open, really close to the gate with guardians and in range of the falcons) Why, it looks like suicide when you could have made a single move and shot the same Cobra?
And the assault on the Reavers. I do not really get it. If I read everything right the Howling Banshees manages to get 5 (or 6 if you count the crit separate) DC on the reavers (guessing really really really bad armour rolls ;) 5 or 6 failed 4+ RA out of max 10 hits)
In the resolution one titan seems to be destroyed, why? Because in the next turn when the Cobra attacks the survivor only have one DC left so it must have taken 5 of the hits above or did i miss something?... A reaver has 6 DC, do you remember how it went down?

Anyway thanks for the report and keep up the good work!


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 Post subject: Re: Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (
PostPosted: Sat Dec 13, 2014 1:25 pm 
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I'll leave Greg to answer the rest of it Uvenlord, but as to why the Warhound double moved to shoot the Cobra, it had to go that far to get LOS. Since few hills are flat topped mesas, we play that you can only see half a hill from your units POV. The Cobra was behind the 'military crest" from any other position. It was a bad move on my part, but more obvious in hindsight. I really wanted that Cobra dead!!!
A 'crazy' move that works isn't crazy according to Murphy's Laws of Combat. In Trent's case, they were wise and daring. Don't the Commandos have a saying about fortune favoring the bold?


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 Post subject: Re: Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (
PostPosted: Sat Dec 13, 2014 2:01 pm 
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Calico_Bill wrote:
I'll leave Greg to answer the rest of it Uvenlord, but as to why the Warhound double moved to shoot the Cobra, it had to go that far to get LOS. Since few hills are flat topped mesas, we play that you can only see half a hill from your units POV. The Cobra was behind the 'military crest" from any other position. It was a bad move on my part, but more obvious in hindsight. I really wanted that Cobra dead!!!
A 'crazy' move that works isn't crazy according to Murphy's Laws of Combat. In Trent's case, they were wise and daring. Don't the Commandos have a saying about fortune favoring the bold?
Ah, then I get it. No guts no glory! :)


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 Post subject: Re: Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (
PostPosted: Sun Dec 14, 2014 1:08 am 
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Thanks for explaining your PoV and that of Trent (and others watching?). I agree that nothing beats playing the game or being on the spot to see the situation, and equally that people have different styles, intentions and perspectives.

Perhaps I can explain my thoughts a little further:-
The Eldar have 10 ground formations to the AMTL 6. Although the Eldar place formations first, they have the opportunity to place all three Cobras after the AMTL have finished placing their army. Because of this, and because of the potential firepower of the titans, I would probably consider not garrisoning any Rangers. This allows the Eldar to place the Cobras to their best advantage. Ideally they need to be behind or in cover to minimise pre-emptive efforts by the enemy, and in reach of cover from which to 'ambush' their intended target.

Using OW is a legitimate option to counter Cobras, but doing this leaves these formations static which has its own problems that the Eldar may be able to exploit. Furthermore, the intention is to move the Cobras into or preferably behind cover negates or minimises OW fire. Finally OW fire can only target a single formation - this is why there are *three* Cobra formations and potentially several others that can pick on the intended target . . .


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 Post subject: Re: Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (
PostPosted: Sun Dec 14, 2014 2:22 am 
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Regarding the Reavers, while you check for critical hits during the assault, Titan critical hit effects should be resolved in the end phase, so the BTS Reaver should not have been destroyed during the assault. This would have provided a further 6DC worth of dice against the HBs and Vampire, in all probability destroying both. Adding these critical effects into the assault resolution adds a further 5 hits raising the actual 5 hits to 10! Even so, the AMTL go into the resolution ahead on 12 (double outnumber, enemy has BMs, Reavers have none, Inspiring and 7 kills), so I presume the dice rebelled here as well :D

Note, in the end phase each new point of damage should also be checked to see if it causes a further critical hit. I believe each new critical hit is checked immediately and could cause another causing a 'chain reaction' which in extreme cases could destroy the titan.

However, on a different note the broken HBs Withdrew to the Vampire. As this is not consolidating, the Vampire actually *can* disengage in the end phase.


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 Post subject: Re: Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (
PostPosted: Sun Dec 14, 2014 11:55 am 
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Just to be clear on tha Reavers, applying the Critical hit effects later keeps the first Reaver alive and means that the AMTL cannot lose the ARR, even with double '1'. This in turn means that the Vampire would be destroyed along with any surviving HBs.

While you might have been throwing awful dice, at least this spreads it out a little further. :)

I agree that finding a way to remember critical effects in the end phase is a pain. It really needs different markers to distinguish from shields, damage and normal dice - perhaps additional order dice if you have them?


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 Post subject: Re: Legio Gryphonicus (NetEA v3.23)V’s Biel-Tan Craftworld (
PostPosted: Sun Dec 14, 2014 12:41 pm 
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Last thoughts on the HBs. As the Reavers were side by side, the second Reaver will normally get to support against visible survivors (thus the canny player takes these units as casualties from the assault to minimise this effect). With normal units this is usually inevitable. However as the HBs have First Strike, there is a chance that they can kill the first Reaver and win the assault before support kicks in.

It is this aspect of the current HBs stats that is most troubling. They are supposed to be infantry assassins not Titan killers.


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