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Imps V Chaos

 Post subject: Imps V Chaos
PostPosted: Fri Apr 23, 2004 9:51 pm 
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Location: Epworth, near Doncaster, UK
Well i had a battle agaisnt a Chaos fleet.....

and i lost terribly :blush:

It started off pretty good for me in the first 3 turns waiting till i was at pretty much at point blank range before launching my torps and crippling 2 ships in the Process

Manged to directly hit a nova cannon but rolled a 2!!! damn my luck

everything started to go wrong after i passed througth his line. Now whoever it was who told me i didn't have a enougth escorts i now belive and totaly understand their point. I lost my Overlord, 1 lunar and the other crippled to his Slaughter and 2 squadrons of Idoletors!!!

With my main frontline combat ships out of action i was brought down to my knees with only gothic crusier, a dictater and Mars left. Which lets face it are hardly gonna win me the battle by themselves.

Anyway the bane of my life are now critcal hits after taking 9 of them on my Gothic by the end of the turn. (3 of them from Guns the rest from Dreadclaws) by the end of that turn i think the only thing working on that ship was the toilets :oo

Knowing i had been defeated i accepted it and disengaged from combat.

Well at least i got 3 of his ships of his ships  :D  (they were escorts :L )

Anyone got any advice on how to win next time?

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 Post subject: Imps V Chaos
PostPosted: Fri Apr 23, 2004 11:07 pm 
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if you tell us how were the fleets in the end and how you got so wacked with more detail with a short turn by turn movement and consequences, like a mini report (or a comprehensive report that you can submit to Warp rift, hint hint ;)) we might be able to point out a better analysis.

Regards,

Xavi

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 Post subject: Imps V Chaos
PostPosted: Sat Apr 24, 2004 1:24 pm 
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Location: Norton Canes, Cannock, Staffs, UK
Escorts, escorts, and more escorts!!!!

:;):

Try asking your opponent for another game.  Ask if he can use the same list, and that you will now try a list with more escorts.  This will be the best way to see what difference they would make.

As a rule of thumb, I go for 4 escorts percrioser minimum.

In the BFG game I had the other day (Eldar V Necrons - I'm wont go into detail as I'm writing u a report for CS to see if he wants it for warp rift.) I used 1 cruiser and 13 escorts.

It was a 1000pt match, so I could have squeezed more cruisers in.  However, I just find escorts far more destructive.  Especially Eldar escorts.

For Imperial I wouldn't go this mad, but the 4 to 1 rule should be about right.


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 Post subject: Imps V Chaos
PostPosted: Sat Apr 24, 2004 4:36 pm 
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Man, but you are talking about the best escorts in the game! The IN escorts are way worse than that, even if they are a definitive asset that MUST be used. The low range of the IN cruisers means that the escorts have more range in practical terms since they can move and shot, having their efective weapon range almost doubled. This means that they are the long range weapons of the IN. They are also more manoeuverable than cruisers.

On the other hand they are very fragile. Eldars compensate this with their high mobility, but the IN escorts do not have the same advantages, so you still need cruisers to form a potent line of battle. Escorts are a must, though. I am not as extremist as Shadow Hunter in my use of escorts, but 2-3 escorts per cruiser are usually in my fleets (3-5 cruisers, usually 4, and 12 escorts or so, formed into 3 escuadrons)

Regards,

Xavi

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 Post subject: Imps V Chaos
PostPosted: Mon Apr 26, 2004 1:03 pm 
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I think that you just learnt an important lesson from this battle. Imperial ships are very tough head on, with their front armour, but as soon as Chaos gets around the sides or round the back, there are problems. I would build up your fleet into two waves, the first to soften up the Chaos vessels and take as many ships down to critical damage quickly so that when they pass through they are firing reduced batteries and are weakened for the second line to hit them hard. Also, get your torpedoes off at the right moment, even if it is just to cause the enemy to hestitate, take the long way around for an extra turn or 'jink' to slow them down. An extra turn of firing is worth it.

You need to protect your flanks with Light Cruisers or asteroids. Yes, Escorts are very important, but in the Imperial fleet they work best as assassins, hunting down important enemy vessels such as the Styx, often working well with a few Swords paired with a torpedo Dauntless.

Any more details of this battle (and for Warp Rift  :D )?

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