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Post by Galahad on Dec 2, 2014 5:08:37 GMT
I'll just preface this by saying I'm limiting myself to Wave 1 Battlecry here so that I can make a list I think most of us will be able to use. That said, Wave 1 Battlecry SUCKS for Zentradi since you just get basically 2x the starter box and some missile pods, all the cool stuff is in wave 2, that said, we make due.
This first list is what I call "Out of the Box" it's just assembling all the models given in the way they were given so only 4 artillery pods. The second list assumes you went and did some creative kitbashing to make up some spare weapon stems for the heavy missiles and went and modified some spare regults to swap out their laser beanies for heavy weapon beanies.
300 Out of the Box
Attrition Squad (150) 1x Glaug 12x Regults -Veteran Warriors 2x Light Missile Pods 1x Recovery Pod
Attrition Squad (150) 1x Glaug 12x Regults -Veteran Warriors 2x Light Missile Pods 1x Recovery Pod
Boring, but workable. 2 Squads, 32 Mecha, 16 Command Points
300 Creative Kitbashing
Attrition Squad (115) 1x Glaug 12x Regults 1x Recovery Pod 2x Cannon Regults
Recon Squad (95) 1x Glaug 6x Regults 1x Recon Pod 1x Recovery Pod 2x Cannon Regults
Artillery Squad (90) 4x Light Missile Pods 2x Heavy Missile Pods
The recon pod from the recon squad would end up moving to join the overpriced Artillery squad.
3 Squads, 34 Mecha, 25 Command Points
Just summing out a few mecha makes for a much more dynamic force. Less disposable bodies, sure, but you can lay down a bigger hurt and generate a hell of a lot more command points
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Ralt
New Member
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Post by Ralt on Apr 6, 2015 1:24:16 GMT
Have you had a good result with either of these lists? I understand that the options in Wave 1 are quite limiting. Having played my first game with ~120 points of Zentraedi last night, we were wiped out in three turns by Veritechs using missiles. It was very much one-sided play - even concentrating fire on a single Veritech didn't manage to dispatch it. Lord Khyron is most displeased with my performance. I fear that I'm on borrowed time.
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Post by CappenVerra on Apr 6, 2015 16:43:04 GMT
Have you had a good result with either of these lists? I understand that the options in Wave 1 are quite limiting. Having played my first game with ~120 points of Zentraedi last night, we were wiped out in three turns by Veritechs using missiles. It was very much one-sided play - even concentrating fire on a single Veritech didn't manage to dispatch it.
Don't get discouraged. I've had lots of success with the Zents. Even with only battlepods from Wave 1 the ability to respawn provided by the Regults can be very overpowering. Use the battlepods to soak up the Veritech missiles, bringing them back as an endless meat shield. Grell hiding behind cover, with an attack squad out in front, does this admirably.
After about 3 or 4 rounds, the veritechs do a lot less damage once they run out of missiles. Then you move in for the kill. Khyron would approve.
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Ralt
New Member
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Post by Ralt on Apr 12, 2015 0:14:06 GMT
Have you had a good result with either of these lists? I understand that the options in Wave 1 are quite limiting. Having played my first game with ~120 points of Zentraedi last night, we were wiped out in three turns by Veritechs using missiles. It was very much one-sided play - even concentrating fire on a single Veritech didn't manage to dispatch it.
Don't get discouraged. I've had lots of success with the Zents. Even with only battlepods from Wave 1 the ability to respawn provided by the Regults can be very overpowering. Use the battlepods to soak up the Veritech missiles, bringing them back as an endless meat shield. Grell hiding behind cover, with an attack squad out in front, does this admirably.
After about 3 or 4 rounds, the veritechs do a lot less damage once they run out of missiles. Then you move in for the kill. Khyron would approve.
Thanks Cappenverra, I haven't quite got my head around how to survive the game playing Zentraedi. A simple ~100 point game with a Regult Attack Squadron on one side and a Valkyrie Squadron on the other would see the Valkyrie Squadron shoot off 12 missiles (3 each x 4 Valkyries) - let's assume they hit and kill 2/3 of the time (I'm making this up - don't have the rulebook beside me to check the probability) - is going to kill 8 Battlepods before they run out of missiles - and staying in Jet Fighter mode is pretty smart for the Valkyries until they have run out of missiles. Even destroying a single Valkyrie with Battlepods is hard - it requires multiple hits (4 direct hits from the Dual Heavy Particle cannons without the Valkyrie successfully rolling for half damage). I tried concentrating my fire on the Valkyries last game and almost managed to take out one, but the end result was that my entire Zentraedi squad (9 Battlepods plus one Glaug) were wiped out by the Valkyries without taking out a single one of them - all because of missiles and inability to shoot down even one of them. I'm going to try fielding some artillery pods to see if that evens the odds at all. I'm also making up the rest of the Zentraedi Battlecry at the moment so that I can flood the board with Battle Pods (but of course that means the UEPF also has more Valkyries and Destroids). Regarding Reinforcements (aka Respawning), I'll give it some thought. Effectively 8+ of my Battle Pods are going to die from the missiles so how do I either bring those back (via Reinforcements) or do some damage to the Valkyries before they die to weaken them for the next wave..... further thinking required.
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Post by veritechsmasher on Jun 20, 2015 3:11:43 GMT
Fellas, to win with the Zents u need to do a couple of things. First break ur BPods out of formation but don't go wild, something like 2.2 inches. U wanna keep them close enuf so that they all can be brought back by the Glaug/Recovery pod and still get bonus to strike from Scout. Why do this u may ask, well now, when say 8 BPods shoots at a Veritech, the VTech has to burn command points to dodge all hits. U always want them choosing between the chance of dodging and death. If u shoot in formation they can dodge all of ur strikes with one dice roll. Second clean up wounded VTechs with ur Glaug. Spend Command Points at will hopefully by the time he starts shooting the VTechs are out of CPs. That's why the Glaug has so many damaging weapon systems. Oh and remember the Glaugs top cannon is inescapable and overwhelming, which means that with the Glaug having a gunnery of +3 a roll of 2 will hit everything with a 5 defense automatically. If the VTech is in a 1J or better then the scout providing a +1 will still allow ur roll of 2 to hit.
Also don't stop shooting at a VTech until it's dead. A wounded VTech is the same as a full health VTech when they are shooting at u.
Once u are close enuf, close the gap with VTechs and Destroids and get base to base with them, but only do this with 1 BPod at a time that way when u shoot at the Enemy they are only sharing damage with 1 BPod as opposed to multiple. U have to adopt a swarm mentality with the Zents. Keep the pressure up with the BPods and clean up with the Glaugs.
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Deleted
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Post by Deleted on Jun 20, 2015 13:43:28 GMT
Swarms rule, furthermore the smaller the game the better the UEDF odds the larger the game the better the Zent odds, so if your playing Zents in a 120 point game your screwed everytime. not too mention the minimum standard game is like 300 points a side.
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