mouse
New Member
Posts: 18
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Post by mouse on Dec 12, 2014 23:12:13 GMT
OK So I looking at my unit cards... I really like the artillery company (90pts), but it needs some fodder so I add a Regult Support squad to it (35pts). Needing some leadership, I add a Scout Regult support card (15pts), and a Glaug Special card to my Squadron (20pts). Two support and one special are added to one core force card (I think thats legal) My squad is now 160 pts. It's worth 2 UEDF squadrons (they range from 60-80). Do I get to move my whole squadron and shoot them as a single move. Seems kind of awesome. Assuming this was a one squad vs. 2 squad game, and my Bitchin' Camero Zentradi force won the first turn of initiative, could I use the rule on page 14 and pass an activation. That way the other other side hopefully wanders closer. When we are at that key point in the middle of the game where initiative is crucial (and I win), and I get to move my whole team and shoot with them. It seems a bit powerful. Is this right. Does anyone have any thoughts.
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Post by kyrolon on Dec 12, 2014 23:32:28 GMT
That's correct, but there are up sides to having more, smaller units. Reactive movements can let you keep some elements hidden and then choose the time and place of attack. Also remember that a typical game is twice the size of your big squadron. There's no guarantee that you can get all of your squadron in range and LOS of a single target either.
All in all, it's a balancing act with pros and cons on both sides.
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Post by kyron23 on Feb 12, 2015 2:26:59 GMT
Ive built 4 squadrons for 520 points each army. Run 4 shakedown battles and UEDF wins every time. Getting very frustrated with the amount of MDC the humans can absorb. Is this math fixed? Really wanting to love this game but it seems too rigged in UEDF's favor.
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Post by captkaruthors on Feb 13, 2015 16:47:10 GMT
The Zentraedi have a different learning curve..and their units are bigger ..so you have fewer units to activate generally. However, clever use of focus fire and artillery pods can make short work of RDF stuff. Certain Special characters help too. I've found that the most flexible core card to start with is the Recon Battle Group (or whatever it's called)..because it starts you off with a Glaug and Recon pod and some fodder as a base. Then adding 6 more pods and 2 artillery pods gives your unit some solid fire power but also contributes to the command pool..which I feel the zentraedi need to achieve their goals early in the game. Practice more with them and you'll see some crazy combos occurring with what the Glaug can do..the recon pod's special abilities and the general game play of positioning your pieces.
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Grendal
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Posts: 32
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Post by Grendal on Feb 16, 2015 21:13:20 GMT
Just keep in mind that (as far as I read) there is no 'unit cohesion' rule. IE you can have a much distance between units as you like, so you can take the 20 modal Zent force and split them into smaller squads, just remember they activate all together as one big unit.
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Post by Thorfinn on Feb 17, 2015 12:38:25 GMT
Exactly true.
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brian
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Posts: 91
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Post by brian on Feb 17, 2015 16:52:33 GMT
Ive built 4 squadrons for 520 points each army. Run 4 shakedown battles and UEDF wins every time. Getting very frustrated with the amount of MDC the humans can absorb. Is this math fixed? Really wanting to love this game but it seems too rigged in UEDF's favor. I'm way behind on building my stuff, and haven't played anything near 520 points. But I will say, there could be several issues with a game of that size. First, you're still missing a lot of the good Zentraedi stuff. When Female Power Armor hits the board, a lot of the strategies and tactics that are used in the game will change. I'm not sure if the Battlepod swarm is the most effective build for them, particularly at that point level. Second, I think with Battlepod swarm, you may want to focus on getting as many squadrons as possible, not on maintaining an even number against the UEDF. Building 4 squadrons for each may leave the Zents at a disadvantage. You get your command points by having lots of Glaugs. I don't have my cards with me right now, but at 520 you should be able to have, what, 7 squadrons of the recon group? That's 56 command points, 35 from the Glaugs and 21 from the recon pods. The best the UEDF could hope for would be maybe 40 points. Now you might not have the figures to build 7 recon squads, but I think that's probably the best value for your points.
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