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Post by kaydubbaudriver on Jul 20, 2015 23:21:09 GMT
So I have only played a few games at this point but I wanted to double check on this, see if there is something I'm missing.
The Glaug is the key to the current Zen forces with the reinforcement rules. So what is keeping the UEDF player from alpha striking him turn one? Got it, I can hide behind cover when available and such, but I want to make sure I understand the following concepts.
Cover/ close formation. If he is behind a layer of pods, the LOS from the opponent is broken, correct?
If LOS is established, the damage can be split with another member of the close formation.
The damage split can still be mitigated by a "roll with the impact" expenditure.
I guess what I'm getting at is what is the right tactic for the Glaug? Obviously keep him back for the first few turns to enable reinforcement employment but is there anything else I'm missing? Thanks.
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Deus
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Posts: 24
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Post by Deus on Jul 21, 2015 0:37:45 GMT
Yeah, I noticed that too. I am only speaking from theorycraft and not really any experience, so take what I say with all the appropriate grains of salt.
I think that being that they are critical to your army's success, I think keeping them hidden from as much combat as is possible is the key. I think first I'll answer your questions to the best of my ability:
Cover/close formation - I think that the key here is the "true" LOS that the game uses. So, with the glaug being much larger than the blocking regults, I think this will be difficult. However, in principal this isn't incorrect if you are able to place the regults in front such that they 'actually' block LOS to the Glaug, then you wouldn't be able to target it. Simply placing them in front, however, likely won't be sufficient to block LOS otherwise.
Damage splitting - Yes, I think this is one of your key tools in diverting damage away from the glaugs. I think keeping 'ablative' regults around the glaugs will help with this damage mitigation.
Roll with Impact - I believe that you can, in fact, use both in this regard. So, first splitting the damage, then what damage is left over then can be cut in half with 'roll with impact'.
I would think it's pretty key to ensure that you save sufficient command points specifically for dodging and rolling with impacts until it's that specific time to strike. That way you keep your glaugs alive as long as possible allowing for reinforcements, then when the moment is best in your favor you strike and strike hard with your forces that are remaining (and reinforced) to deal the killing blow.
Again, that works well on paper and in my head. But, in reality it might well be far off and not work nearly as well. I hope, though, that it's some food for thought!
Happy Gaming!
-Deus-
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brian
New Member
Posts: 91
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Post by brian on Jul 21, 2015 19:51:38 GMT
I've played a bit, but not lately. It's been 3 or 4 months since I've had time to get in a game. So filter my response and advice through that lens.
1st, Glaugs have a high Def. They've got a 7, so that means they're hard to hit.
2nd, you can increase that by keeping them in cover. Soft cover gives the enemy a -1 to hit, hard cover a -2. That gives your Glaug an effective Def of 8 or 9 (not exactly, because it's a minus to hit, which matters when you dodge). Your battle pods count as hard cover.
3rd, you have anti-missile missiles, which will shoot down an enemy's missiles on a 4+.
4th, you can dodge. You've got a piloting of 3, and hopefully you'll be dodging guys who are shooting at -2 because of cover. Now they'll have still hit a 7 (otherwise you don't have to dodge), so you'll be needing probably a 4+.
5th, spread damage to battle pods. That's a free way to avoid damage to your Glaug, no roll required. Screw those guys, they're there to die for you.
6th, roll with the blow. This will reduce the amount of damage you take by half.
In the end, I'd recommend saving one of your command points each round to bring back battle pods. The rest are there to keep that Glaug alive. Sometimes you may want to spend some to let him unload a lot of weapons, but I'd keep at least two or three each turn so that he doesn't die.
You can't make him completely invulnerable, but you can make him one tough son of a gun to kill off.
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Post by kaydubbaudriver on Jul 21, 2015 22:46:52 GMT
....Your battle pods count as hard cover. This is interesting. I didn't interpret the rules in a way that signified the pods as cover, but rather I looked at them as a LOS blocking item. (I don't have the book in front of me, packing for a move tomorrow). I'll re read and see if maybe I just inferred something that wasn't there. Tracking all the other points, so it looks like I'm on the right track. We only have the box set so our games are pretty small and with only one glaug, it can go pretty quick if the UEDF scores some good, early hits. Thanks.
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Post by technophobe on Jul 22, 2015 10:11:59 GMT
....Your battle pods count as hard cover. This is interesting. I didn't interpret the rules in a way that signified the pods as cover, but rather I looked at them as a LOS blocking item. (I don't have the book in front of me, packing for a move tomorrow). I'll re read and see if maybe I just inferred something that wasn't there. They're both. Pods can block LOS but also act as cover when they don't cover enough of the Gluag to block LOS. The best part is that Pods from the same squad will block LOS and provide cover for the Gluag but not hinder the Gluag when it targets an enemy.
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Grendal
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Megaverse Ambassador
Posts: 32
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Post by Grendal on Aug 4, 2015 16:58:59 GMT
"I've played a bit, but not lately. It's been 3 or 4 months since I've had time to get in a game. So filter my response and advice through that lens.
1st, Glaugs have a high Def. They've got a 7, so that means they're hard to hit.
2nd, you can increase that by keeping them in cover. Soft cover gives the enemy a -1 to hit, hard cover a -2. That gives your Glaug an effective Def of 8 or 9 (not exactly, because it's a minus to hit, which matters when you dodge). Your battle pods count as hard cover.
3rd, you have anti-missile missiles, which will shoot down an enemy's missiles on a 4+.
4th, you can dodge. You've got a piloting of 3, and hopefully you'll be dodging guys who are shooting at -2 because of cover. Now they'll have still hit a 7 (otherwise you don't have to dodge), so you'll be needing probably a 4+.
5th, spread damage to battle pods. That's a free way to avoid damage to your Glaug, no roll required. Screw those guys, they're there to die for you.
6th, roll with the blow. This will reduce the amount of damage you take by half.
In the end, I'd recommend saving one of your command points each round to bring back battle pods. The rest are there to keep that Glaug alive. Sometimes you may want to spend some to let him unload a lot of weapons, but I'd keep at least two or three each turn so that he doesn't die.
You can't make him completely invulnerable, but you can make him one tough son of a gun to kill off."
7th, use a recon pod jamming ability for a -1 to hit!
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