|
Post by PB_Zephyr on Jan 18, 2005 22:52:18 GMT -5
I have an idea for a topic, it goes like this. A person gets one squad, one jack(assumed to be undamaged and able to be allocated focus), and one spell (not offensive, just assisting the squad or jack.) The person will type the combination down and then wait for a reply. The replier must make his/her own combination, complete with a strategy, to destroy their opponent. Then someone replies to them with a list to fight the previous combination and so on and so forth.
I will go with a squad of Stormblades, an Ironclad, and how about Electrify on the Ironclad as my spell.
come get some :-P
|
|
|
Post by Zexsudel on Jan 19, 2005 7:30:59 GMT -5
I would use max TFG who stay in sheild wall until i can get 11 inches from the Stormblaes. Then I would charge (6 spd+3 for charge+2 for reach). For a jack I would take a Guardian with its one focus to use Ward of retubituion, so when that storm generator blade hits me I can take some of him down with me. Not to mention I could pitch him maybe.
If I still got a spell I would use holy vigil after each move on the jack. The end.
|
|
|
Post by PB_Zephyr on Jan 19, 2005 14:54:44 GMT -5
Alright, good, I'm glad I gota reply heh.
Ok, Kako's got max Temple Flameguard, a Guardian, and Holy Vigil as a spell.
Who's gonna take him down!?!
|
|
|
Post by Orthosofthecold on Jan 19, 2005 21:25:11 GMT -5
I would take a max IFP squad (with the attachment of course) with blood lust cast on it and a devastator.
I would charge the devastator into the TFG's and push my way into the crowd, I would then proceed to vaporise them with my death rain. Then I would furious charge the guardian with my IFP's (holy vigil shouldnt be a problem with a CMA of 19) I would then use my combined damage of a POW 24 +4d6 attack from my charge and blood lust to attack the guardian, I would have my Kapitan make the attack using his targeted damage ability to start the damage roll at 5 so that even if i roll crappily i would still prolly take out both arms. Then after i have the guardian reduced to scrap it would simply be a matter of mop up on the TFG's.
|
|
|
Post by Zexsudel on Jan 19, 2005 22:35:41 GMT -5
Against that I would have to use max Zealots with unit attachment, making sure I use greater Destiny when I get to charge range of the iron fang. Also would use still use Holy vigil (base def would be 16, 20 is a model dies). Jacks i would have to still go with the guardian for critical pitch. Mentoh jacks without some else to help me them kinda suck.
Anyways 9 firebombs a turn. 'nuff said.
|
|
|
Post by PG_FavoriteChoirBoy on Jan 21, 2005 3:41:00 GMT -5
Im gonna have to say...a squad of Cleansers and a Reckoner..with Blazing Effigy cast on it. I know, I know..Cleansers arent out..but thats what I'd take.
Also, Im not sure Unit Attachments are allowed, guys.
|
|
|
Post by Zexsudel on Jan 21, 2005 7:35:50 GMT -5
[and i think blazing effigy since its a nuke isnt included in the plan for this thread. An attachment better be allowed since they define how some units fuction now. ]
|
|
|
Post by PG_FavoriteChoirBoy on Jan 22, 2005 3:08:32 GMT -5
Blazing Effigy is still just a spell ^_^ and oddly enough, its not an offencive spell. Plus, unit attachments become part of the unit, yes, but they aren't included when you buy the unit.
Mr. Connor, can you clear this up? It seems there are valid points on both ends.
|
|
|
Post by Zexsudel on Jan 22, 2005 16:00:29 GMT -5
its not check OFF but it sole function is offensive :
here from Webster: 1 a : making attack : AGGRESSIVE b : of, relating to, or designed for attack <offensive weapons> c : of or relating to an attempt to score in a game or contest; also : of or relating to a team in possession of the ball or puck
Here we learn the difference of an OFF spell and an offensive spell.
stop trying to power game it by saying attachments arent allowed. You are fuckking trying to use a nuke and say its not an offensive spell.
|
|
|
Post by PG_FavoriteChoirBoy on Jan 23, 2005 0:32:49 GMT -5
I didn't say it couldn't do damage. I just said..oh..what was it? "RTFR"? Theres no check under offencive, therefore, it is not an offencive spell.
Besides, if this is the case, then Mr. Connor violated his own rule with Electrify, because it causes a POW 14 damage when the jack is hit. Knowing Mr. Connor, this isn't a mistake, so Blazing Effigy stands.
Also, I'm not saying I have the final word on unit attachments. All I'm saying is that when you buy a unit, the attachment does not come with it, so its a point of contention.
If I wanted to power game, I'll take a full squad of Long Gunners and a Stormclad with Arcane Shield on it. Let the Long Gunners pick off anyone advancing up the field, and use the Stormclad to shoot/melee anyone who gets close. As the enemy unit closes with the Long Gunners, get a volley or two off, then begin falling back.
Not a tactic I particularly like, but if I wanted to pull a power game, that would be it.
|
|
|
Post by PB_Zephyr on Jan 23, 2005 4:02:35 GMT -5
Ok slowwww down people, I don't want a flame war on my topic. I'll try to set things straight.
When I came up with this topic I did not wish to include unit attachments (if I did, then why wouldn't I have used the stormblade one.) I just think that the topic will flow better without them. Basically you should just be using 2 stat cards heh (one unit, one 'jack)
Oh, and about offensive spells. A lot of spells in the game are used for offensive purposes, such a snipe (which I just used) and are labeled as upkeep spells. I understand that people might misinterpretsome of my hastily written rules to think that only deffensive spells such as arcane shield and blurr can be used. The reason why I said no offensive spells, is that I didn't want anyone to be using spells that needed to be channeled or cast by a caster because then we would have to account for his or her possition.
I appologize for the misunderstandings, It's my fault for not being as clear as a could have been. So just to get us all on the same page: unit attachments = no (just keeps it simpler) and spells = as long as it doesn't target the opponent (i.e. not labeled "OFF")
I hope this helps, my apologies again everyone. Now someone can challenge my list ::hides::
-Squad of ATGM (with snipe(+6")) -Sentinal
I'd be sure to use 3 shocker shells on the reckoner in order to take out the cortex which would prevent any runing or charging problems, while at the same time using thunderbolt rounds to keep it knocked back. The sentinal would be using strafe to keep the cleansers in check. After a good number had gone down my sentinal would change in and engage a bunch of them, I would then use Arcane Inferno to roast 'em (I could use 3 for the inferno and 3 to keep the reckoner knocked back.) After the cleansers had hopefully been taken care of, I would concentrate full power on the reckoner with either detenator rounds or AI (I assume my sentinal will be dead lol.)
|
|
|
Post by PG_FavoriteChoirBoy on Jan 23, 2005 4:11:24 GMT -5
I'd go with a full squad of Deliverers, and a Reckoner with Retribution (a la Kreoss). Deliverers do their thing to the Gunmages, and take shots at the Sentinel. The Reckoner *hopefully* draws fire, lobs shots at:
1: Surviving Gun Mages 2: The Sentinel
..Then gets up close and personal with the Sentinel. I think the results will be...well, you know. Though without a Cortex, things may turn out differently.
|
|
|
Post by Orthosofthecold on Jan 24, 2005 11:57:41 GMT -5
Id take a squad of Widowmakers, and a Juggernaut with that butcher spell that lets you take an attack out of turn if you get hit (forgot name).
Id walk the widowmakers to just within range of your deliverers and plink them off one by one. Then id take my juggernaut and charge your reckoner, id hit you with the fist, then the axe, and when retribution goes off id use the spell to hit you again with the axe, i think 2 hits from the juggys axe should pretty much finish off your reckoner and your deliverers cant shoot what they cant see.
|
|