A very enthusiatic post from Wolfen but tactically problematical.
Wolfen wrote:Indeed... it is very useful...
you mean expensive
Wolfen wrote:and I repeat imagine 4 Dragomirov+ Dragomira... in the drop point, in front of your units
and in front of your opponent, and as in a drop point likely out of cover, most drop points are exposed such as landng pads etc. Thats a giftwrapped 500+ victory points right there. Christmas comes a few days early.
Wolfen wrote:... shooting 10 rockets with rerolls.... uhhh scary....
not as scary as the return fire
Wolfen wrote:and if there is infantry is like 15 shots + re roll... spooky
yes concentrated fire helps for both weapons
Wolfen wrote:I dont remember if drop point count as moving though... but you can drop them in the last activation,
your last activation, but with so many points tied up in one unit and many other Red Blok units being overpriced the chances are the Dragomirov will not be the last units to move that turn. Expect to be outnumbered.
Wolfen wrote:AND activating them as first unit in the following turn...
with the +3
LP you do have a good chance of contesting the inititive next turn, but you need to get that to avoid losing the lot to an opportunistic Bane Golaith or Steel
Tac Arm squad. You also need to pick a time when you are not wanting to go first to get to shoot first with yet another unit. All this means you have to time this not to coordinate wih exposing another vulnerable unit. Not good as you generally need to mass expose and suck up the casualties with Kolossus.
To answer you though Blitz works whether you drop in or enter on a board edge, you still get the free move regardless. Drop plus 20cm will get you in range even with Blok problems.
I do like Kolossus because of their Sovietesque 'style' and am ready to forgive thier faults, but Dragomirov are
IMHO a carrier for Dragomira who is best not exposed to too much combat at one moment. You dont want to hold her back to drop, you need her on the board covering and boosting
LP with the commander unit right from the beginning. The mixed weapontry helps because Dragomirov are defensive, you bring them on for the
LP bonus, sitting on one of your objectives at the back claiming
RP also. Technically at least the suits armamemt will pose a problem to whatever the enemy comes at you with to contest the objective.
The other suits are better for offensive operations as they are anti armour and anti light infantry espectively, you drop them in on drop zones seized by your infantry. Stelitz are the best Kolossus because they are not overpriced, you can afford to throw them forward, also the flamers really help, but unlike Spetsnaz are not limited to [25] entirely, and also cost a whole lot less.
RPG can be useful but are a glass cannon that has to get real close to something nasty, which is likley to vapourise the unit with return fire.
My Dragomirov are to make up the numbers - its nice to have a 'machine gun' armed Kolossus, it feels right. However they are definately a sit back unit.
Now if you are one of those players who only plays on 2' boards you might find some mileage. But that is an 'idea' designed to paste over Red Bloks weakness and make everyone elses firepower hit on 1+ or 2+, thus eliminating variables in firepower accuracy for everyone else almost entirely.