Elessar wrote:^ *Shameless plug* Glad you feel the same about it...have you read my "How Not To Play Planetstrike" Article?
just read the article. it does a good job of getting peoples heads in the right space before they try to play it.
As you point out in the article, the game is breakable. Figure out where the line is if you have a mind for game balance, and then don't cross it. If you don't have a mind for game balance and therefore can't find the line, then you should probably read Elessar's article and follow his steps to organize a game.
I will disagree with you on a few points. I believe that if you can find that line in table set up, and honorably respect it, then i think for the rest of the game you can take the kid gloves off. List ARE chosen before mission, and that keeps you honest. using the breakout in the main rulebook titled 'A Note on Secrecy' it is up to the discretion of the players whether or not (and in fact when) lists are shared. We've played twice with closed lists and i think I'll be requesting open lists prior to stratagem selection. there are stratagems that are completely useless against certain armies. Had I taken krak traps in my first game against eldar, I would have burned a stratagem point. Which isn't fun for either player. When playing against an army that is clearly starting entirely in reserve as a defender (like demons) buying extra firestorms would be a waste of points.
IMO, there are 3 advantages for each role, and they need to cross cancel each other. making sure this is working is key to being able to as cut throat as possible.
Attacker advantage - firestorm
Defender advantage - automated weapons
I have found that you need at least 5 bastions and 5 quad-cannons to mitigate the standard
D6 firestorms.
Attacker advantage - more deep striking, deep strike charging
Defender advantage - deployment of all troops anywhere on the board, your reserves come from many edges.
Note that this isn't terrain, but simply deploying your models in and around the objectives. that carries a huge advantage for obvious reasons.
AS huge an advantage as deep strike charging.
Attacker advantage - tie goes to the attacker on an objective.
Defender advantage - gets to set up terrain.
As you might be able to see, this pairing is leaning heavily to defender advantage. Finding the line of terrain set up is indeed important. Because if you do anything drastic, you are going to win.
If those balances cross cancel, then you can go for the throat. if you have a trusted, regular opponent.
I'm only two games in though. we will see if I'm singing the same song in a month or two