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![[Post New]](/s/i/i.gif) 2009/09/11 19:03:30
Subject: Red Blok army, versus Cogs
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Fresh-Faced New User
Ann Arbor, MI
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I have an upcomming game versus Cogs and I was thinking Red Blok might be a good opponent against them.
I like the high armor values of the AFVs. The Hunters, one of the Cogs main anti-AFV units, can't even touch the Dotch Yaga, and they need a 6 to damage a Type 2 Red Blok AFV.
Anyway, I get 3800 points to work with. I don't know the scenario yet, or the Active/Resevre split, so this is likely to change, but here's what I have so far:
FrontLine
- Dragonov Groupa S
- Dragonov Groupa S
- Krasnye Groupa G
- Krasnye Groupa G
- 3 Strielitz Kolossus
- 3 RPG Kolossus - Sgt.
- Hussar - Sgt.
- Urod - Odin & Mannon
- Dotch Yaga - Lt.
- Dotch Yaga - Lt.
He is going to have at least one Vandal, and I suspect he may go A-Volution and have a unit of 2 Vandals.
I wanted to take a few things with indirect fire. Grounding Cogs is always a good thing.
Two type 3 and two type 2 Striders should be able to hold capture points pretty decently. I figure one Kolossus unit plus some support units can make up the reserves, and then the Support units will be quick to pull out as the RP comes in.
So is this a decent Red Blok army, or should I be taking groups of 12 Krasny and 9 Dragonovs, and really throwing mass numbers at him? I leaned away from that due to the sheer number of bullets that are likely to fly my way, and the sheer number of hits, due to every one of his units rerolling attacks, not to mention armor values of 3 and 4 mean any hits on me are basically an autokill.
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![[Post New]](/s/i/i.gif) 2009/09/11 20:07:36
Subject: Red Blok army, versus Cogs
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Decrepit Dakkanaut
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One thing we learned at GenCon: Cogs can't handle a straight up firefight with Red Blok Infantry swarm. Yes, they can nearly pick up a whole unit a turn, but they can't take it as good as they give when outnumbered, even with their Shields. Remember, you can take almost double the amount of their units, take advantage of that.
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This message was edited 1 time. Last update was at 2009/09/11 20:08:59
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![[Post New]](/s/i/i.gif) 2009/09/11 20:39:20
Subject: Re:Red Blok army, versus Cogs
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Fresh-Faced New User
Ann Arbor, MI
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That's interesting... just swarm him with sheer numbers. Could be fun.
How did the Yaga do against them? I'm thinking if I can burn down his Vandal(s) quick enough, and at least ground anyone with Jammers, then the Yaga(s) will have free run of the board and the ability to capture objectives.
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![[Post New]](/s/i/i.gif) 2009/09/11 22:32:47
Subject: Re:Red Blok army, versus Cogs
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Decrepit Dakkanaut
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Wyrd_One wrote:That's interesting... just swarm him with sheer numbers. Could be fun. How did the Yaga do against them? I'm thinking if I can burn down his Vandal(s) quick enough, and at least ground anyone with Jammers, then the Yaga(s) will have free run of the board and the ability to capture objectives. Yagas do well, but the Vandal is superior to the Yaga(can hold objectives regardless of faction, 2 shot Mortar w/ re-roll, can self-repair). If he's bringing 2 Vandals, they can and will shred a single Yaga faster than you can shred a single Vandal with 2 Yagas. I know the Yaga is nice, but I'd rate 2 Urods higher vs Dual Vandal squad. In box on box demos, the Yaga tended to take more abuse and went down more often than Urod did(repairing 2 points a turn is exceptionally nice). Oh, a few things we learned at GenCon that apparently quite a few people(even us Sentinels) were doing wrong: Medics have to actually take damage, not just an impact, to not be able to use their ability. Heroes don't get Grounded whilst their unit is alive.
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This message was edited 2 times. Last update was at 2009/09/11 22:33:54
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![[Post New]](/s/i/i.gif) 2009/09/12 00:00:17
Subject: Re:Red Blok army, versus Cogs
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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Wyrd_One wrote:That's interesting... just swarm him with sheer numbers. Could be fun.
How did the Yaga do against them? I'm thinking if I can burn down his Vandal(s) quick enough, and at least ground anyone with Jammers, then the Yaga(s) will have free run of the board and the ability to capture objectives.
I copncur, the first thing through my head when I saw the title was, take a horde. This doesnt necessaryily mean an infantry based faction, my Red Blok army is effectively Frontline only, but in two platoons (the minimum) you can still have 24 basic commies and other things besides.
Forget groupas, yes they are very nice but Dragonovs have all those nice specialists to use, besides Cogs cant miss and have too many quality shots so your low number squads are going to die.
Put your faith in:
Krasny in squads of twelve
Dragonovs in squads of nine
Stelitz Kolossus, the cheapest giving you a good price for a wall of AV12.
RPG kolossus, if you need to.
* vehicles, they need not all be Sierps.
I think taking the heavier vehicles is a mistake, the Cogs have jammers everywhere and the odd heavy gun too. But jammers do noting to kolossus and Cogs are otherwise rather short of high S guns.
Take a Krasny/Kolossus swarm with other units on the side, no groupas and notihng heavier than a * vehicle if you can help it. Then swarm the decedant alien capitalist scum.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2009/09/16 19:30:37
Subject: Re:Red Blok army, versus Cogs
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Fresh-Faced New User
Ann Arbor, MI
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Thank you for the advice all.
I don't know the scenario we're playing yet, which makes forming my company a little tougher, but it's going to have a couple VP locations and I was trying out a few army ideas to take advantage of that. I'm currently into the transports and made up the army below to use them.
What do you think of this setup:
GenCol
- 3 Dragonov Groupa S
- 12 Krasny Soldaty w/Grenade launchers
- 12 Krasny Soldaty w/Grenade launchers
- 9 Dragonov Kommandos w/Snipers
- 9 Dragonov Kommandos w/Snipers
- 3 Strielitz Kolossus - Sgt.
- 3 Strielitz Kolossus - Sgt.
- BTR-5 Soundounk
- BTR-5 Soundounk
- Urod - Odin & Mannon
- Dotch Yaga
I know I'm not taking advantage of the GenCol advantage, but the platoon pattern is nice and doesn't have the downsides the other patterns have.
The table we play on is 110 cm across by 90 cm long. We face each other across the 90 cm distance.
The idea would be to have the Kolossus units in the transports at the start of the game. They would rush out 30 cm and go on overwatch. Next round the Kolossus would pile out and hopefully be within capture range of the VP locations, which I imagine will be right between us, or 45 cm from the edge of the board. Having 3 flamer shots and 3 grenade launcher shots parked at each VP location should be a good deterrant, not to mention the 6 Machine gun shots from the transports standing by. They should hopefully hold down the fort while the Soldaty make their way up.
My opponent hates snipers and seems to persue them at all costs. With 3 units of 3 snipers out there he'll have to choose to focus fire them down, or worry about the guys getting VP. The Dotch and Urod will hopefully keep his Vandal(s) busy for awhile, or can take out any type 1s he's taken pretty quickly.
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![[Post New]](/s/i/i.gif) 2009/09/16 19:43:11
Subject: Red Blok army, versus Cogs
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Shas'la with Pulse Carbine
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All you really need are mortars and a Yoga. The mortars will take care of any threat to your Yoga except the Vandal. The vandal really isn't going to do much to your yoga, especially if you have a mechanic nearby to repair the 1 wound the vandal may do.
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![[Post New]](/s/i/i.gif) 2009/09/18 17:16:50
Subject: Re:Red Blok army, versus Cogs
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Fresh-Faced New User
Ann Arbor, MI
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Looking back at that GenCol list I realized it has almost no capability to deal with AFVs.
Anyway, I got more details, including which scenario we're doing and my point cost splits.
The Mission is "Warehouse Bash" at this address:
http://www.at-43.co.uk/at43uktournamentmissions.html
We're going to add 15-20 cm onto both our table edges so the mission map will be in the middle of the table we play on. The center-most container will be right about at the 45 cm mark from both edges.
My point spread is 2585 AP Active and 1215 AP in Reserves (with 50 AP wiggle room).
Given all that I whipped up the following army:
GenCol
Active
- 9 Dragonov Kommandos w/Snipers
- 9 Dragonov Kommandos w/Snipers
- 3 Dragomirov Kolossus - Sgt.
- BTR-5 Soundounk
- Urod
- Dotch Yaga
Reinforcements
- 3 KrasnyeGroupa G - 75 A.P.
- 3 Krasnye Groupa G - 75 A.P.
- 3 Krasnye Groupa R - 150 A.P.
- 9 Dragonov Kommandos w/Snipers + MSgt. - 290 A.P.
- 9 Dragonov Kommandos w/ATGauss Rifles - 300 A.P.
- 3 Strielitz Kolossus - 300 A.P.
So the idea is to drive the Dragomirov Kolossus up to the container, drop point, and other container just to the right of center, where they'll take cover and hopefully end up controlling all 3.
Each container is 150 R.P. so I tried to take reinforcements that were 150 or 300 points. I like that the Groupa G's are 75 each, that means for a single container I can get 2 of them out.
The best thing is the drop points are right on top of the control points, which is great for the RB terrible weapon range... and Red Block Type 3 soldiers can drop in, move 20 CM and shoot, and the one type 3 Inf. with flamers and grenade launchers is exactly 300 AP. Perfect.
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![[Post New]](/s/i/i.gif) 2009/09/28 20:00:03
Subject: Re:Red Blok army, versus Cogs
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Fresh-Faced New User
Ann Arbor, MI
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We shifted the points around a little bit more and I ended up with the same list as below, except I could now fit Lt. Dragomira into the active list, and lost my Groupa R from the Reinforcements.
I ended up winning the game on numbers alone.
He did take 2 Vandals, though in separate units. He as also T-Regulators, so he had T-27 and could allocate my damage anywhere he liked. Due to his 2 Vandals he didn't have much else on the board.
My transport actually did a great job. It rushed my Draomirovs up to the center container and put 4 bodies on it to his 2 Vandals, which also rushed up the middle of the board. He hadn't expected that. Dropping the Strielitz Kolossus out of the drop point and immediately moving 20 cm and shooting flamers and grenade launchers hurt him pretty badly too.
Urod also survived many bad attack rolls and always went first to heal himself up. At one point he had only 1 wound remaining in each location. It wasn't until his Jammer support unit came out that Urod finally died. The turn after that my Dotch went on a rampage killing the jammer support unit and also landing all 5 shots on an already wounded Vandal and doing 10 damage, killing it off.
At the end of the game, 4 rounds, I had 36 VP to his 18.
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