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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Using the sample rosters provided and my 40k miniatures as stand-ins.

I played the religious wackos, my buddy played robocorp. (I'll get the names eventually.) I ended up creaming him about 16-6, but we had a good time.

Couple of questions:

What's the point of (non-scouting) reserves? He kept a couple of people in reserves (a sniper drone and a warmech) and it seemed to bite him in the ass.
Do you typically take more command than is given in the sample rosters? The CP allotment seemed very limiting.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA

 JNAProductions wrote:
Using the sample rosters provided and my 40k miniatures as stand-ins.

I played the religious wackos, my buddy played robocorp. (I'll get the names eventually.) I ended up creaming him about 16-6, but we had a good time.

Couple of questions:

What's the point of (non-scouting) reserves? He kept a couple of people in reserves (a sniper drone and a warmech) and it seemed to bite him in the ass.
Do you typically take more command than is given in the sample rosters? The CP allotment seemed very limiting.



The only reasons I can think of you'd want to start units in reserve are:

1) If a reserve unit has the scout ability, they can come on from the side of the board, which can be really handy to grab certain objectives or to be able to shoot any enemy unit in its rear arc immediately.

2) If a reserve unit is 'mobile', then it doesn't benefit from standing and shooting anyway, so it can 'dash' onto the table from reserve and fire at full strength...meaning not only is it protected from enemy fire by being off the table until it activates, but it can also come into play where you need it. And of course the fact that most of the 'mobile' units also have the scout ability means you have even more options of where to bring them on.

3) If you're playing a bigger game (where you have lots of units in your force) it can make some tactical sense for the defender to hold back a few units (especially mobile ones) to see where the attacker sets up his units first before committing all your units onto the table.

4) If you're playing a mission where its all about killing units (instead of holding objective markers), you may want to hold off bringing on units you think will be easy for the enemy to destroy, so you can make sure you put them in a location where they're not going to be in much danger.


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The Epirians are able to generate quite a few more CPs than the Karists, both through slightly cheaper command models & because their faction objective allows them to generate extra CPs. This is intentional and is one of the ways that the Epirians can match the Karists through careful use of their extra CPs. Also with such a lopsided route, I'm guessing you only made it to turn 3, but when the game gets to turns 4 & 5, you obviously are getting a lot more CPs each turn as well.

In a standard 120 point game, you can squeeze in some additional CP generating models if you want, but especially for the Karists, it is (intentionally) pretty painful to do so. Down the road we will have some cheaper 'command (1)' options available for those players who want to get more CPs into their force without spending quite so many points to do so.



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in us
Humming Great Unclean One of Nurgle





In My Lab

It went to turn 5, actually.

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
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