Monday, March 13, 2006

The Learning curve...

...And a very steep one at that. I played a few games with my 101st in the last couple weeks. I have found that my units come in about 50% second turn and 50% third turn, and that each 'half' get blown up before the supporting half show up. I've tried to think up ways of solving this problem, and came up with a few. First I am adding a couple of foot slogging sentinel, this are going to stay behind cover most of the game, and at the end try to take objectives. The main reason for these fellows is to equip them with improved comms, which will allow me to re roll two reserve rolls a turn. Secondly more versatility, I find that my squad with lascannon lands in front of a huge squad of guardians, while my heavybolter squad lands informs of a falcon...Not very helpful! So to help counter this I am equipping each squad with a vet with a bolter, a grenade launcher and a missile launcher. This way if the squad survives the initial drop they may be able to hold there own. I also equipped the command squads with 4 special weapons, 4 flamers, 4 meltas ect. To add a punch to this squads.

Doctrines, as my army are an airborne division, the DropTroops doctrine was the first for obvious reasons. The other four I had to think about. I decided on, special weapons teams, iron discipline, sharshooters, and armor. As each unit could possible be operating by them selves for several turns(randomized deepstrikes), I needed each to be able to stand as long as possible. So each doctrine represents that. Iron diciplan will insure the unit doesnt run away as often, with pretty much no where to run to, this shows there fight to the last man, alamo stlye situation. Sharpshooters was taking because of the extra trainning the airbourn units would have going threw, learing to drop from the sky, and most likly us there weapons effectivly. Then I choose armor so that the units may stay around a little longer, and that they still get a save from rapid firing bolters, and small arms fire. This represents the extra equipment they would carry because they would be alone for so long. I took special weapons teams because of the 2melta guns + satchel charge array. This unit will hopefully bring devastation to units of tanks and infantry alike, so basically this guys are my forlorn hope type units. This brings my base cost to about 9 points each with out upgrades, hopefully this will pay of.

See ya latter!

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