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Just played a few games with my friend earlier using only units from the RCS, and I feel AXIS is just too overpowered, please correct me if im wrong.
Also I feel Rhino together with The Hammers are just weak, or maybe perhaps Im just using the wrong strategy with that squad.
If you are using only the units from the RCS in a simple "kill-them-all" game, the Allies will indeed have a hard time winning because they lack units with ranged combat abilities. You'll have to use every cover available and try to outmanoever the Axis or you will be gunned down immediately. As soon as you add other allied units to your pool, the Grim Reapers for example, the game becomes much more balanced.
Concerning Rhino and the Hammers, you will have to make use of their Movement value of 2 and their jump ability to get into close combat as soon as possible. Try to attack walkers, squads that can't retaliate or squads that can retaliate with only a few dice. Another option is to add Rhino to the Grim Reapers or Tank Busters so that the squad can use Rhino's Berserk ability in ranged combat.
Dear FFG, please don't stop the Tannhäuser line completely! Maybe just step down the release of new product to two (maybe one) characters per year just to keep players interested. Maybe release mercenary characters that would be useful for every faction thus every player. Maybe release a pack containing all the existing bonus tokens but no miniature. Anything, please!
??! said:
If you are using only the units from the RCS in a simple "kill-them-all" game, the Allies will indeed have a hard time winning because they lack units with ranged combat abilities. You'll have to use every cover available and try to outmanoever the Axis or you will be gunned down immediately. As soon as you add other allied units to your pool, the Grim Reapers for example, the game becomes much more balanced.
Concerning Rhino and the Hammers, you will have to make use of their Movement value of 2 and their jump ability to get into close combat as soon as possible. Try to attack walkers, squads that can't retaliate or squads that can retaliate with only a few dice. Another option is to add Rhino to the Grim Reapers or Tank Busters so that the squad can use Rhino's Berserk ability in ranged combat.
Thanks. In all my games, I always get out-gunned by the AXIS player and I always do not use the "jump" ability. I feel that OZZ will fit nicely with the Grim Reapers. Note to self, must always use the "jump" ability 
Great! All those walkers will definitely increase your army building options!
Dear FFG, please don't stop the Tannhäuser line completely! Maybe just step down the release of new product to two (maybe one) characters per year just to keep players interested. Maybe release mercenary characters that would be useful for every faction thus every player. Maybe release a pack containing all the existing bonus tokens but no miniature. Anything, please!
Since Im a fan of walkers, this is my 300AP Allied Walker heavy build
OZZ
The Priest
Corps Officers
Hell Boys
Grim Reapers
13 Foxtrots
Crack Shots
Steel Rain
Mickey
Rattler
Wildfire
Total AP: 293
What about the even "walker heavier" (Does this even exist in English?) army
OZZ, Priest, Corps Officers, Hellboys, Grim Reapers, Blackhawk, Steel Rain, Rattler, Wildfire, Mickey? It should be 300 points even.
Dear FFG, please don't stop the Tannhäuser line completely! Maybe just step down the release of new product to two (maybe one) characters per year just to keep players interested. Maybe release mercenary characters that would be useful for every faction thus every player. Maybe release a pack containing all the existing bonus tokens but no miniature. Anything, please!
Nice. Was thinking about that since I got Blackhawk lying around :)
??! said:
What about the even "walker heavier" (Does this even exist in English?) army
OZZ, Priest, Corps Officers, Hellboys, Grim Reapers, Blackhawk, Steel Rain, Rattler, Wildfire, Mickey? It should be 300 points even.
| Page 2 of 2 (23 messages) | « First page... 1 2 |