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slainex

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Everything posted by slainex

  1. FFG actually listened to the playerbase and made small adjustments to existing rules for the Hades update. I am especially happy with the additions to the axis rules. 1) GIving grenadiers the option to take grenades ++++ 2) Making laser grenadiers useful again, but at a price ++++ 3) Making radioman teams spot for vehicles +++ 4) A transport for the Axis +++ 5) Fligerfausts with air penetrator? Not sure that is worth 2ap since all flyers so far are vehicle 2 So far so good. I have not read the new battle builder or campaign rules yet so cannot comment. I do hope they will work on fixing the existing battle builder so that it reduces the camping and hiding ftw aspects.
  2. If mission = assassination or kill points and SSU force includes 3 helicopters = auto win unless your opponent also = SSU force that includes 3 helicopters, then roll dice and roflcopter.
  3. Can an aircraft setup inside area terrain i.e. forest, ruined building, river etc. for Fubar deployment?
  4. LannisterCrimson said: slainex said: If I am reading the aircraft rules correctly, an aircraft can move across a corner from your deployment zone and go off-board on one of the side edges on the first turn; then return on the second turn on the far edge and exit on your opponents back edge; and then come back in on the third turn anywhere along your opponents rear edge and drop as many bombs as they have that same turn? Is this magic movement maneuver legal? That is the first idea that came into my mind as well when I read the aircraft rules, and it seems pretty legal to me. Although I think it might be enough to return in the second turn on the far edge of one side and start your bombing run from there, killing whatever is on that flank. The rules and the strategy seem solid, but it would be a pity if EVERYONE would do it this way in the future (especially with aircraft being released for the other factions). I don't like games too much where you are forced to play the mechanics, which in this case would mean to employ all your aircraft on the very edge of your DZ as you described, your opponent does the same, then both players exit all their aircraft on the side in turn 1 just to bomb the smack out of each other in turn 2 or 3. I am not sure the ability to zip in and out of the battlefield at will, having total board control and massive alpha/ first strike capability was intended for aircraft. If this was the case, then you simply cannot play DUST Warfare without aircraft. Some missions would be absolutely pointless if this mechanic was intended. For example, you could put your assassination target in an air transport and be literally invincible (since you can zip in and out the corners) and you could hit your target anywhere on the board with 4 bombs, even if he is hiding in the basement of a building per bomb rules. I am just hoping the designers see the incoming abuse and FAQ this ASAP. I understand FFG needs to sell aircraft and make money but there is a point when the meta breaks the game.
  5. If I am reading the aircraft rules correctly, an aircraft can move across a corner from your deployment zone and go off-board on one of the side edges on the first turn; then return on the second turn on the far edge and exit on your opponents back edge; and then come back in on the third turn anywhere along your opponents rear edge and drop as many bombs as they have that same turn? Is this magic movement maneuver legal? Also, does the bomb attack actually take an action or do you get to move, drop a bomb as part of the move action and then get to another attack action?
  6. The advantage of jump movement and long range is really threefold. Units can launch an attack from behind a wall or inside a building (out of LOS) by jumping over. Their movement cannot be reacted to because of the jump rule and they have a range of 16 inches, which means their attack action cannot be reacted to by the target unit since they will be outside 12 inches. Now comes the best part. If you did not have enough resources during the next phase to suppress said jumping unit from outside 12 inches, they will simply react by jumping straight back out of LOS behind a wall or into a building. At this point, your opponent laughs in your face as he/she gloats and basks in his/her tactical prowess and either a) You say "This game sucks!!" and never play/spend money on DUST ever again or b) Go out and spend $254.60 (shipped) on a brand new spanking Allies army c) Shake your fist in defiance and shout out "Next time I bring out the raging double steel fist Donkey Kong and the petulant goth emo girl with a big gun."
  7. Hopefully the next FAQ from these new people will fix some of he glaring balance issues that have been ignored so far. i.e. Recon Grenadiers having no grenades even as their description clearly states "Grenades and Panzerfausts ensure Recon Grenadiers can deal with a wide range of enemies at close quarters.", Laser Grenadiers (nuff said).
  8. I believe some fast vehicles can move 18 inches.
  9. An overrun is by definition not an "attack action". "When a Vehicle moves through a unit of Soldiers it causes overrun". "Being overrun can cause a unit to be suppressed". The suppression marker(s) are placed as "a Vehicle moves through a unit of Soldiers" as opposed to after the move action is resolved. Combat dice for suppression are rolled as part of the move order during the overrun. At the end of the move order, the unit is suppressed and may not react.
  10. Bravo! its about time somebody else figured out this exploit. Kinda funny when a SSU 11 man blob has a 23 inch threat range and rolls 28 dice vs infantry 2.
  11. If you don't know by now, the Dust dice are notoriously easy to cheat with. If you see someone look at the dice in their palm just before rolling them, or pick up dice from the rolling surface and keep the dice in the same facing before rolling; then they may be cheating intentionally or unintentionally. The probability of getting attackers choice weapon destroyed on Ludwig vs Fireball is less than 3%.
  12. blkdymnd said: Well the biggest thing Devils have over Busters is you can put Devils anywhere you need them. I airdrop a full platoon usually, so 5 units with Action Jackson. Normally have a Combat Platoon to back them up. I am quite drunk right now so I apologize if I offend anyone. If you actually bought 5 units of Red Devils, and played a game with them; it really doesn't matter who won in the end, because the biggest winner is the FFG marketing department.
  13. I guess not many people have had the experience of two fully loaded fireballs air dropped on their flank.
  14. Are these guys seriously going to introduce tournaments with the rules in its current state? They must be desperate to sell miniatures now that they have exhausted the sales of rule books. Better start hoarding Markus, Angela, Rosie and Fireball minis quick so I can make big bucks on EBay.
  15. Congratulations Shadow4ce, your post has pushed the cumulative intelligence level of this forum to a point that allows me to register and post. I was afraid to post on this forum for fear that few will understand what I would post, because they either do not comprehend statistics/ probability/game mechanics or are too blinded by their own fanboism. It is blatantly clear that this game has massive rock, paper, scissors issues. I would rate the DUST warfare rulebook as one of the best, or even the best rulebook I have ever read if only it ended at page 79. Units or combinations of units that are too good for their point cost should not be allowed to exists. Period. The option of taking multiple units of the same underpriced/ overpowered units should be removed. Unit abilities and weapons effectiveness should be proportionate to their costs (UGLS, snipers, Rocket punch, Jump, laser, damage resilient etc.). Angela + Snipers is just one example of the many broken aspects of this game. I would hate to see DUST warfare devolve into on of those games where the outcome of a battle is determined by the list building meta instead of tactical gameplay.
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