Ouch...

Turtle

Mongoose
Today we had a big fight between 1000 points of PLA and British EFTF.

My PLA had Two full squads, one squad of just the first fireteam, an IFV, and a Type 99 Tank.

My enemy fielded the challenger 2, and 3 full sections of infantry, and a command section.

We deploy in opposite corners on a 6x4 table. A warehouse sits in the middle and the north and south sides of the table have streets lined with low walls and low debris useable as cover for infantry.

On the second turn after some simple positioning, he uses his command section to give the challenger 3 actions, moving it from behind a wall and fires down the southern street, blowing up my type 99 in one shot, a kill result from the front. He then uses the third action to drive it back to a position on his side where he can use its three actions to move and fire down either street.

With a d10+4, the challenger has a 40% chance of blowing up a PLA tank with a kill value of 11+ on any particular shot. I'm not sure if tanks can take cover, but my PLA tank could sure use the cover to increase its lifespan. Otherwise, I'm religated to using it only as a threat, revealing it to take a first shot at the enemy.

At only 75 points the command section for the EFTF is pretty much a must have in any situation. That's pretty cheap for an extra action, especially if it's used on a unit as powerful as the tank. I can't imagine anyone not taking this unit if you have one available.

With the loss of my main anti armor ability, things go straight downhill. My IFV does a good deal of damage along the northern street and prevents a large scale infantry advance. Meanwhile along the south street my infantry are fighting scattered british fireteams, they do well against the enemy infantry since with their larger numbers and use of cover I easily suppress and kill both the infantry moving along the southern street, and those trying to cut through the center buildings as they pass through a courtyard in the center of the map.

Unfortunately, that damn tank is a constant threat on both sides of the map since with three actions it effectively con move to fire on both the north and south streets on his turn. It mainly hangs out closer to the south street where it pops in and out of cover to inflict horrendous losses on my infantry, which is where I suffer almost all my losses along the southern street.

Also, my PLA rocket launchers are of no help, with a range of only 20" and the way blocked by infantry and constant tank shelling, I can't advance close enough to fire on the tank. Cover doesn't help with the cannon blasting anyone in cover, and anyone standing next to the impact point. Nor does it help that when I finally have a chance to shoot a rocket at the tank, I need a 6 or better to hit and I keep rolling 3s.

My APC can't do much either since it's even weaker than the tank, and one hit from the challenger will probably destroy it. After the initial shots used to stop the early infantry advances along the north street. It must retreat behind a building or else the challenger will pop out and destroy it.

I do well against the infantry, but the tank just keeps inflicting losses. Right around when the game was basically over, I rev up my IFV and ram the challenger inflicting 1 damage through its armor. The challenger fires back, but he rolled a 1. Probably had a bad angle and the round bounced off the top of the apc allowing it to survive one more turn. But, it was destroyed anyway on the next turn.

Overall a fun game. Makes me think I should just keep my PLA tanks hidden until either I know whether tanks can get cover (hull down) and I can get a shot in first.

One change I would like to try out is making the kill value on tanks a bit higher front the front. This'll help make tanks last slightly longer in head to head fights at range, but still very vulnerable to being one shot killed in the side or so. While not entirely realistic, it makes for a bit more satisfying use of tanks. As from what it looks like, tanks seem to explode a lot in the first few rounds of the game.
 
Turtle said:
Overall a fun game. Makes me think I should just keep my PLA tanks hidden until either I know whether tanks can get cover (hull down) and I can get a shot in first.

Tanks can indeed get cover!
 
Ah well in that case, how high does the obstacle have to be for the tank to get cover? 3 or 4 inches? Or can we just eyeball it from the model itself?

I've found that the PLA infantry should not be used on the assault. There's a lot of them, so the temptation is to use them as an advancing element. to soak a lot of losses. The problem is that with no armor, they die quickly. So while you can soak losses with PLA infantry, all those losses taken quickly add up to the shatter limit.

You also really must remember the cover modifiers as PLA and MEA. Make sure to remember that only the rifles get the cover negation ability, not the MGs or other special weapons.

Maybe I should have tried using the massile pile of PLA infantry corpses on the southern street as cover for my type 99. :P

I do realize one problem with my tactics was that I did not use fireteams effectively. I always kept my squads together in order prevent the individual fireteams from being suppressed. But, that really limited the use of my much longer ranged MG. Thinking about it now I should have seperated off the machinegun fireteam in both squads and use its superior range to suppress enemy infantry long the north road. Allowing me to move infantry up the north road and hopefully get in range to fire rockets at the challenger. Heck, advancing behind the APC would be an option too, since I could use its wreckage as LOS blockers to advance farther.

Do fireteams from the same squad block LOS to each other, my thought is yes since they're now seperate units.

Also, just how many weapons does a tank fire on a shooting action?

And most importantly, can any model gain cover from a corner?
 
Re-read the rules on cover - basically, a tank just has to be within cover to get the advantage.

Incidentally, reading your notes on infantry, something to remember - cover maketh the soldier. This is something 40k marine players will take a lot of getting used to in this game, and is an extremely important component. When troops are dashing between cover to gain position is when they are at their most vulnerable, especially if someone has set up a machine gun in a good location. However, infantry in cover can weather a good amount of machine gun fire and heavier weapons too. . .
 
I would also point out the british command squad is normaly only avaliable in 2000 point games, and so the pla would normaly have more points avaliable to take advantage of the cost differnece between the type 99 and challenger...
4 T-99s for every 3 challengers. 8)
 
yeah i was toying with that i did an exsperiment of 4 type 99's v 3 challengers i basicly thought pck on one challenger at a time and hope to get luky, first 3 hit and did their damage as exspected from the side then the frontal hit last tank to shoot got a kill !!!! :( so efectivly the other 3 tanks felt waisted lol.

next turn 2 less type 99s and some smoke !

the type 99 has more fun v the m1a2 but again out classed, the type 99 was designed to utalise cover, and i think t needs it in this game, in such a situation i recon it could do better in an urban enviroment, but 4 type 99's is near 1500 points a think so maybe best to take advantage of the cheap tanks by dropping 1 or 2 for infantry.

already with only a few units this game has life.
 
That's not what Hiromoon's card says. It says:

"Only one Command Section may be purchased for every 2000 points or part of in the army".

So, it's not legal to put several command sections in an army (of any point value) as backups in case the active one dies (or loses its' commander or its radio operator). The rules on the card prohibit getting more than one extra action anyway, but players might "stock up on them" in case one goes down. "2000 points or part of" means to me an army of 1-2000 points.
deniper said:
I would also point out the british command squad is normaly only avaliable in 2000 point games, and so the pla would normaly have more points avaliable to take advantage of the cost differnece between the type 99 and challenger...
4 T-99s for every 3 challengers. 8)
 
docrailgun said:
That's not what Hiromoon's card says. It says:

"Only one Command Section may be purchased for every 2000 points or part of in the army".

So, it's not legal to put several command sections in an army (of any point value) as backups in case the active one dies (or loses its' commander or its radio operator). The rules on the card prohibit getting more than one extra action anyway, but players might "stock up on them" in case one goes down. "2000 points or part of" means to me an army of 1-2000 points.

I read that as a limit of 1 per 2,000 or fraction there of.

<=2000 pts = 1 unit of commanders allowed
2001-4000 = up to 2
4001-6000 = up to 3
etc.

No stacking and replacing the commander after death. Otherwise, everyone would be officers.
 
Turtle said:
Do fireteams from the same squad block LOS to each other, my thought is yes since they're now seperate units.
No, but since they aren't helping to create the fire zone they become potential victims of friendly fire.
 
msprange said:
Re-read the rules on cover - basically, a tank just has to be within cover to get the advantage.

Well hell, I could have put my tank in cover. The entire street was full of it. That would have drastically increased the surviveability of my type 99. Making him need a 9 or better for the insta-kill as opposed to a 7. Although that now makes his tank more surviveable, at least I know I can rely more on my tank to soak damage while my own infantry advance. It would have also kept his tank occupied on one side of the map so my APC could do a fast advance along the northern street to try and kill his command squad.

Also, I keep forgetting to call on my friend that only his rifles get the -1 cover negation ability. No other weapons get it, so often he was factoring in the -1 cover modifier for his MGs and grenade launcher shots. He also had a habit

Tomorrow we're going to play another big game, hopefully I'll have a more detailed battle report.

Can't wait until Feb to buy the models, and I can't wait for SSTE considering now much more balanced and tactical the new evolution rules are compared to original SST. My 80 warrior bug army and 42 MI are itching to get back into action.
 
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