Tactics and Stuff EFTF

Which option? (since everyone loves a good poll)

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Bizurkur

Mongoose
Just a quick question or two, when you usually play, how many points do you play with?
I am about to play a 500 point game, can't decide what to use with the EFTF.

Option 1:
2 warriors, one squad of SAS and a Command Squad.

Option 2:
1 squad of infantry with 2 fireteams,
1 squad with 1 fireteam,
1 warrior,
1 command squad.

Option 3: :roll:
1 Challenger
1 Command squad



Fighting against PLA... so Im leaning towards option 2... seems to be the best, since I know PLA are anti tank heavy by definition.

Anyone have any other suggestions?
 
Bizurkur said:
Just a quick question or two, when you usually play, how many points do you play with?
I am about to play a 500 point game, can't decide what to use with the EFTF.

Option 1:
2 warriors, one squad of SAS and a Command Squad.

Option 2:
1 squad of infantry with 2 fireteams,
1 squad with 1 fireteam,
1 warrior,
1 command squad.

Option 3: :roll:
1 Challenger
1 Command squad



Fighting against PLA... so Im leaning towards option 2... seems to be the best, since I know PLA are anti tank heavy by definition.

Anyone have any other suggestions?

Option 2 is good, unless the PLA are being cheecky and taking 2 Type 99's, in which case option 3 is a must.
 
I believe per the rules you may only take option 2. The other options require more regular squads in order to include the units listed as part of your force makeup. Part of the Support Unit and Transport Unit rules. Not 100% sure though, perhaps those more well versed in the rules could chime in here.

Barring this caveat, Cordas has given the answer I would totally agree with.
 
Shadow4ce said:
I believe per the rules you may only take option 2. The other options require more regular squads in order to include the units listed as part of your force makeup. Part of the Support Unit and Transport Unit rules. Not 100% sure though, perhaps those more well versed in the rules could chime in here.

At the moment there is no army list rules...You take what you have points for.
 
Shadow4ce said:
I believe per the rules you may only take option 2. The other options require more regular squads in order to include the units listed as part of your force makeup. Part of the Support Unit and Transport Unit rules. Not 100% sure though, perhaps those more well versed in the rules could chime in here.

Barring this caveat, Cordas has given the answer I would totally agree with.

Your thinking of the Mongoose Tourney I think, in regular play you take whatever the hell you like as long as you have the points :P
 
well, what the opponent was originally gonna use was two FAV's and as many Chinese as he could afford.
Course, if he reads this... :wink:


I think option 2 is the best as well, Im not dumping a bunch of points into a small amount of units, and it seems to be the most realistic deployment as well.
 
You need to watch out for the PLA's LAW. Last game i played a lucky dice roll with one fried my warrior and killed half the section on board. They were then reduced to hunkering down behind it stranded in open ground for the rest of the game. The IFV they have is nasty too, no match for the warrior but it'll cut through the brit infantry as they have no anti tank. If he switches on you and takes a type 99 at the last minute it's panic time if you've no Chally on the board.

My advice against PLA (for what it's worth :P )

1) Don't divide your sections, too easy to supress with those large PLA squads
2) Remember the Warrior is NOT LAW proof
3) The bigger the squad the more they bunch up behind cover
4) If you get up close and personal charge, especially the vehicles

Best of luck, let us know how you get on
 
Option 1: doesn't add up, unless I'm missing something it's at 585.

Option 2: well rounded and a good option against the PLA because it can defend against the FAV/IFV.

Option 3: I'd actually be very tempted to take it. :D

Option 4: Take 3 basic squads. Rush their infantry and ignore/hide from all vees.

Option 5: Take 2 squads, 1 SAS - team 2 and a command unit.
 
Bizurkur said:
sorry, option 1 would be without t2 on the SAS.

Still doesn't add up I don't think

Warriors are 175 each = 350 for 2
Command squad is 75 points = 425 running total

SAS are 225 points a squad, and I think it's drop team 2 for -100 points so you're still over.

Paladin said:
Option 5: Take 2 squads, 1 SAS - team 2 and a command unit.

I don't think that adds up either Paladin, could be wrong though.


Locutus9956 said:
Your thinking of the Mongoose Tourney I think, in regular play you take whatever the hell you like as long as you have the points :P

Nothing int he upcoming tourney's pck limits army composition other than the points limit.


LBH
 
Bizurkur said:
The warrior stat card I have says 150...
and it's the one that Hiro PM'd me about... yesterday.

Well the one that came with my Warrior in the box i picked up at the launch event says 175.

LBH
 
lastbesthope said:
SAS are 225 points a squad, and I think it's drop team 2 for -100 points so you're still over.

Paladin said:
Option 5: Take 2 squads, 1 SAS - team 2 and a command unit.

I don't think that adds up either Paladin, could be wrong though.
It does when you can't read cards... :lol:
In a rush, I read team 1 only of SAS as 100 which is only 495. :D


Revised Option 5:
Take 1 squads, 1 SAS and a command unit = 460
 
I think we'll find options 1 and 3 will have issues in the Advanced Rules, but purely educated speculation at this point. Either way, I'd still say option 2 unless my opponent was Paladin. If this were the case I'd put every unit I had on the board and hope his creative math kicked in, hehe.

Actually, I would give serious weight to Paladin's alternative recomendations, as when he is not doing math in a hurry he has made some awesome army builds which you can see displayed under the "Factions of Battlefield Evolution" forum threads on EvoCommand.com.

Every time I use one of his builds, I find I have a fighting chance even when I make the occasional tactical error with said units.
 
Purely from a fun point of view...take option 3...nothing can penertrate a hunkered down chally (especially anything in the PLA arsenal). Turn one make two move actions (towards the enemy infantry) with it and a a shoot, making sure that it's in cover at the end of the turn. Next turn pop out and either spray and pray or fire once and then sneak back into cover. In a 500 point battle with a bit of luck you should have reached their shatter point without being compromised yourself. If not then destroy them all in turn three! :twisted: 8)
 
Agreed. Taking option 3 with such a low point game may have MUCH better results than you would expect.

Worst case scenario the PLA take all infantry (2 full squads, 1 with Team 1 only) which is 24 guys. The best they can do is split into fire teams and double move every round until they can get your command unit in visual range. In the meantime, you should be able to kill AT LEAST 1-2 fire teams every round, more if you double fire or use your bonus action. When your command starts to get threatened you double move them and use your bonus action to move too. You should be able to keep up and play cat and mouse until they are forced to retreat.

If your opponent knew you were going with the tank army, I'd suggest he/she take two squads with team 1 only and two IFVs. Then hunker down and hide the two squads and double move with the IFVs every round and go headhunting for your infantry.


p.s. thanks for the vote of confidence Shadow4ce :oops:
 
Gibbs said:
Purely from a fun point of view...take option 3...

Fun for who..... :twisted: If you did that in our gaming group it would be tolerated maybe once, but after that you might find yourself rather short of opponents. :shock:
 
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