minitroll,
glad to see your bat-rep. It looked like a fun game regardless of the outcome.
as far as your notes here is my take on your observations.
1. the left/right arc are core rules for WE fire arcs. A Overlord's AA fire arc is 180* along its spine to the left or the right. If your opponent attacked directly down the spine of an Overlord (highly unlikely), you would get 4 shots at the incoming. Regardless you can only fire AA once (approach or disengage) from each unit, so you will normally only get 2 shots, even if the aircraft overflew both arcs (from left to right, or right to left).
Fire arcs for the MCF are similar meaing that you will only rarely get to fire all of you flank weapons.
2. for Break their Spirit you would have to wipe out the entire train, even if the train engine is destroyed, the remaining battle cars act as a formation, admittedly very slow, but still a formation.
3. like drop armies tunellers are a gamble, great fun and great sorrow as many a SM player can testify to.
4. AA...the thunderfires have great range, the overlords are tough and have decent range and the Iron eagle are short range but very mobile.
Overlords are the best all-around, but cut into your WE allowance. that's part of the list formula.
Goliaths tend to frighten opponents, so they tend to attract aircraft and artillery. Thunderfire tend to be ignored due to their specialized role.
In smaller games (3000 points and under) the thunderfire are more likely to be under utilized, so try Iron Eagles, combined with a double move each one can cover a 75cm x 30cm area (quite useful in application), plus they have a battlecannon shot!
5. The cyclops....yess this needs work...still have not figured this one out yet...Demiurg V2 is almost wrapped up so stay tuned and keep up the gaming. Demiurg are a tough army for opponents, because you can develop many different deployment strategies for them.
great report, thanks again for the notes!
Ep
_________________ Squat/Demiurg Army Co-Champion (in cahoots with Jaldon)
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