I had a game today with the 4.2.1 ver list. My opponent had who said he would make a battle report, had a Sian-Hann Eldar army which had a pair of Revenant titans, 3 Sword of Vaul with 2 firestorms each. Shining spears, 3 Wind rider clans, and Night spinners.
My list had 3 drop companies, one with extra troopers hardened vets, spotter and sabre, a regimental HQ with hardxened vets, spotter and a sabre, and a mortar company with a sabre and fire support troops. Vultures, Storm trooper company, lightning squadron, lightning strike squadron, luna class cruiser and an iron breaker platoon.
I won the game 4-0 with HTL, DTF, BTS and Blitz. Feedback from the game was as follows. The Spotter is useless. I did not realise when I added the character to the list that when the formation gets a blast marker, he is suppressed as he is the only one shooting, so can not fire. The mortar company is a bit too OP, in that it is BP 4 Disrupt indirect. That extra template makes a lot of difference. We discussed this and agreed that changing the mortar unit to 2x range 60cm AP4+/AT5+ Disrupt, Indirect (does not double range or have minimum range similar to Thudd guns). This would allow the mortars to drop in and find some cover or set up near their own blitz, and then act as a mid range area denial or pre-assault support formation.
The role of the Drop assault company was also discussed as was the size of the company. I again disscussed things like upgrades minimum formation sizes and deciided that if I dropped the spotter character, I would need to fill the roll of titan/ WE killer with another formation. My opponent thought that the size of my reinforced company was too large for some armies to break easily. It took a while and he still had not killed off the commander, 11 troopers, hardened vets and sabre of my BTS drop company.
We finally decided on the foillowing changes for a possible ver 4.3 Elysinan drop list. A standard Elysian drop assault company gets a commander, and 11 troopers, plasma guns every second infantry stand, and to help them hit hard in the initial assault they will get infiltrate. To help them deal with hard to kill WE, Terminators, Fealess Wraithguard/Wraithlords, and so on I proposed to add in as a second core formation. A special weapons Platoon.
This platoon replaces the Plasma guns with range 15cm melta guns (similar weapon rules as Sisters Dominions), and they only have a commander and 7 troopers. They still have infiltrate, however they are limited to 1 for every Drop Assault Company to stop them being over abused.
I also decided after discussion that too many BP template weapons would be a deadly and OP thing for this list. So the Rocket Sentinels who role is to provide some Disrupt weapons fire to place blast markers on enemy formations before a combined assault did not need to drop templates. Proposed change would be a range 45cm AP4+/AT5+ Indirect Disrupt weapon attack (does not double range).
I will drop the 25 point spotter upgrade. Since the Elysians rely on the initial hard hit, and then have to rush to cover, or be caught out in the open with no armour save, they will tend to die quickly, their rules will allow them to get in faster, and then be the glass brittle hammer they are supposed to be.
I will drop the option of Valkyries from all the core formations, and add in a support formation of Elysian Air-Cav Platoon who then get the Valkyries and become the quick reaction force. To make their cost more effective, the elysian variant of the Valkyrie will drop the one shot missiles. I am not sure whether to drop the Sky talons from the other support squadrons like the Sentinels and Taurus though.
The Grey Ghosts were discussed. My opponent understood their role as a garrison force - and forward scout group like SAS/ Recon Special forces, and so on. He suggested that the Grey Ghost were not a threat with just range 30cm AP5+ weapons and they were limited to just 1 formation per army allowed meant that if he could take my blitz and another objective, he denied me an objective point, and he gained 2 objectives. Thus could ignore them. He suggested that they be used to call in directed artillery fire rather than the spotters, and to overcome the problem of supression, that the whole formation be treated as having the spotter abiltiy. You would need to break the foirmation, instead of just supressing them - the formation as a whole will be able to call in one artilllery atack not each stand. I have yet to decide what to do for their range, however I do not want an OP formation that can reach out to the otherside of the table. I think maybe 45cm indirect 3BP, so you do not get the second template. MW or disrupt is the question.
I hope these ideas sound agreable, as, at the moment they are only recomendations, and I have not even put as they say pen to paper yet.
_________________ 6mm wargaming is just like 25mm wargaming with more units fitting on the same size table. Thus bigger games to get lost in and avoid the hassles of everyday living, and offerings for the dice gods.
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