duckrvr_at_... writes:
> At 03:33 PM 4/10/97 -0400, you wrote:
> > but 3VPs for shooting 2 of them is much worse than
> >3VPs for shooting 4 of them.
>
> IIRC, the thunderers are 5 for 300pts. That means they either have a break
> point of 3 for 3 pts or 4 for 4 points. Either way it is better, but not
> drastically.
I'll check when Aaron gets back, but I think it is 4 for 3VPs,
making them about twice as hard to break as Dark Reapers (6+ save
being of little influence on this)
> Maybe I'm missing something, but if they are in falcons they can get into
> cover on advance orders in turn one as long as the front of the cover is
> within 20 cm. That's 20 cm for the falcons to hop over stuff, spread them
> out so the DRs can fit between them, and unload them to the rear and to the
> side. They can fire that turn. I've done it several times.
I suppose you can do this, but this involves leaving your
Falcons exposed to lots of advance fire on the 1st turn, something I
desperately try to avoid on turn 1, and sometimes turn 2, otherwise,
my short ranged troops just don't get there before they die against
the long-ranged Imperial/Squat firepower. Doesn't seem worth it to
spend 150 points to get your DRs into place.
But on even ground, I think Thunderers will outshoot against
DRs every time. They have more staying power, and get into place
faster or sacrifice cheaper transports to do so.
Mark
Received on Thu Apr 10 1997 - 21:20:40 UTC
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