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Retired Tank Vulturedoodle Sergeant
 791 Posts




 | | 09/15/2005 3:25 PM |
| | recovered topic 8730 | | Vaughan: You seem like a thinker. You seem to always be deep in thought. So what are you thinking right now? Karl: I'm thinking I could use some more o' that potted meat, if you got any extry.
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| Retired Tank Vulturedoodle Sergeant
 791 Posts




 | | 09/15/2005 3:25 PM |
| Open starters and boosters before turn one.
After that, you're on your own. I don't have any yet, either.
--Steve F. | | Vaughan: You seem like a thinker. You seem to always be deep in thought. So what are you thinking right now? Karl: I'm thinking I could use some more o' that potted meat, if you got any extry.
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|  Avatar of the Tank Newtoncain Commander
 2985 Posts



 Land of 10,000 taxes
 | | 09/15/2005 4:31 PM |
| | 80pts is what you get to build from. If it is a starter/booster, I bet if you go allied you'll want the M4A1 sherman and hope your rare is a crock,ez-8, t34,kv-1, panther or tiger. | | They just don't know what's good in life...Conan, tell them what is good in life. To rip the boosters. To count the minis spilled out before you, and to hear the indifference of the women... | |
|  Wrackspawn ChristopherGroves Warlord
 6093 Posts




 | | jdb2112 Sneak
 163 Posts




 | | 09/15/2005 5:01 PM |
| First, pray that at least one of the following tanks falls out of your boxes: Tiger I or SS Panther (if you want to play axis), Churchill Crocodile, KV1, T34, Sherman "Easy E" (if you want to play allied.) All of the top 8 at GenCon had at least one of these. (Check this link http://www.wizards.com/default.asp?x=ah/article/ah20050823a if you want to see the top 8, I was 4th).
One caveat to the above is that at GenCon the tournament was run at 100pts rather than the 80 in the DCI Floor Rules. At 80 Points I am not sure how viable the Tiger I is as you don't have the option of backing it up with a Panzer IV, which you did at 100pts. Second caveat to the above is we played all five rounds at GenCon on the same map. I don't know how much playing on a random map every round would have changed things (probably not much but you never know).
Second, remember that control of the objective hex wins on Turn 7. I won two of my matches at GenCon because my opponent waited until too late to try and contest the objective hex and I was able to keep his nearest units disrupted. (Also remember the six hexes around the objective count for control and as long as both you and your opponent have units in one of those hexes it is contested, not controlled). On the other hand you also need to keep track of time because if the game is called before turn 7, the winner is determined by victory points, control of the objective is the second or third tie breaker I think.
Third, in my experience the AT guns are crap. I did not include any in my build. 4 of 5 opponents did and combined to kill exactly 0pts of my figures. The guns on the other hand died quite easily. The couple of games I have played since GenCon has not changed my opinion.
Fourth, while the odds are that most people won't be able to help building tank heavy armies, include 2 MGs if possible, it will help control the field against infantry.
Fifth, have fun and remember it is a new game and there are probably some kinks that still need to be worked out.
Jim
| | We are all agreed that your theory is crazy. The question which divides us is whether it is crazy enough to have a chance of being correct. My own feeling is that it is not crazy enough. -Niels Bohr | |
| jdb2112 Sneak
 163 Posts




 | | 09/15/2005 5:03 PM |
| quote: Originally posted by ChristopherGroves
Is it faction-based? Is out of the box faction-free (like sealed in DDM) or do you still need to pick a faction?
It is faction based in the sense that you have to choose either Axis or Allies. Within those two factions you can combine nationalities, so you could have Russians and Americans together or Germans and Japanese together. | | We are all agreed that your theory is crazy. The question which divides us is whether it is crazy enough to have a chance of being correct. My own feeling is that it is not crazy enough. -Niels Bohr | |
| willhi1979 Warrior
 208 Posts




 | | 09/15/2005 5:50 PM |
| quote: Originally posted by ChristopherGroves
Gimme some pointers! Sealed event this weekend, gimme advice! I've never played the game!
Don't ask the judge too many questions, lol. [)] Seriously, everyone else's advice is head on. The tanks and your rolling typically win or lose the game for you. I'd take the demo before Sunday and read the advanced rules. I'll also be there to answer questions on Sunday.
William | | William Triangle, NC AAM Group: http://groups.yahoo.com/groups/triaaminis/ Triangle, NC DDM Group: http://groups.yahoo.com/groups/triddmminis/ Triangle, NC SWN Group: http://groups.yahoo.com/groups/triswminis/
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|  Wrackspawn ChristopherGroves Warlord
 6093 Posts




 | | 09/15/2005 10:23 PM |
| quote: Originally posted by jdb2112
First, pray that at least one of the following tanks falls out of your boxes: Tiger I or SS Panther (if you want to play axis), Churchill Crocodile, KV1, T34, Sherman "Easy E" (if you want to play allied.) All of the top 8 at GenCon had at least one of these. (Check this link http://www.wizards.com/default.asp?x=ah/article/ah20050823a if you want to see the top 8, I was 4th).
One caveat to the above is that at GenCon the tournament was run at 100pts rather than the 80 in the DCI Floor Rules. At 80 Points I am not sure how viable the Tiger I is as you don't have the option of backing it up with a Panzer IV, which you did at 100pts. Second caveat to the above is we played all five rounds at GenCon on the same map. I don't know how much playing on a random map every round would have changed things (probably not much but you never know).
Second, remember that control of the objective hex wins on Turn 7. I won two of my matches at GenCon because my opponent waited until too late to try and contest the objective hex and I was able to keep his nearest units disrupted. (Also remember the six hexes around the objective count for control and as long as both you and your opponent have units in one of those hexes it is contested, not controlled). On the other hand you also need to keep track of time because if the game is called before turn 7, the winner is determined by victory points, control of the objective is the second or third tie breaker I think.
Third, in my experience the AT guns are crap. I did not include any in my build. 4 of 5 opponents did and combined to kill exactly 0pts of my figures. The guns on the other hand died quite easily. The couple of games I have played since GenCon has not changed my opinion.
Fourth, while the odds are that most people won't be able to help building tank heavy armies, include 2 MGs if possible, it will help control the field against infantry.
Fifth, have fun and remember it is a new game and there are probably some kinks that still need to be worked out.
Jim
Now that's what I'm talking about right there! Well i'm going to read up on the rules (got to read them sometime!) and see what I can manage to pull. | | Triangle DDM Skirmish Group | My Email | 45-ish trades and counting | Stuff for Trade * * * Show your brother some love and click here * * * | |
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