Is there a new Armor friendly Meta?

By Chili-52, in Army Building

1 hour ago, Vorpal Sword said:

But it can’t do that . It lacks the offense. That’s the problem.

It averages 3.67 wounds on Rebel Troopers, essentially enough to wipe all 6 corps (assuming your opponent is even running that many) nearly on its own. Even if it doesn’t instagib the target, the damage is sufficient to cripple any attack it might have made.

51 minutes ago, Derrault said:

It averages 3.67 wounds on Rebel Troopers, essentially enough to wipe all 6 corps (assuming your opponent is even running that many) nearly on its own. Even if it doesn’t instagib the target, the damage is sufficient to cripple any attack it might have made.

Yeah it’s much better against rebels than imperials for many reasons including this one.

49 minutes ago, Derrault said:

It averages 3.67 wounds on Rebel Troopers, essentially enough to wipe all 6 corps (assuming your opponent is even running that many) nearly on its own. Even if it doesn’t instagib the target, the damage is sufficient to cripple any attack it might have made.

It averages 3.5 damage, not 3.67, against Rebel Troopers caught in the open with no dodge token. If they have a more advantageous situation than that, your average drops precipitously toward 2.

You said the AT-ST can simply "[delete] the more dangerous units without blinking." Instead, we're now talking about taking 2-3 activations to destroy a simple and inexpensive corps unit.

That's down to "I can safely ignore it" territory. And the way I know that is that I've seen opponents do it quite successfully.

It simply can't delete units and anyone thinking it can must be playing on a blank kitchen table.

Cover and dodge tokens strip it down to plinking off a few models each time unless it goes full weiss

Edited by DarkTrooperZero
3 hours ago, Vorpal Sword said:

It averages 3.5 damage, not 3.67, against Rebel Troopers caught in the open with no dodge token. If they have a more advantageous situation than that, your average drops precipitously toward 2.

You said the AT-ST can simply "[delete] the more dangerous units without blinking." Instead, we're now talking about taking 2-3 activations to destroy a simple and inexpensive corps unit.

That's down to "I can safely ignore it" territory. And the way I know that is that I've seen opponents do it quite successfully.

3 red, 5 black, 3 white = 5.5 hit/crit

5.5 x .667 (Rebel/fleet troopers) = 3.668

which is closer to 4 than 3.

3 hours ago, DarkTrooperZero said:

It simply can't delete units and anyone thinking it can must be playing on a blank kitchen table.

Cover and dodge tokens strip it down to plinking off a few models each time unless it goes full weiss

Blast removes cover. You have to activate to get a dodge token, generally speaking, and it’s always preferable to target a unit that hasn’t activated yet (reducing their total output before they shoot), so there’s pretty much always going to be a non dodging target of opportunity.

18 hours ago, Derrault said:

3 red, 5 black, 3 white = 5.5 hit/crit

5.5 x .667 (Rebel/fleet troopers) = 3.668

which is closer to 4 than 3.

Blast removes cover. You have to activate to get a dodge token, generally speaking, and it’s always preferable to target a unit that hasn’t activated yet (reducing their total output before they shoot), so there’s pretty much always going to be a non dodging target of opportunity.

That’s what I get for posting at the start of a migraine. I was working in the context we’d been discussing—main guns + 88—and somehow got 4.5 x 2/3 = 3.5. My apologies.

Yes, if you’re talking about a Weiss alpha-strike against something at Range 2, you cripple a corps unit with a shot. But that’s still not “deleting” a dangerous unit, and it’s a unit at 250 points (or even 260, with an Uplink) instead of 210-225, and it has an impact on either your action economy or your commander and command card play.

It’s hard to use. ¯\_(ツ)_/¯

14 hours ago, Vorpal Sword said:

That’s what I get for posting at the start of a migraine. I was working in the context we’d been discussing—main guns + 88—and somehow got 4.5 x 2/3 = 3.5. My apologies.

Yes, if you’re talking about a Weiss alpha-strike against something at Range 2, you cripple a corps unit with a shot. But that’s still not “deleting” a dangerous unit, and it’s a unit at 250 points (or even 260, with an Uplink) instead of 210-225, and it has an impact on either your action economy or your commander and command card play.

It’s hard to use. ¯\_(ツ)_/¯

My condolences on the migraine. I hate those. 🤕

195 - base unit

10 - mortar, 20 - cannon, 15 launcher, 5 weiss

245

edit: Anyway, if I’m going whole hog, I’d be inclined to develop the army around the AT-STs, using them as the tip of the spear and to provide advancing cover for the rest of the army.

245 Weiss AT-ST, 210 - Launcher AT-ST, 95 - Veers w/Esteemed Leader and Commanding Presence, 244 (4x Snowtroopers, 2x Flamethrower, 1x Extra Snowtrooper)

794

double edit: might consider removing one of the barebones Snowtrooper units to add a Flamethrower and 2 Extra Snowtroopers to the others (44 points either way)

triple edit: and on reflection, I’d probably swap Improvised Orders in place of Commanding Presence, since I’d expect to keep the Weiss AT-ST close at hand, and have the other ranging out, stomping guys out of cover and meleeing them while shooting at others.

Edited by Derrault
On 12/21/2018 at 3:23 AM, Chili-52 said:

Is the meta changing to the point were players are not bringing enough counters against  "Armored" units?

My T47 seems to be having an easier time lately though part of that is possibly my getting used to using it. In the early days every enemy unit seemed to have impact, be it DLTs or Bike scouts- now I'm fighting more diverse armies with flametroopers, sniper rifles and guard so I have a bit more freedom of movement. These units can still hurt the T47 but not as reliably.