Operation Cyclone - 3: Close The Window

By Dakkon426, in Dust Tactics

With an Allied Attacker and an Axis Defender this map seems a bit broken as the allied play can rush a grim reaper with 0zz 117 squad in by turn 3, and be almost invulnerable by using heroic attack. Also getting a reactivation with a command squad can end the game on turn 2.

I dunno, the defender can get there by turn 2 and some of these new Axis weapons are great at taking down A3 models.

I totally agree.

I think this will happen - the campaignes are designed to be playered with the units that accompany them. Although back playing missions using models from further expansions will be fun - I think we will find missions that are now weighted heavly in favour of certain new units. Your example is Text book.

(I also think that Heroic attack is a bit too power full for a unit that can fly 4 and where a lot of missions require you to capture an objective square)

I just played this one yesterday and after reading the mission we decided that you would only receive victory points every turn that you have a unit on the victory point square. Then if either side didnt eliminate the other, we just counted up the vicory points.

Besides Ozz and heroic the other option would just be, if you had the last unit to move, just move in onto the victory square and win.

Yeah, I'd noticed the dangerous combination of Grim Reapers and Ozz for those type of "reach this square and you win" scenarios. Even Cyclone 1 "Standing on the Beach" is a shoe-in for Ozz to take. He can reach the defender's line in 3 turns, and using his Heroic ability nobody can unroot him from there.

I gather that new scenarios will be written because some new models & abilities will trump old scenarios. I guess everyone see's that. Question here is, which scenarios from the old scenario books are still balanced for gameplay, specially when modified with higher points.

Right now we follow the general rules on the revised corebook on page 19 using 200 points on a 9x9 tile, "If players choose to design their own battle." Eliminate the enemy, or tally up victory points after 8 rounds.

Off topic: My wife beats me 2 out of 3.

I've just finally played this scenario, and it certainly seems VERY skewed towards the attacker. Specially if it's the allies attacking. For expansions we only have artillery walkers, command squads, specops and light walkers. So the allies have several Fast units, while the axis have none. I was able to rush towards the objective with BBQ and Mickey while the other units kept the meager defenders at bay, and easily won the match by round 4 without losing a single unit.

A similar thing happend while playing the following mission, The Crossroads. Both sides advanced toward the objective in the 1st round, with very little attrition since there's no LOS. On the 2nd round I just had to wait a bit and then move my Mickey and BBQ onto the objectives. Mickey was destroyed while BBQ survived, and the nearest axis unit was still 2 squares away. Match finished in 2 rounds.

The axis just have a huge deficit when it comes to speed, and it is especially obvious in these kinds of "reach this square and you win" scenarios. I have 4 units with Fast (both light walkers, BBQ and Mickey) while my axis opponent has none. With the latest expansions the axis finally gets some Fast units (gorillas, zombies and Sturmpionieren) but at the same time the allies move ahead with those heavy troopers with Move 2 and Jump....

Loophole Master said:

I've just finally played this scenario, and it certainly seems VERY skewed towards the attacker. Specially if it's the allies attacking. For expansions we only have artillery walkers, command squads, specops and light walkers. So the allies have several Fast units, while the axis have none. I was able to rush towards the objective with BBQ and Mickey while the other units kept the meager defenders at bay, and easily won the match by round 4 without losing a single unit.

A similar thing happend while playing the following mission, The Crossroads. Both sides advanced toward the objective in the 1st round, with very little attrition since there's no LOS. On the 2nd round I just had to wait a bit and then move my Mickey and BBQ onto the objectives. Mickey was destroyed while BBQ survived, and the nearest axis unit was still 2 squares away. Match finished in 2 rounds.

The axis just have a huge deficit when it comes to speed, and it is especially obvious in these kinds of "reach this square and you win" scenarios. I have 4 units with Fast (both light walkers, BBQ and Mickey) while my axis opponent has none. With the latest expansions the axis finally gets some Fast units (gorillas, zombies and Sturmpionieren) but at the same time the allies move ahead with those heavy troopers with Move 2 and Jump....



So you used two heroes with Assault to counter the allied speed. That seems to be the best course of action, my opponent was foolish to not even field Manfred in this mission