Cerberus - Mission 1 & 2 ... Allied Advantage?

By mr_smigs, in Dust Tactics General Discussion

Seriously...

as axis players, how do you win, I'm rather new to this, but seeing a problem with the Allied speed and ability to ignore cover...

Mission 1 : Rush into a building, secure a crate and get out...

with a the Boss, any jump infantry, and the dude what gives Assault , an allied player can be at the package turn 1, and just beating a hasty retreat...

Mission 2 : Hold against TWICE the point value you field...

an Axis player in the building is easilly within range of the enemy on the opening turn,

add that to the access to Grenades, Flame Throwers and Phasers across the board... basically, the building and cover on the table becomes pointless...

so I pose the question, on either side of the battle, what can an Axis player field, or more importantly what tactica can a player with only the starter boxes use?

because at this point, every situation I'm aware of, the allies should have the building clear by turn 3 when they're on the offense...

and on the allied defense, the axis player needs to kill at least 3 squads by the end of 8 turns, without losing numbers... which is kinda hard against hard cover.

remember action jackson dose not have jump and cannot be paired with any move 2 units. besides thatall i can say is both sides can reach the crate after a second activation so maybe just agree to no command squads if you want to lessen the luck factor. for no 2 remember weaons get -1 range when shooting up so all you have to do is be above the enemy and none of the weapons you are afraid of work also you can pick off any unit on its approch.

Just a heads up: the guy with Assault (Action Jackson) can't be attached to any of the Jump squads, only to the Red Devils, so that's Assault added to a Move 1 squad, which is normal fare for the Axis.

But granted, allies do have the advantage when you're talking about mobility and indoor fighting. But I don't think it's so big that you can't win against them. And as for mission 2, it sucks to be the defender, whatever faction you're playing. The attacker can simplu park tanks outside of your range and pelt you from all sides.

the -1 range didn't seem to be a problem for the Phasers, machine guns... or heavy walker flame thrower...

ok, we did the assault thing wrong...

follow up questions to that...

when a jump pack unit moves into the building, can they do so ignoring the walls? (since they ignore terrain according to the rules) or at an angle?
the guy I played yesterday commented that, like shooting, you can only move straight in to the building...
but, again, jump seems to say differently...

what about moving into the building up at an angle (effectively entering at level 2)?

mr_smigs said:

the -1 range didn't seem to be a problem for the Phasers, machine guns... or heavy walker flame thrower...

ok, we did the assault thing wrong...

follow up questions to that...

when a jump pack unit moves into the building, can they do so ignoring the walls? (since they ignore terrain according to the rules) or at an angle?
the guy I played yesterday commented that, like shooting, you can only move straight in to the building...
but, again, jump seems to say differently...

what about moving into the building up at an angle (effectively entering at level 2)?

no they cannot ignore walls or enter at an angle. you cannot move up at an angle like that either.

Also remember that getting to the crate first doesn't mean winning the game. What goes up must come down. Block their descent and exit with a couple squads that are good in buildings (sturmpioneer, gorillas, zombies) and you can make things pretty difficult for the allies.

Also, we found that even though the one side can place all the cover items, the other side still had the advantage as the side of the building they enter on is more out of the way - so give the Axis that side.