Posts Tagged ‘at-43’

VP and RP Strategy

Posted in Strategy on March 3rd, 2009 by Vastatum – 3 Comments

pwAT-43 is best played with objectives, this is well known, but with limited infantry forces on the board which should you go after first? Getting VP locations will give you an edge in winning the game early, while going after RP points will let you bring all your reinforcements onto the board first turn. Whichever you choose it is important to devise a strategy around your choice and execute. The following are a few of those strategies. read more »

Tiamat, a Therian Menace

Posted in Therians on February 24th, 2009 by Vastatum – 4 Comments

thch02__01Tiamat is one of the oldest Therians still alive and one of their best Commanders. Like the lowly Hekat she is built for close range melee combat but she can dish out a whole lot more damage. Armed with 4 light grim scythes she can cut through armour like butter striking fear into AFV pilots and infantry alike. read more »

Guide Darius

Posted in Karmans on February 23rd, 2009 by Vastatum – 5 Comments

kaptar sniperWith the FFG sale going on they are offering up a few free special miniatures if you order over a certain amount. One of the models that they are offering is Guide Darius, a Karman sniper. The rules for using Darius are pretty straight forward even though you may think they are a misprint.

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Karman Wendigos and Yetis

Posted in Karmans on February 22nd, 2009 by Vastatum – Be the first to comment

karman wendigo GLThe Karmans have two types of ** infantry, Wendigos and Yetis. While both of these units both have access to medics (the only two units in the karman army to have them), they fill the opposite ends of the spectrum in terms of role. While the Wendigos are an extremely versatile unit and perform well in the majority of situations, yetis require more finesse to use effectively. read more »

Kaptars and Anakongas

Posted in Karmans on February 21st, 2009 by Vastatum – Be the first to comment

kaptar sniperThe Kaptars and Anakongas are the type * infantry of the Karman forces. They each serve a distinct role in the army and have their advantages over the other. Without access to medics both units are very fragile and don’t respond well to taking casualties, but they have an awesome amount of fire that makes up for this fact. Kaptars and Anakongas are also the only Karman troop type with access to mechanics, this plays a crucial role in how they are deployed as that one repair can mean the difference between your King Buggy becoming immobilized for the game, or regaining its propulsion to wreak havoc for another turn. The following is a comparison between the two Karman Type *’s. read more »

Errata Section Released

Posted in Articles on February 21st, 2009 by Vastatum – 3 Comments

We all know how much of a pain tracking down Rackhams rule errata are, so I’m doing the leg work and compiling an easy to navigate errata section. The Faction specific errata sections will get filled out over the rest of the weekend but for new players, I’m hoping this will aleviate a lot of confusion over what the current rules are. They are easily accessable via the nav bar at the top. Hope everyone’s having a great weekend.

Grim Golems – Slice and Dice

Posted in Therians on February 17th, 2009 by Vastatum – 1 Comment

thch01__01Whenever I’m putting together a Therian list the grim golems are certainly on it. What is not to like about this unit? It has stealth, two melee weapons you can toss 3 flamers into it and, for that extra bang, it can teleport anywhere it can see if Atis-astarte is with them.

The grims have three primary roles. Taking points from the enemy, holding points from the enemy, and taking out high threat infantry units. With Atis in the unit the Grim Golems are ideally suited to teleporting right into a highly contested point, eliminating many of the opposing figures and taking control of it.

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Are Gaming Stores Still Relevant?

Posted in Articles on February 12th, 2009 by Vastatum – 5 Comments

I often get asked the question, where should I buy At-43 and I used to always give the same answer.

Your Local Gaming Store (LGS) is the first place you should always check out for any gaming need.

My original thinking was that these guys are the ones that are running tournaments, offering prizes, building awesome gaming tables, great scenery and providing that great atmosphere for your local gaming community. If you take part in the events thrown by a store, you should at least throw some business their way.

The flip side of the argument, especially in the current age of social media, is that people are self organizing, gaming tournaments are becoming player driven with sponsors that may be globally based. The LGS is becoming less relevant to players and you only have to look at the number of  player groups to validate this.

All people need is a space, some game boards (which in AT-43 are supplied by Rackham for the campaigns) and someone to do a little bit or organizing. Things like Google Groups, Twitter, Facebook, and blogs have made this sort of thing extremely easy to do.

My Question is this. While the LGS was the cornerstone of table top gaming 10 years ago, where do you  do you think it stands today?  Is the LGS relevant to you as a gamer anymore or has it faded from view, a relic of a less connected world.

3-way Battle Report

Posted in Articles on January 25th, 2009 by Vastatum – Be the first to comment

I was giving a demo of some larger scale battles and decided to do a 3 way free for all in order to demo the rules. We didn’t play with reinforcements or VP as the goal was to get the core rules down so many of the strategic elements weren’t represented in this battle. That being said it was a ton of fun.

Setup

img_1427The setup featured a lot of terrain, the way AT-43 is supposed to be played. We used a collection of home made terrain, Necromunda scenery and crates. The density of terrain represents a decent board for at-43. it opens up a lot of tactical avenues and will make for a really fun game.

Armies

We used a Therian Cypher list with Tiamat, Atis, Grim Golems, Incubus Golgoth and some storm golems.

RedBlok was vanilla with Urod, 2 Sierps, Dragomirov Kolossus with Lt Dragomoria, min sized krasnye repair squad, and a full size RPG soldaty squad.

The Karmans were also vanilla with 4 kaptars, 8 wendigos with grenade launchers + cornelius, an easy trike, k-shooters and a king buggy.

We didn’t want to complicate things using support squads and what not so we played the core lists of each army pretty much. See the Full report after the jump

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Karman K Units

Posted in Karmans on December 19th, 2008 by Vastatum – 2 Comments

The karman Type 3 infantry are extremely powerful heavy hitting units. Unlike their counterparts in other armies, each unit only has 2 models. They make up for this drawback by having an enormous amount of firepower and as much armour as a toad. Grounding is their worst enemy, as most weapons wont be able to damage them at all. Karman K-units now have the stability ability which makes them ungroundable, just like TacArms.

K-Fighters

kata01__02

They are the jammer equipped variant of the K’s. With  4 shots per model they are able to put out a lot of jammer fire. Jammers don’t have the range that ZZ-guns do though so you’ll have to be a little closer to your target than normal. Coupled with Jindo-Un this unit can easily capture enemy afv’s with one salvo.

K-Warriors

kwarriors-uboxThey are equipped with mortars making them the long range anti infantry choice. Again with 4 shots a piece they are easily able to create a max sized template that hits for 2 impacts, or able to engage at least 2 units of infantry when they fire strength 7 is also able to hurt all battle suits. This puts them a notch above the Wendigo Grenade launchers in terms of indirect effectiveness as they can actually dent red blok kolossus.

K-Shooters

kata03_1They are armed with ZZ-Guns what sets them apart from a kaptar unit’s heavy weapons is they get an additional shot each and also are able to use concentrate fire in order to re roll their failed damage tests.  This damage re-roll is extremely valuable as it ups their damage potential by about 50%.  Throw karmic warrior on these guys and the chance of not doing damage becomes virtually 0.  They are also the cheapest K unit which opens up space in the other slots in your army.

K-Burners

They are highly specialized flamer equipped battle suits. They are very mission specific as they need to be within 25 cm in order to unleash their flames. They do not pack any more punch than the Anakonga or Yeti flamer teams but they also give you increased armour and the Super power grips for close combat action. This comes at a higher point cost than the Yeti or Anakonga teams but can pay off if used against units that have low strength weapons.

All of the K units have their uses though the K-warriors and K-Shooters are the most versatile.  If you want to run a small wendigo unit, taking K-Warriors will give you some great additional grounding power. Similarly if you want to beef up your anti afv capabilities the K-Shooters are really the way to go. K-Fighters are great but you must be using Saint Anuman / Jindo Un with them. This goes for pretty much any Jammer unit in the Karman force. Don’t take jammers without him.