Posts Tagged ‘at-43’

Countering Stealth

Posted in Strategy on November 11th, 2008 by Vastatum – 2 Comments

Lets face it, stealth is a real pain. Not being able to achieve any hits until you are within range 1 can put a damper on anyones day. There are ways of dealing with it though, some obvious and some not so obvious.

First up the standard stealth detection units. These units can hit stealthed units as normal. They include Red blok Dragonov Kommandos, Red Blok Zviezda and UNA with triple lens helmets.

The important thing to realize though is that ALL units can “see” stealth, they just can’t see them well enough to hit them. This makes any unit with a template weapon capable of inflicting damage on a stealthed unit. The two types of weapons are indirect fire weapons (grenades, grenade launchers, mortars etc…)  and flamers.

We’ll cover the non flamer weapons first. If shooting at a unit that has stealth that is outside range 1, all your shots are counted as missing. This means that the blast deviates a minimum of 10 cm and scatters as normal. If the opponent’s unit is sufficiently large and/or your blast template is sufficiently large you will still hit the stealthed unit. This makes the 7 cm blast weapons from the Cobra Snake and the 10 cm blast from Dotch Yaga especially dangerous.

Flamers are unique as they do not require a shooting test to hit. They may be fired at their full range of 25 cm even though this distance is outside the range 1 band for being able to shoot a stealthed target without missing.

As a side note. You can still teleport with Atis into a stealthed unit, you can see them just not very well.

So there you have it, even the armies without stealth detection can still deal with stealthed units. mortars, flamers, grenade launchers are all effective at hitting stealthed units outside the range 1 band.

Battle of the Buggies

Posted in Karmans on November 10th, 2008 by Vastatum – Be the first to comment

The Karmans have a wide array of Buggies available to them, knowing when to take the right tool for the job is paramount in being successful with the Karmans. Breaking down each buggy, it’s strengths and weaknesses, will help a Karman commander decide what the best buggy to take is.

King Buggy

Weighing in at 400 points this is the cheapest option available to the Karmans. Don’t let its lower point cost fool you though it is a very capable unit. Armed with twin ZZ Cannons and Twin Flamers this unit is used best when pushing towards the enemy. The nice thing is that this guy tends to attract fire away from your other units. No one wants those twin flamers to hit their troops.

Pros:

  • Low Point Cost
  • Flamers for dislodging infantry

Cons:

  • Must get in close for maximum efficiency, otherwise it is simply a jungle trike with more Frame points

Jungle Buggy

The Jungle buggy is an AFVs worst nightmare. with 4 zz cannons putting out 8 shots, this is enough to ruin most anyone’s day. Those extra ZZ-cannons dont come cheap though, weighing in at 525 points its more than half the cost of a jungle trike over the king buggy. This guy does best sitting at the back of the field laying down a lot of accurate anti afv fire. It will become a very high priority early on as it will completely dominate firing lanes, making any afv or battle suit wary to poke its head out.

Pros:

  • 8 ZZ Cannons will melt anything that gets in its way

Cons:

  • High Cost

Thunder Buggy

The Thunder Buggy is a blend of both king buggy and Jungle Buggy. With 2 ZZ cannons and 2 Drum Guns it can deal with infantry, battle suits and lightly armoured afv’s. Weighing in at 425, I find this buggy excels at dealing with UNA. The drum guns can wound toads on a 5+ tacarms on a 4+. if you are hoping to hurt anything with armour greater than 11, consider paying the points to take the Jungle Buggy or save yourself 25 points and take the flamers on the King buggy and get in close.

Pros:

  • Drum guns are great against UNA
  • only 25 points more than the King buggy
  • Can be effective from medium-long range

Cons:

  • Drum guns ineffective on targets with moret than 11 armour (need 6 to wound)

There you have it. All of the buggies are useful in different situations. Depending on what sort of army list you build you may want the overwhelming power of the Jungle Buggy, The Infantry Routing of the King buggy, or the hail of drum gun rounds from the Thunder Buggy. The most important thing is that you have a plan for how you are going to use your buggy to its maximum effectiveness. If you dont then the points are simply wasted.

Activation Order: Part 2

Posted in Strategy on November 3rd, 2008 by Vastatum – 3 Comments

Previously I wrote about the basics of the activation order. With the release of operation frostbite there are some additional rules that change things a little. When you have two units that can be represented by the same card you may choose which unit to activate when that card is turned over. You do not need to pick ahead of time which card will represent which unit.

Some players are claiming that this removes some strategy from the game. This is true, but it does streamline play a little. if you have 2 identical units on the board there is no need to mark which is which, you simply pick one to activate.

Personally I preferred the rules the old way but I suppose I will get used to this new rule. It doesn’t change a whole lot, and remember unless you’re playing a tournament just use a house rule, that’s what I do.

AT43 Tournament Cranfield Uk

Posted in Articles on October 28th, 2008 by Vastatum – 2 Comments

A new tournament was announced in the at-43 Forums. If you’re around Cranfield Uk, why not check it out! Information below.

There is going to be an AT43 Tournament at our local game shop, Wargames Workshop. This is planned for November 15th, more info on the Bedford Gladiators website here http://gladiators.wordpress.com/2008/10/04/at-43-tournament

and keep an eye on the wargames workshop website http://www.wargamesworkshop.co.uk/

Sounds like it will be a lot of fun. You can check this event and more on the event schedule.

Cogs Infantry

Posted in Cogs on October 27th, 2008 by Vastatum – Be the first to comment

Cry Havoc #108 had some examples of the cogs base paint scheme. While these images are far from what will be released when the models are out, it gives a good idea of the direction Rackham is going in.

What we know about the Cogs so far is that they are heavily into genetic engineering, how this plays out remains to be seen. Its nice to see that they will have some melee capabilities as well. More info on the cogs as it becomes available.

Fun With Jungle Trikes

Posted in Karmans on October 22nd, 2008 by Vastatum – Be the first to comment

Jungle Trikes have bencome a new favourite of mine in my Karman lists. The stats are impressive, for 200 points you get a unit with double the firepower of a fire toad that can fly over obstacles. The drawback is that they are made of glass but when used correctly it doesnt matter.

The fast hit from reserves is how I use them best. They have a 30cm movement and on most missions you can easily get the 200 RP to bring one on your second turn. When I bring them on I dont plan on them surviving very long so I make a bee line usually towards the enemies battle suits. With karmic warrior and the rerolls of the ZZ guns you are pretty much guaranteed to hit with all your weapons at close range. 15 strength will wound even the dreaded kolossus on a 3+. Not too shabby for a 200 point unit.

against armies that dont have missile launchers you can also have them hang around at the back of the field and take potshots all day long, just use their high movement to keep as much distance between your opponent and the trike and you’ll likely get a few rounds of fire un harassed. Arceo lists are ideal for this as you can give the trikes “take cover”.

There is no middle range for these guys, its either charge towards auto hit range and hopefully take a round of AT fire off your buggies, or hang back and let cover and range give you the advantage. Regardless of how you play them they’re a huge asset to a karman commander. I wouldn’t leave home without them!

Good News (Maybe) From Rackham

Posted in Articles on October 22nd, 2008 by Vastatum – 1 Comment

Last week it was revealed that FFG was no longer going to be distributing At-43. Many in the community became worried that this might be bad news for the game. Currently Rackham is under the French equivalent of Chapter 11 while they undergo restructuring. Being in this state they are not allowed to reveal any of their plans publically. They exit this phase on the 28th of October.

An email that went out to all of the community evangelists (Sentinel program) seems to have made those people very excited. While they can’t reveal anything about the email until the 28th judging from the reaction some very exciting good news is on the way from Rackham regarding AT-43. I for one can’t wait to see what Rackham has in store!

Basic Starter Red Blok – 2000 points

Posted in Red Blok on October 21st, 2008 by Vastatum – Be the first to comment

So you’re thinking of starting a Red Blok army but don’t know where to start? This article is for you. There are a few basic units that will fill out your Red Blok army that you will likely use no matter what type of list you want to take. Later I will go over a bare bones red blok list, it wont win you every game but if you’re on a budget it is a very good starting point to expand on later.

Captain Vrachov

This commander can either drive a Kossak or join a krasnye Soldaty unit as a third medic. He is very useful on foot and makes the unit he joins very hard to dislodge from cover.

Sgt. Tymofiyeva

When on foot in an RPG soldaty unit Sgt. Tymofiyeva gets the disruption ability. in addition she has interference which allows her to move any card in the opponents activation sequence (before it has been revealed) to another location. This can play havoc with their activation order and give you the upper hand. (especially nasty vs  UNA with Col stark as he must deploy first)

Kransye Soldaty

These guys have your only mechanics you’ll likely want a full unit of them as they also are very difficult to dislodge from cover when Captain Vrachov is with them. This gives them 3 medics and the ability to stay alive forever.

Urod / Kossak

You will need one of these type 2 AFV’s both are decent choices. If you get Urod you have some extra long range weapons and the ability to self repair, if you get the Kossak you can turn him into KK5 which can heal nearby troops (especially useful for getting kolossus to the battle alive). Urod will be more forgiving to mistakes as his repairs turn him into an absolute beast. If you take the Kossak though you may find you have trouble filling up a 2000 pt list without buying another unit of something if you aren’t using RPG kolossus.

RPG Soldaty

These guys get rockets and combat engineers they’re supposed to get in close and melt enemy AFVs. They have to get close like most red blok units as they have very poor accuracy. their standard weapons also have twice the shots of the krasnye so they will score double the imacts with their standard weapons over the krasnye. The combat engineer can blow up terrain to speed this units movement since you dont have to move around something that no longer exists. Blowing up cover is a good way to attack without triggering overwatch as well.

Sierps, 2 of them

Sierps are feared by any army that faces red blok. with 2 light mortars they have a strength of 6, enough to impact even karman type 2 infantry 50% of the time. If 3/4 of the shots hit from this unit you score double impacts. what isn’t killed outright will be grounded. With a unit of 2 of these badboys you can be sure to ground 2 infantry units a turn. In addition to this the sierps have the disruption ability which drains the Enemies LP pool by 1 point per sierp. This can constrain what the enemy will do with their LP and can be a game changer if you can snipe / kill their commander.

Kolossus, RPG or Dragomirov

Both of these kolossus are good choices. The Dragomirovs have one rocket launcher and one mgauss giving you 6 rocket shots and 9 mgauss shots to divide among your opponents. If you want some pure anti AFV firepower go with the RPG kolossus they get 12 rocket shots and once in close very little can survive that sort of onslaught. I prefer to have each unit dedicated to a certain task so RPG’s are what I would take, but if you’re on a budget the dragomirovs might be more flexible.

Dragonov Kommandos

With their Sniper rifles your enemy will think twice about exposing their commanders and battle suits. Keep these guys in the back and pick off high value targets. You can use AT-Gauss Guns with them as well if you need to beef up your AT firepower. They also get the disruption ability just like the sierps, each unit of Dragonovs can cause 2 LP of disruption if they take 2 electronic warfare specialists. This leaves them without medics so it is a bit of a tradeoff.

Final Lists

  • 12 krasnye soldaty grenade launchers + captain vrachov
  • 12 RPG soldaty +rocket launchers + Sergeant Tymofiyeva
  • 9 Dragonov Kommandos + sergeant + sniper rifles
  • Urod
  • 2 Sierps + sgt

or

  • 12 krasnye soldaty grenade launchers
  • 12 RPG soldaty +rocket launchers
  • 3 RPG kolossus + sgt
  • Urod
  • 2 Sierps + sgt

or

  • 12 krasnye soldaty grenade launchers
  • 12 RPG soldaty +rocket launchers + sgt tymofiyeva
  • 3 RPG kolossus + sgt
  • KK5
  • 2 Sierps + sgt

or

  • 12 krasnye soldaty grenade Launchers + captain vrachov
  • 12 RPG soldaty +rocket launchers
  • 9 dragonov kommandos + at-Gauss
  • kossak
  • 2 Sierps

(final list has a few points to spare)

As you can see all these lists are very similar and will let you get into the game with no wasted purchases. All the units listed here you will use and provide a fairly balanced starter army.

Therian Routines

Posted in Therians on October 19th, 2008 by Vastatum – Be the first to comment

The Therians are set apart from the other factions in AT-43 by the routines that they can use. They allow a Therian commander to spend LP to perform a certain action on a units activation. I will go over the main ones here and talk about some of their uses.

Hyper Nanonucleus 2 LP (Infantry and AFVs)

This routine lets a unit re roll all the failures for one damage test. So if you score 10 impacts and only 5 of them damage, you get to re roll those 5 failed damage tests. Some players may tell you that this is 2 LP per die rerolled but this is NOT the case. You get to re roll all of them.

Transfer 1 LP (Infantry)

You may replace a living member of the squad with one that has been previously killed. This is useful for bringing back heavy weapons or heroes that have been killed

Repair (AFV)

This routine lets the overseer repair an AFV for 1 structure point of damage

Dash 2 LP (Infantry and AFVs)

Allows an infantry unit to move 30 cm when making a rush move. This is very useful for getting units into position. Medusa’s benefit from this letting them move 2 times their regular movement. The AFV version of this routine lets an AFV move 50 cm in a rush move. Very useful for melee AFVs like hekats and Tiamat.

Fusion 4 LP (AFVs)

Two AFVs of the same type in the same unit are fused together to create an AFV of the higher type. The two AFVs are replaced by the new higher type AFV.

Creation 4 LP (AFVs)

This routine lets the Company Commander create a type 1 AFV that spawns beside them. The Units card is added to the activation sequence for the next turn. This is a very powerful routine as it lets the Therians create a hekat a turn as long as there are enough LP to do so. If your opponent cannot deal with these hekats in a quick manner they will soon find themselves overwhelmed.

 

In addition to the general routines listed above certain heroes gain access to special abilities.  Since the Therians do not have access to medics and engineers it is essential to get the best use out of these routines.

 

 

Red Blok vs The Baal Golgoth

Posted in Red Blok, Strategy on October 6th, 2008 by Vastatum – Be the first to comment

I’ve been playing some games with the available tier 3 units and this week it was the Baal Golgoth. I set up a 2000 point list for either side, the Therians using the Baal golgoth plus some min sized grim golem units and a unit of assault goliaths. On the Red Blok side I ran a standard list Urod, Krasnye soldaty, some RPG kolossus Dragonovs and molots.

The Red Blok list had tremendous trouble inflicting enough damage to defeat the Baal. With 16 armor even the Dragonov at-gauss need 5+ to wound. Atis was very quick in recognizing that the dragonovs were going to be the largest threat and quickly engaged and dispatched them. Urod wounded the baal on a 3+ but for a maximum of 2 damage. The Soldaty took rockets and needed to be in range of the deadly heavy flamer in order to engage so they weren’t much use.

I tried out some bacterial grenades to no avail. Essentially Atis gives the Therians the ability to remove enough strong AT firepower (dragonovs) to make killing the baal extremely difficult. When Dotch Yaga comes along it will be a different story, but I don’t think that Tier 3 should be the only way to deal with the Baal.

Some Quick math came up with the following. assuming that the Baal has no cover and a range of 3.

  • RPG kolossus 1 impact (2 damage)
  • Dragonov AT-Gauss .83 impact
  • Urod .88 impact (1 damage) + .25 impacts (2 damage)
  • Kossack .5 impacts (2 damage)
  • Dotch Yaga 1.25 impacts (2 damage)
  • Soldaty .33 impacts (2 damage)
  • Bacteriological Grenades .33 impacts (2 damage)

As you can see nothing comes near the effectiveness of Dotch Yaga in defeating the Baal, there is nothing in the Red Blok arsenal that for equivalent point cost can effectively deal with a tier 3 threat. Which basically forces Red Blok to take a tier three unit because they never know if they will be facing one or not themselves. Even 4 units of min sized krasnye with grenades can potentially put out the same damage as dotch Yaga, but they have to get so close to the baal that its heavy flamer will just melt them.