Posts Tagged ‘stealth’

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.

Guru Lucius – Hot Fiery Death

Posted in Karmans on October 1st, 2008 by Vastatum – Be the first to comment

I recently picked up a Karman army and have been having a ton of fun with Guru Lucius leading a unit of 4 Kaptars. Lucius gives the unit he is leading stealth when they are in cover and given the take cover drill. This gives the usually fragile kaptars a lot more room to step out and fire all their weapons. The other benefit is that Lucius comes with 2 drum guns listed separately on his profile. This gives his unit the possibility of firing at 3 different targets with the split fire combat drill. This is extremely helpful when dealing with a UNA morningstar list as they are able to field a large number of smaller sized infantry units and if you’re lucky they’ll have left the triple lens helmets at home.

I am not totally sold on using diamond over a king buggy though. The flamers seem to be much more useful at clearing out infantry and for AFV killing, nothing beats the jungle buggy. Then again I usually run a Nova list so having a hero in an afv seems like a bit of a waste if they are anything less than a Saint.