Comments on what went awry: #0: Parking Hittites behind buildings. They have to deliver infantry ASAP and have Offroad. Putting them behind buildings shortens their potential forward movement by a lot, and they can't deploy Infantry at Top Speed, so you're delaying your infantry being useful until turn 3 by putting them where you did. The truth is that transports for infantry often aren't worth it compared to taking Paratrooper or Mountaineer and getting SO so you can just deploy up the board and get MAVMs in buildings or MIMs somewhere safe to lob indirectly. But if you must take a transport, plan to deploy them at least by turn 2. #1: Taking initiative on turn 1. Your entire force is short ranged, you should be having the enemy close on you in the hopes you can roll up and actually shoot them or melee. #2: Moving your duelists first just let the opponent dogpile them with a crossfire. You should have moved the Hittites up so your duelists could get a chance to react to the opponent's movement, maybe get some infantry on the board to help with some indirect fire. #3: Moving your ECM+ boat and Force Commander forward first. If the Kodiak had Reacted once you popped smoke you could have lost the Chameleon entirely, or the ECM+ bubble to Haywire damage. It didn't happen, but that's your opponent's mistake - he could have Braced and Focused his way up to 4D6, with Precise and Advanced that's 4D6+2, extremely deadly. #4: Your MFCs have Auto, so saving your actions on turn one did nothing for your Black Mamba MPs. It looks like you could have max range MFC on the White Cat (focus) with one gear and MPZ the Kodiak (focus) with the other. I understand the desire to save actions for React, but your short range weapons meant that once the target retreated everything went sub-optimal anyways. #5: Separating your Hittites early, the little boogers work better together as a team, especially given how you're outnumbered by faster moving units. Lone vehicles will get flanked! That Advanced + Precise LPA is really nasty, and your opponent had a ton of guided weapons and White Cats to Target Designate for them. If the dice had treated you better things might have been very different, but you took a big chance and average dice rolls for defense weren't enough.
@Metoollhead4 ай бұрын
Thanks a bunch for the tips. Absolutely agree on just about everything. Although the Hittites did somewhat accomplish what they were set out to do - If I lured the enemy to my side of the board, I think they would have had a better day than how it ended up.
@c3rber3s004 ай бұрын
Thanks for the tips, I never thought about the Kodiak reacting, although it probably would have missed due to 4D6+2 on 3+ vs 6D6 on 3+ with agile. In the end it didn't matter as I took out the Chameleon the next turn.
@cptkrank68024 ай бұрын
@@c3rber3s00 It's a close shot; the 4th edition RPG has a table for the dice and 6D6 on 3+ is 8.56 on average, 4D6 on 3+ is 6.92, the +2 bringing it to 8.92. Decent chance of getting MOS1 on average dice rolls. It worked out for you in the end, but never underestimate that guaranteed +2, it's worth more than +2D6. Your list is extremely good, I'm hard pressed to think of a better 100TV list for the North.
@c3rber3s004 ай бұрын
@@cptkrank6802 To be fair, it normally wouldn't be this good as is, because its actually 103TV due to the tournament survivor rule. I could probably shave a point some where by deleting old trusty from the hunter for 1 TV to get the precise added back to the MPA and the list would be 100TV then.