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Post by droopingpuppy on Dec 15, 2018 12:27:19 GMT
But I doubt that most DEF skew things are able to withstand their charge attack(which has automatically boosted damage roll) either. Usually these options are also don't have much ARM as well(usually ARM 18 or less).
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Post by 36cygnar24guy36 on Dec 15, 2018 13:35:52 GMT
I played a min unit of steelhead Cav the other day with Magnus 2, Calamity and Flank gets you great mileage if you get the 3 attacks, also relentless charge means you can park them behind your free wall and be a bit more resilient to guns.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Dec 15, 2018 14:23:07 GMT
Guys, you know, they are the Cavalry unit who has boosted charge attack roll - stuck in MAT 6 or not has not so meaningful effects on them actually. this is a very wrong and incorrec opinion to hav
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Post by droopingpuppy on Dec 15, 2018 15:24:00 GMT
I don't think so. Usually the charge attack is the only meaningful anti-armor melee attack on the units, because their P+S is lower than jacks and they can't boost by themselves even if they can make more than one attack. And Cavalry model has boosted attack roll on the charge attack.
I know that POW 12 Flank Point-Blank attack does adds some damage so it is an exception, though, but it doesn't kill the armors alone. +2 damage per a trooper is good to have, however.
Yes, buff/debuffs is a thing, and multiple attacks loves POW buffs or ARM debuffs as we know. And it will gives the flexibility. But anyway for the melee units the charge attack is the most powerhouse of each unit, and any additional attacks are only the sidearms.
And I expect that high DEF targets are usually also have moderate to bad ARM that always scare for the cavalry anyways. Even a Steelhead Heavy Cavalry without Flank(that has subpar damage dealing capability for their class due to lack of Flank) can hit a DEF 14/ARM 17 target by 83.796% and may cause average 6.504 damage on a hit when he make a charge attack - even without Flank and Point-Blank. If you add Flank or anything else then the odd can be raised further.
Well anti-infantry is an another case, but remember that they are the cavalry unit - which also have Impact Attack.
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Dec 15, 2018 17:07:04 GMT
hav u evar wanted to maek an impact or non charge atack? cuz i have watned to do that. pls stop trying to get Finished instead of flank. it is very silly
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Post by droopingpuppy on Dec 15, 2018 21:12:08 GMT
If an anti-armor melee unit is not able to charge, they are already done for. They are only work as the jammer that harrass the enemy or hold the objective when they starts the turn engaged by the enemy, but they no longer threat the enemy armors.
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Post by 36cygnar24guy36 on Dec 15, 2018 23:04:39 GMT
If an anti-armor melee unit is not able to charge, they are already done for. They are only work as the jammer that harrass the enemy or hold the objective when they starts the turn engaged by the enemy, but they no longer threat the enemy armors. Not always, if you can land even one -2 arm debuff (Rust/Harm/Calamity/Dark Shroud), then the steelhead Cav don't necessarily need to charge, two boosted pow 14s and a boosted pow 13 will still do decent damage to stuff up to arm 19.
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Post by mydnight on Dec 16, 2018 0:42:53 GMT
Also at mat 6 without flank an opponent would be willing to tie up the cavalry with throw away moderate defence troops.
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Post by droopingpuppy on Dec 16, 2018 12:05:43 GMT
Even against a flat MAT 10 units it is still a valid tactics, if they have good anti-armor capability. Anyway they will waste at least one turn if there is no helping hands, and it is always better to take out the jammers by the others THEN let the charge again. For a game that only lasts for 3 to 6 turn, I don't think that shut out the anti-armor capability of the enemy unit for a turn seems not so valuable. Attacking the jammer with the cavalry is what your opponent wants actually, regardless of their MAT.
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Post by 36cygnar24guy36 on Dec 16, 2018 13:19:35 GMT
Even against a flat MAT 10 units it is still a valid tactics, if they have good anti-armor capability. Anyway they will waste at least one turn if there is no helping hands, and it is always better to take out the jammers by the others THEN let the charge again. For a game that only lasts for 3 to 6 turn, I don't think that shut out the anti-armor capability of the enemy unit for a turn seems not so valuable. Attacking the jammer with the cavalry is what your opponent wants actually, regardless of their MAT. I mean Steelheads have Tactician and the Rifleman War Tempered, I would love my opponent to try and jam my stuff
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Post by onijet01 on Dec 16, 2018 15:37:27 GMT
Not to be that person but.
Steelheads have tactician if a solo is in range.
War tempered only works if you can accurately shoot as you opponent will have the engaged bonus (+4 def) so it can be negated by aiming and minimum 2man cra. On a rat 5 unit.
Truth is war tempered works with rets riflmen because they can gain extra die on attack rolls. Outside damiano i dont see a huge advantage to the ability
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Dec 16, 2018 16:11:38 GMT
Also at mat 6 without flank an opponent would be willing to tie up the cavalry with throw away moderate defence troops. ah but u were too clever for ur oponant because ur horsies have bulldoze!
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Post by 36cygnar24guy36 on Dec 16, 2018 16:24:04 GMT
Not to be that person but. Steelheads have tactician if a solo is in range. War tempered only works if you can accurately shoot as you opponent will have the engaged bonus (+4 def) so it can be negated by aiming and minimum 2man cra. On a rat 5 unit. Truth is war tempered works with rets riflmen because they can gain extra die on attack rolls. Outside damiano i dont see a huge advantage to the ability A 9" command bubble of a large base is plenty. Accurate shooting into melee is not an issue, aiming, 2 man CRA and Mark Target makes it effective rat 11, with a reroll. Even hitting def 17 or 18 is not a problem
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shoe
Junior Strategist
Posts: 706
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Post by shoe on Dec 16, 2018 16:30:50 GMT
Not to be that person but. Steelheads have tactician if a solo is in range. War tempered only works if you can accurately shoot as you opponent will have the engaged bonus (+4 def) so it can be negated by aiming and minimum 2man cra. On a rat 5 unit. Truth is war tempered works with rets riflmen because they can gain extra die on attack rolls. Outside damiano i dont see a huge advantage to the ability A 9" command bubble of a large base is plenty. Accurate shooting into melee is not an issue, aiming, 2 man CRA and Mark Target makes it effective rat 11, with a reroll. Even hitting def 17 or 18 is not a problem of course it is a problem because u fielding poop ass riflemans
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