Posts

Armoured Clash: Trying out Enlightened 2K

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 Another new army to try today, the Enlightened. I love the faction in Dystopian Wars, but what I’ve seen so far in Armoured Clash is not what I’m interested in. They look like an infantry based melee army, with some light walkers supporting, but not particularly fast overall. Still, the models are neat, so I’m giving them a shot.  Preparing to scuttle We played Pitched Battle at 2K points to provide a good baseline. We did end up trying 6ft x 4ft, and rivers were ruled as open ground as they would have disadvantaged the Empire significantly. All other terrain was size 3. The objectives were also slightly off to put them at actual points of interest (a bridge, crossroads, and town, played as a garrison building). Deployment   Eve of battle I ended up splitting my objective holders into 3 groups, pointed straight at the objectives. My fire support units ended up between these blocks to be able to support either side. I did not put anything in reserves due to the wider tab...

Unboxing: Durango Heavy Rail

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Union once again shows itself as the best faction, getting the first non-starter release. The box comes out to 60£, slightly more than other behemoths, probably due to the giant pile of resin. You also get 2 armour sprues so you have some tonks to put on your little train. The Model Overall, a great cast, as usual from Warcradle. Detail is crisp, there’s little in the way of flashing, and I have yet to see a bubble ruining detail. One of the Rockridge flatbeds is slightly warped, and the head popped off the turret gunner, but those are easy fixes.   Alas poor Yorick I love the design, it really sells the more industrial look. Multiple doors also sell the scale better, though it is a bit taller than I’d like (but that seems to be part of union design language in general). Finally, the Gunner on the AA Turret is amazing. I’d love it if we could get something similar for the carriages as well. The detailing on the Rockridge also impresses, particularly the (non-functional) articula...

Starting Out: Union

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  The Union roars into battle aboard hover trains, hover bikes, and huge trucks, ready to give ‘em hell. Advancing behind a firestorm laid down by their artillery, Union troops are supported by automatons fighting alongside them and ride into battle on the best transports available (the kind that don’t kill you when they are inevitably blown up). This is my favorite faction for Armoured Clash so far (We’ll see if Sultanate manages to dethrone them). I was a fan of the Lakota the minute they spoiled it in Dystopian Wars, and it ended up amazing in Armoured Clash (CHOO CHOO!). My general starting out guide for Armoured Clash can be found here . It covers some more general advice that I didn't want to repeat for each faction.  Overview Playstyle: A fast and flexible close range shooting force, centered on combined arms and transports. Offense: Good shooting overall, though range is on the shorter end. There are a few decent melee units, but it’s not a specialty of the facti...

Armoured Clash: Starting Out

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I’ve been having a lot of fun with Armoured Clash lately, so I figured I’d get together some tips for starting out. I’ll also probably do separate posts for the individual factions, Union is already pretty far along. Edit 2025-07-09: added prices and custom unit cards What is it? Armoured Clash is a 10mm combined arms tactical wargame, set in a pre-world war alternate history with a steampunk/weird science edge. Landships rumble forward supported by tanks and cavalry while lines of infantry march to their doom and artillery rains down fire. Tripods shoot deathrays while hunted by opposing air support. A Crown armoured column blocked by Union mechs You generally want to bring a mixed force of infantry, tanks, cavalry/bikers, and artillery, with an emphasis on infantry and cavalry to hold objectives. Hanging back is a quick way to lose on objectives. Gameplay has been smooth, with very few gotchas. I’ve written battle reports for a few of my games, available here  if you want to ...

Armoured Clash Unit Evaluation

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So I’ve been working on a Union overview but I first wanted to get my thoughts in order as far as the general structure of the game and how it pertains to evaluation of orbats and units first. This is a deep dive aimed at explaining how I evaluate units generally, as well as the roles they fill on the table. This was written May-June 2025, after the Imperium release. (I keep fiddling with little things instead of just posting the damn thing) Union Combined Arms Orbat Analysis Battlegroups The first thing I’d look at is what bolstered slots your faction battlegroup gets. Full Strength units tend to be your main hitters, and you need to play at least 1 faction battlegroup. Furthermore, adding another just costs you a command platoon and any required slots, so these are going to be your most spammable full strength units. Battlegroup abilities tend to be more variable between factions, but are usually on the stronger end. Consider which ability you want to keep the most and assign yo...