Posts

Armoured Clash: Tactical Tricks

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This is a list of some small tricks or edge cases that the ruleset allows that might help you get incremental advantages or order activations to your advantage. I haven’t noticed anything particularly strong or necessary here, but every little bit helps. It’s possible that I missed a rule somewhere preventing these things, in which case I’m sure it’ll be pointed out shortly. Alternatively, perhaps some of these interactions are unintended and the devs will fix them. I’ll try to update this if so. Reserves, and the use thereof (No one expects Field Guns) Field guns bring decent range and good shooting for cheap on a slow, tissue paper chassis. Not exactly a winning combination, especially when killing light units is one of the main priorities of the game. So leaving them in reserves to pop out when needed and safe until then is the perfect combination to make them work. Determine initiative is also before deploying reserves, so you’ll know if you have the first activation before c...

Armoured Clash Battle Report: 1500 Union vs Crown

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  Finally got around to my second game of Armoured Clash, figured I’d write a bit about it. We played a Battle, 1500 points, Union vs Crown. Mission was Supply Drop, which meant 4 placed objectives that disappeared after being scored. I think I got most of the beats down, but I might have misremembered some things, particularly towards the end. The individual parts of a turn also aren't necessarily in the exact order. Deployment Nothing particularly novel here. I set up my Lakota and Ironhides (helped by Forlorn Hope) to take the flank objectives, and the Lamplighters and Blazer Heavy Bikes for the more central points. The Iron Horse cavalry was going to try the Vanguard charge into the enemy Artillery meme again. The MOAB Mortars went behind terrain to stay safe and lay down indirect fire, while the Rolling Thunder Tanks went towards the center, away from the anti-tank artillery. Field guns and a Pacifier unit went into reserves. I wanted to see how the field guns performed...

Armoured Clash: Basic Statistics

So I’ve been meaning to start writing stuff about Armoured Clash now that I’ve had a game to see how things tick, but I figured I’d get this out to have a baseline for discussion and to give an idea for how much you can expect out of a unit. Most of the background text here is copied from my Dystopian Wars Basic Statistics post. Pure damage output is less important in Armoured Clash than in Dystopian Wars, from what I’ve seen so far. The lack of defences, infinite exploding dice, and sustained makes these calculations significantly easier and straightforward too. Output on average is lower as well due to the lack of infinitely exploding dice, though defenses are lower as well. Result Multipliers Neutral: 0.889 Improved: 1 Weakened: 0.778 Neutral against Durable: 0.667 Neutral with Arc: 1 Neutral with Give Em Hell (Strikes count as 2): 1.333 Weakened with Give Em Hell (Strikes count as 2): 1.167 These are multipliers on the expected successes per dice. These are not multipliable with ...

Dystopian Wars: Competitive Ramblings

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  I’ve been ruminating on the general concepts of how to win at Dystopian Wars for the Warsaw tournament, and I figured I’d write it up for people to argue over. This is aimed primarily at 2000 points, though I’ve written a bit about the differences to 1500 below. It's a bit rambley, though I hope the core idea comes through.   Haunebus preparing to drop some SCIENCE on Canadians As for baseline conditions: Tournaments here are run with good levels of terrain and a houserule limiting lists to a maximum of 50% aerial units. I don’t think the conclusions listed here are significantly altered by this house rule, though it does make Iron Skies harder to run. However, since the list fits just fine into the suggested framework, I don’t think there’s any issues there. Summary To save you all from my ramblings, I’ll put the conclusion at the front. How should you put together a competitive list? Your main focus should be on units that can sink a cruiser in one activation turn 1 ...