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Showing posts with the label Basics

Starting Out: Enlightened

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SCIENCE! Abominations! Blowing up your own troops! So what if we don’t have long range, as soon as we get over there we’ll make you regret it! Also, there’s a surprising  AMAZING amount of CRABS! The direction they took this faction for A rmoured C lash is definitely interesting. I wasn’t expecting a tough melee force, but it’s been fun marching across the table with a horde that just won’t die. The new Heavy Regiment really opens up the faction as well, giving more leader choices (peer review), dropships (coming for TTCombat's lunchmoney), and crabs. My general starting out guide for Armoured Clash can be found here . Updates: 2026/07/31: Updated for the Enlightened Heavy Regiment  Overview Playstyle: Hordes of (Melee) Infantry, supported by fast cavalry and light tanks. More specialized builds includes  Offense: Very punchy in melee, and strong short range shooting. Most things have strong anti-light attacks, for anti-heavy you need specialists or melee. Def...

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. Edit 2025-07-09: added prices and custom unit cards Edit 2025-10-26: added another note on what to build and updated faction counts 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 ...

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 ...

Starting Out: Imperium

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Trains, Zeppelins, and Giant Robots. Or maybe you’re just a fan of traditional warships. Either way, the Imperium has you covered. The lists I’m suggesting are leaning towards good lists, but fairly balanced in playstyle for new players. I’m not aiming to go all in on one particular aspect. This was written for the 3.05 Orbat. Overview The Imperium strikes me as a Jack-Of-All-Trades Faction made up mostly of specialists. Most of your unit choices are good at one specific thing, while also being at least decent at assaulting. You can bring an answer for anything, but then again a list can only fit so much. Scandinavians are a bit different. All of their ships mount a lightning cannon in the front, and are ridiculously good at assaulting. Even their merchant ships. Especially their merchant ships. They’re more suited to a rush in play style. Offense : Strong at close and medium range, with good assault. Scandinavians lean even more into close range and assaulting. Defence: T...

Glossary

  A few terms that I may use in my posts. I will not be defining rule terms here. Light Turret: Gun Battery, Rocket Launcher, Aetheric Lance, ect. Turret: Heavy Gun Battery, Heavy Rocket Launcher, Particle Beamer, ect. Generators also use these slots if a ship can switch for them. Fleet Carrier: Heavy flagship carriers. Tend to start at 10 SRS Capacity, have significantly less Battle Ready hull than Crippled (7/9, ect.), and usually only have 2 main weapons or less in the front arc. There’s a bit of a cheesy strategy of parking one of these behind an island and then full reversing to have a fairly invincible 30 dice shot each turn, which is somewhat feel bad to play against if not prepared for. Battle Carrier: Lighter flagship carriers. Tend to cap at 6 srs capacity, the battle ready/crippled hull split is closer than fleet carriers or even (8/8), and may even have a full complement of turrets. Battleship: Tend to be the tougher combat flagships of a faction. Characterized...