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Showing posts with the label Competitive

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...

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 ...