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Showing posts with the label Enlightened

Battle Report: Enlightened Aircav vs Empire

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  So I finally got the chance to get all my enlightened rotorcraft on the table! Playing a more elite take on them had been my goal from day one, and with the new box I’m giving it a shot. My opponent, forewarned of aerial shenanigans, brought an Empire list stacked with anti-air, so it promised to be a bloody match. Zooorp! Lists Enlightened   Empire (just written up from the pictures, not 100% sure it's correct)   Round 1 Setup  I derp right out of the gate by shooting my citizen soldiers at the fanguns, only damaging 1 and losing 3 bases to overcharge 1. In return, he opens up on my left flank, his bulnabangs dropping a pandora and with it a third of my other command unit. Their victory is short-lived though, as my Hellions tear them to shreds and the remaining command unit and aegis crawlers successfully land on the objective. On the right, my heavy walkers weather a storm of shots, slowly dropping to about half health from planes, rocket teams, and the fangu...

Unboxing: Enlightened Heavy Regiment

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  Dropships! Stompy boys! CRABS! The new box brings amazing new options, opening the faction from just an infantry horde to much more varied playstyles. Armour focused lists can now bring the Atlas (with CRABS), Undertakers, or Pandoras with infantry to hold objectives, more balanced lists have broader access to Peer Review and some fun new options, and I think this might be the first faction that can do an aerial focused build now. For New Players I think the variety of extra peer review options in the Atlas, Hyperion, and Selene should make starting out with Enlightened much easier. If you don’t like painting infantry this is also the box for you. I’d recommend picking up 1-2 boxes. Construction/Magnetizing First up: the shipping containers on the Pandora. Make sure the notch in the container side (part 25) faces up, otherwise the part won’t align properly with the grabber claws. The base of the walker (part 16) also twists a bit, but adding part 20 stabilizes that nicely, ...

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...

Enlightened Sprues

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Enlightened Frontline (New) Enlightened Support     Enlightened Advanced      Enlightened Aerial   Enlightened Frontline (Old)

Enlightened and Errata 3.05

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The March errata brought some minor tweaks, but two of them are quite relevant to the Enlightened, specifically our Heavy Weapon options. I’ll be going over some of the implications as well as the winners and losers of this change. Victory & Valour: Specific effect may only be attempted once per unit While this correction was probably only meant to clarify that you can’t try again after having your effect canceled by Fortunes of War, this does mean that Heavy Particle Cannons, Magneto Encapsulators, and Gravitronic Imperilators can only use their Valour Effect once per activation in a unit. In my Enlightened Overview, I talked about firing Heavy Particle Cannons separately to get multiple 15 dice pools via SRS tokens, which is now no longer possible. Gravitronic Imperilators were similar, in that the valour effect was a major source of damage. With these changes, the Heavy Particle Cannon has lost a small bit of flexibility, but it still basically does the same thing. This ...

Starting Out: Enlightened

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 So you’ve decided to join up in the pursuit of science, progress, and turning whales into research assistants. Below I’ll be doing a quick overview of the strengths and weaknesses of the faction, followed by going through the various options available for starting with the Enlightened. I’m going to be suggesting what I think is a strong 1000 point list with the contents of the box. I don’t believe in dumbing down anything for new players, but I’ll list how complex I think it is, from a new player’s perspective and ease of understanding. Enlightened to tend to be on the complicated end overall though. I’ll try to keep things simple, but no promises. This was written for the 3.03 Orbat, and updated for 3.04. Lists have not been updated, though point costs have stayed relatively close, so there shouldn’t be any huge issues. Overview Shooting: Enlightened have some of the strongest ranged weapons in the game. The Particle Beamer has you covered for pretty much everything, and o...

Enlightened Overview

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  Below are my thoughts to the current 3.03 Enlightened Orbat. I’m not going to go deep into the options each unit brings to the table, you have the pdf yourself. Rather, this is aimed at exploring what you can build with the options in front of you, and what choices I think are the way to go. Also vibes. Overall, I’d say Enlightened are an elite generalist faction. Your ships tend to have a lot of firepower in multiple range bands, are tough unless your opponent has the right tools to ignore your defensive tricks, but tend to be expensive.  This was edited a bit for Errata 3.05, which had some changes for the heavy weapons.   Cruiser Armor Just to cover this up front: Armor 5 vs Armor 6 is not a huge deal, due to our low citadel value. Against a single volley, A5 gets crippled at 20 hits and dies at 30, but A6 gets crippled at 22 with the catastrophic explosion, and dies at 36. To reliably cripple, your opponent will in most cases need to invest the same amount of...