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Showing posts with the label Starting Out

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, ...

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 ...

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...