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Showing posts with the label Union

Unboxing: Union Assault Regiment

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So we’re getting the first air assault regiment (though my stuff took forever to get here, and Enlightened also arrived already), and it looks like this is going to shake up the game quite a bit. Rotorcraft so far have been more of a support choice, but now that we’re getting a wider rollout of transport rotorcraft anti-air is going to be much more important. But I haven’t had the chance to get them on the table yet, so I’ll keep y’all posted.   Quick look at the new models For New Players If you like flying units this is the box for you, but otherwise this box provides new options rather than things the faction must have to work. Construction/Magnetizing Everything came together quite well. Magnetizing the Talon/Spectre was also fairly easy, and it’s a great model. A little derpy, but in a good way. I drilled the inside of the spectre windows to mount 2x1mm magnets (the piece is thick enough that it wasn’t difficult), then used that as a guide to glue 3x1mm magnets to the in...

Unboxing: Durango Heavy Rail

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Union once again shows itself as the best faction, getting the first non-starter release. The box comes out to 60£, slightly more than other behemoths, probably due to the giant pile of resin. You also get 2 armour sprues so you have some tonks to put on your little train. The Model Overall, a great cast, as usual from Warcradle. Detail is crisp, there’s little in the way of flashing, and I have yet to see a bubble ruining detail. One of the Rockridge flatbeds is slightly warped, and the head popped off the turret gunner, but those are easy fixes.   Alas poor Yorick I love the design, it really sells the more industrial look. Multiple doors also sell the scale better, though it is a bit taller than I’d like (but that seems to be part of union design language in general). Finally, the Gunner on the AA Turret is amazing. I’d love it if we could get something similar for the carriages as well. The detailing on the Rockridge also impresses, particularly the (non-functional) articula...

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...

Flank Attack Union vs Empire 2K

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  I finally got a game in against Empire. We ended up on Flanking Maneuvers, 2K points, on 4ft x 4ft. I also decided I would not be using the transport missile to clear out buildings, so that’s a bit of a house rule I guess. Deployment The flank objectives are worth more, so those should be the priority. Each player has one close and one far, so locking down the close one with walking infantry sounds good, followed by a fight for the center. Seems reasonable. (That’s not what happened.) I put my mechs in the center to hopefully be able to engage any central forces, or to move to engage any heavy pushes to one of the other objectives. His objective got my fast movers (bikes and ironhides), especially when I saw him deploying an artillery park there. The central woods got a pacifier unit to hopefully take the center and some field guns in a similar role to the mechs. My home objective got the Lakota to hopefully flank and Troopers to hold the objective. To hopefully not get my M...

Armoured Clash: The Battle for the Hill Fort (2K Union vs Crown)

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  Got another game in against Crown, moving up to 2K points. We’re still sticking with a 4ft x 4ft battlefield as recommended, and we played Lord of the Manor this time. I even took notes this time! Union Forces ready to manifest some destiny Deployment Lord of the Manor doesn’t leave much room for creativity. I deployed my mechs centrally to stay out of LoS from the Galahad and Monarch brick. I figured I could tank a bit of fire from the Mordreds on my heavy mechs or lakota. MOABs went behind a hill as is their custom. Iron Horses went in reserves to again try Artillery hunting (now at full strength), and the Blazers went a bit further on the flank to hopefully not get murdered immediately. A wave of Crown Steel Crown formed a brick of all the TANKS on their left flank, with the Mordreds on and the Bors behind their central hill. Spitfires were ready to engage from behind the tanks, and the Sharps were deployed aggressively to claim the objective.  Deployment after vangu...

Honorable Eclipse Company Overview

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  There's two things HEC brings to the table: Defensive buffs, and reasonably fast objective takers. Composed almost entirely of the new Airships, you'll be swimming in Flak Barrages and other defensive tricks. Combat wise, their primary strength is point blank knife fighting (Engaging enemies in multiple or even all arcs),with respectable closing output, and with Vanguard on a lot of their units, they can certainly get there. The Sentinel Generator essentially gives all friendly units within 5” a Mass 2 Shield Generator. This could be quite interesting as a protective buff to M1 units, since this is the only “generator ship” that can buff M1. THe 5" range, however, does make this a somewhat complicated arrangement. The Valor effect isn’t particularly strong; you aren’t bringing these for their damage output. The airships in general and the flagships in particular seem to be built around the idea that you can get a target at closing and point blank in the front arc, ano...