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Cogs Warmongers

The Warmongers are the basic troop type of the Cogs army. Like many of the Cogs units their units are quite fragile with a low number of models but they are able to carry up to three special weapons in the unit. This fact offsets their relative fragility and high cost. Armed with Quantum pistols and blades the Warmongers standard troops operate best when close to the enemy. They still have a very high accuracy of 3 with a reroll giving them a decent effective range. The regular troopers in a unit have one purpose. Fight off any enemy melee / close range fighters like Krasnye keeping the all important special weapons bearers alive. On the Special weapons side they can be armed with Quantum jammers that fire 2 re rolled shots with an insane accuracy of 6. This gives them the ability to reach out and destroy almost any AFV threat from significant range. Picking the right opportunity to reveal your troops is key with this unit as they are unlikely to survive the following barrage aimed in their direction after unleashing 6 jammer shots. The Warmongers may also be equipped with Quantum MGs in order to fill an anti infantry / point holding role. This give 4 shots each with accuracy 5 and a re roll. No enemy infantry would want to dare go near these guys as they can very quickly reduce a unit to nothing. The counter to Warmongers is to simply hit them with indirect fire. Youll need to see them first though as any smart player will keep them out of line of sight as long as possible. They live and die by for their special weapons.

Cogs Sharpshooters

When it comes to Cogs accuracy is something they have in spades. If you had one guess as to what sort of troop the sharpshooters are youd get it right. Range is where they are most comfortable mitigating their low numbers by keeping outside the range of most weapons.

Armed with 2 Quantum rifles that pump out 2 shots each with a re roll these guys are your long range anti infantry specialists. Accuracy 7 ensures they can get that first turn shot on any opponent that positions themselves poorly with little fear of retaliation. They have a normal unit size of 3 which gives them 6 shots these guys in a minimum configuration are fully capable of harassing even type 3s. Their mobility lets them get into the perfect spot to get a shot and their guns can inflict wounds having a strength of 5. When bumped up to their max size of 6, you get access to 2 special weapon bearers equipped with a sniper rifle of a quantum jammer. The sniper gives a lot of tactical options and pairs nicely with the long range of the other weapons. Send a unit of these after type 3 infantry or go officer hunting and youll more than make up for their point cost. even some lightly armoured afvs will be wary of the sniper shots. The jammers give them an anti afv role, but you can grab more jammers in a full unit of warmongers so I find the sniper option to be a more versatile one. The warmongers are vulnerable to rushing AFVs when they are not equipped with jammers so be wary of that. They are also vulnerable to swarming infantry as they do not have a huge rate of fire. Watch out for Star Troopers with MGs or Flamers that advance under cover.

Cogs Prowlers

Prowlers are one of the Cogs type 1 AFVs. They are lightly armoured but pack quite a punch as their weapons have a very high rate of fire. Able to deal with infantry and AFV threats they are the most multi-purpose of all of the Cogs AFVs.

The Prowler is armed with a Light Quantum Cannon and a Light Quantum MG. The cannon packs some serious anti AFV punch putting out 2 str 14 shots with an accuracy of 9. This weapon is pretty much guaranteed to hit as it has 2 re rolls so youll want to be sure you have some form of cover. Combine this with a very quick movement speed and you have a great tactical unit as it can get into an ideal firing position quickly. The MG has 4 shots and is pretty much on par with other MGs in the game strength wise, but it does have an extra shot over most other factions and has great range at 6. Lets not forget about the auto repair ability which gives them the ability to repair 1 damage a turn for free. Luckily these guys have only 2 frame points and are extremely easy to destroy. 2 damage weapons are the way to deal with the Cogs type 1s so fire missiles and rockets their way.

Cogs Vandal

The Vandal has immense accurate firepower. What else should you expect from a COGS AFV? Equipped with a heavy quantum cannon and a heavy quantum mortar, nothing is safe from this monster. The Cannon will pretty much hit anything on the board with accuracy 10, 4 shots, and 2 rerolls. I think a general rule for cogs should be you just hit everything they are this accurate. At strength 16 It will even scare redblok commanders into thinking twice about walking their AFVs into the open.

If you thought the cannon was scary youre going to love the mortar. It gets 2 shots with a radius of 10 and comes with the amazing accuracy of 6. at range less than 4 youre pretty much guaranteed double damage which hits at strength 6. This is the weapon youll want to use on swarm type troops. Sharpshooters need no longer worry about being rushed by a couple groups of max krasnye as one shot from this bad boy will vaporize them. The vandal does have slightly lower armour at 16 and as such is more vulnerable to weapons like laser guns and at-gauss. This problem is easily mitigated though by having a T-regulator g27 on the board. This gives your AFVs the ability to use a deflector shield that lets you choose the damage location of every hit. This means that as long as the g27 is alive your vandal will take 16 damage to destroy entirely. Did I mention this guy auto repairs and has a presence detector too? Well it does so you had better be pouring a ton of fire into it. In order to stop this guy your first priority is taking out the g27 if it is on the board. The vandal can soak up damage like nobodys business when that pesky hero is around. After that fire everything youve got with a strength 14 and above at it.

Cogs T-Regulator Heroes

The T-Regulator heroes provide a lot of versatility to a cogs force. Each one is equipped for a different task ranging from protecting AFVs to raining missiles down on your enemies. They also have access to the G09 generation of clones providing a great LP pool, something all Cogs armies need. Starting with the G45 you get a missile launcher with homing missiles. These arent the same garden variety missile launchers of the UNA though. With 2 shots that hit on a 4+ you might think they are worse, but factor in the re roll and you are hitting 75% of the time. Each missile is strength 13 and causes 2 damage as well. The G27 is a step up in terms of command and control giving 4 LP and packs a very useful piece of equipment called the deflector shield. This lets any shots that are fired at your afv be redirected to hit a different location chosen by you. This means you can maximize damage to all your AFVs making them able to sustain 100% more damage before being destroyed. The G27 weapons are simple quantum pistols as his ability is so powerful.

The G09 provides your army with the LP pool it desperately needs. it provides 9 LP and should be kept out of harms way for the duration of the battle. Losing your LP as cogs can mean losing the battle as you cannot activate your AFVs and your infantry become extremely vulnerable. T-Regulators are great additions to a cogs army and provide all sorts of interesting tactical options. I would take the g27 in any AFV focused army as his ability is invaluable.

Karman
Kaptars and Anakongas

The Kaptars and Anakongas are the type * infantry of the Karman forces. They each serve a distinct role in the army and have their advantages over the other. Without access to medics both units are very fragile and dont respond well to taking casualties, but they have an awesome amount of fire that makes up for this fact. Kaptars and Anakongas are also the only Karman troop type with access to mechanics, this plays a crucial role in how they are deployed as that one repair can mean the difference between your King Buggy becoming immobilized for the game, or regaining its propulsion to wreak havoc for another turn. The following is a comparison between the two Karman Type *s.

Kaptars
The Kaptars are the multipurpose type 1 infantry. They have zz rifles which with a strength of 6 are able to inflict damage on targets up to armour 11. This means that even some lightly armoured AFVs have to be careful of this unit. They have a high rate of fire at 4 shots each and can be equipped with sniper rifles or ZZ guns as special weapons.

Anakongas
The Anakongas are the highly mobile shock troop of the karman army. They are equipped with jetpacks which lets them fly over terrain without penalty. They are also armed with drum pistols which have a very short range but an extremely high rate of fire. Unfortunately the weapon strength is only 5 so it it is less effective vs battlesuits and AFVs. This makes them well suited

for battles with other infantry at close range. Their special weapon options reinforce this role as they get flamers. If you need to clear an entrenched enemy position, or take and hold a contested point the anakongas are a decent choice.

Comparison
Of the two, the Kaptars are more versatile unit. Their decent range, access to snipers and antiAFV ZZ Guns makes them a better all around choice. The anakongas can be used in specal weapons teams though, and a 2 model flamer team can wreak havoc on enemy lines. If you have a specific strategy in mind like capturing a drop point, rushing the enemy position with flamers and a hail of bullets the anakongas are the tool for the job, but for a unit that can adapt to most any situation, attack up close and from far with access to snipers or anti afv firepower, then the Kaptars are the better choice.

Karman Wendigos and Yetis

The Karmans have two types of ** infantry, Wendigos and Yetis. While both of these units both have access to medics (the only two units in the karman army to have them), they fill the opposite ends of the spectrum in terms of role. While the Wendigos are an extremely versatile unit and perform well in the majority of situations, yetis require more finesse to use effectively.

Wendigos
The Wendigos strength comes from their indirect fire. They all have access to maser strike which trades strength and attack rate for the ability to fire indirectly. This strength is further accentuated by the grenade launchers available as special weapons. This creates the ideal point holding unit for the Karmans giving them the ability to fire from cover with a large amount of indirect fire. This is where you want to be with karmans as every casualty is exceedingly costly.

Yetis
The Yetis are very costly point wise compared to the Wendigos. They are equipped with jet packs which lets them move towards the enemy rapidly. To use this unit effectively they need to stay in cover for as long as possible advancing towards the enemy. When they are in position they reveal themselves and with a hail of fire leave smoldering wreckage in their wake. They have access to rocket launchers which are the only karman weapons to cause more than 1

damage, and flamers which give them powerful anti infantry tools. Due to their specialist nature and high cost they really shine in larger point value armies as a flanking unit.

Conclusions
While the wendigos are useful in great many situations, the Yetis in the right situation have a much larger damage potential due to their rocket launchers. Given the focus on point holding in at-43 the wendigos are the better choice to fill a single type ** slot. When playing at larger point values where the yetis high cost doesnt eat into a large portion of the total army value, they are extremely deadly.

Karman K Units
The karman Type 3 infantry are extremely powerful heavy hitting units. Unlike their counterparts in other armies, each unit only has 2 models. They make up for this drawback by having an enormous amount of firepower and as much armour as a toad. Grounding is their worst enemy, as most weapons wont be able to damage them at all. Karman K-units now have the stability ability which makes them ungroundable, just like TacArms.

K-Fighters

They are the jammer equipped variant of the Ks. With 4 shots per model they are able to put out a lot of jammer fire. Jammers dont have the range that ZZ-guns do though so youll have to be a little closer to your target than normal. Coupled with Jindo-Un this unit can easily capture enemy afvs with one salvo.

K-Warriors

They are equipped with mortars making them the long range anti infantry choice. Again with 4 shots a piece they are easily able to create a max sized template that hits for 2 impacts, or able to engage at least 2 units of infantry when they fire strength 7 is also able to hurt all battle suits. This puts them a notch above the Wendigo Grenade launchers in terms of indirect effectiveness as they can actually dent red blok kolossus.

K-Shooters

They are armed with ZZ-Guns what sets them apart from a kaptar units heavy weapons is they get an additional shot each and also are able to use concentrate fire in order to re roll their failed damage tests. This damage re-roll is extremely valuable as it ups their damage potential by about 50%. Throw karmic warrior on these guys and the chance of not doing damage becomes virtually 0. They are also the cheapest K unit which opens up space in the other slots in your army.

K-Burners
They are highly specialized flamer equipped battle suits. They are very mission specific as they need to be within 25 cm in order to unleash their flames. They do not pack any more punch than the Anakonga or Yeti flamer teams but they also give you increased armour and the Super power grips for close combat action. This comes at a higher point cost than the Yeti or Anakonga teams but can pay off if used against units that have low strength weapons. All of the K units have their uses though the K-warriors and K-Shooters are the most versatile. If you want to run a small wendigo unit, taking K-Warriors will give you some great additional grounding power. Similarly if you want to beef up your anti afv capabilities the K-Shooters are really the way to go. K-Fighters are great but you must be using Saint Anuman / Jindo Un with them. This goes for pretty much any Jammer unit in the Karman force. Dont take jammers without him.

Battle of the Buggies


The Karmans have a wide array of Buggies available to them, knowing when to take the right tool for the job is paramount in being successful with the Karmans. Breaking down each buggy, its strengths and weaknesses, will help a Karman commander decide what the best buggy to take is.

King Buggy

Weighing in at 400 points this is the cheapest option available to the Karmans. Dont let its lower point cost fool you though it is a very capable unit. Armed with twin ZZ Cannons and Twin Flamers this unit is used best when pushing towards the enemy. The nice thing is that this guy tends to attract fire away from your other units. No one wants those twin flamers to hit their troops. Pros:

Low Point Cost Flamers for dislodging infantry

Cons:

Must get in close for maximum efficiency, otherwise it is simply a jungle trike with more Frame points

Jungle Buggy

The Jungle buggy is an AFVs worst nightmare. with 4 zz cannons putting out 8 shots, this is enough to ruin most anyones day. Those extra ZZ-cannons dont come cheap though, weighing in at 525 points its more than half the cost of a jungle trike over the king

buggy. This guy does best sitting at the back of the field laying down a lot of accurate anti afv fire. It will become a very high priority early on as it will completely dominate firing lanes, making any afv or battle suit wary to poke its head out. Pros:

8 ZZ Cannons will melt anything that gets in its way

Cons:

High Cost

Thunder Buggy

The Thunder Buggy is a blend of both king buggy and Jungle Buggy. With 2 ZZ cannons and 2 Drum Guns it can deal with infantry, battle suits and lightly armoured afvs. Weighing in at 425, I find this buggy excels at dealing with UNA. The drum guns can wound toads on a 5+ tacarms on a 4+. if you are hoping to hurt anything with armour greater than 11, consider paying the points to take the Jungle Buggy or save yourself 25 points and take the flamers on the King buggy and get in close. Pros:

Drum guns are great against UNA only 25 points more than the King buggy Can be effective from medium-long range

Cons:

Drum guns ineffective on targets with moret than 11 armour (need 6 to wound)

There you have it. All of the buggies are useful in different situations. Depending on what sort of army list you build you may want the overwhelming power of the Jungle Buggy, The Infantry Routing of the King buggy, or the hail of drum gun rounds from the Thunder Buggy. The most important thing is that you have a plan for how you are going to use your buggy to its maximum effectiveness. If you dont then the points are simply wasted.

Basic Starter Red Blok 2000 points


So youre thinking of starting a Red Blok army but dont know where to start? This article is for you. There are a few basic units that will fill out your Red Blok army that you will likely use no matter what type of list you want to take. Later I will go over a bare bones red blok list, it wont win you every game but if youre on a budget it is a very good starting point to expand on later.
Captain Vrachov

This commander can either drive a Kossak or join a krasnye Soldaty unit as a third medic. He is very useful on foot and makes the unit he joins very hard to dislodge from cover.
Sgt. Tymofiyeva

When on foot in an RPG soldaty unit Sgt. Tymofiyeva gets the disruption ability. in addition she has interference which allows her to move any card in the opponents activation sequence (before it has been revealed) to another location. This can play havoc with their activation order and give you the upper hand. (especially nasty vs UNA with Col stark as he must deploy first)
Kransye Soldaty

These guys have your only mechanics youll likely want a full unit of them as they also are very difficult to dislodge from cover when Captain Vrachov is with them. This gives them 3 medics and the ability to stay alive forever.
Urod / Kossak

You will need one of these type 2 AFVs both are decent choices. If you get Urod you have some extra long range weapons and the ability to self repair, if you get the Kossak you can turn him into KK5 which can heal nearby troops (especially useful for getting kolossus to the battle alive). Urod will be more forgiving to mistakes as his repairs turn him into an absolute beast. If you take the Kossak though you may find you have trouble filling up a 2000 pt list without buying another unit of something if you arent using RPG kolossus.
RPG Soldaty

These guys get rockets and combat engineers theyre supposed to get in close and melt enemy AFVs. They have to get close like most red blok units as they have very poor accuracy. their standard weapons also have twice the shots of the krasnye so they will score double the imacts with their standard weapons over the krasnye. The combat engineer can blow up terrain to speed this units movement since you dont have to move around something that no longer exists. Blowing up cover is a good way to attack without triggering overwatch as well.

Sierps, 2 of them

Sierps are feared by any army that faces red blok. with 2 light mortars they have a strength of 6, enough to impact even karman type 2 infantry 50% of the time. If 3/4 of the shots hit from this unit you score double impacts. what isnt killed outright will be grounded. With a unit of 2 of these badboys you can be sure to ground 2 infantry units a turn. In addition to this the sierps have the disruption ability which drains the Enemies LP pool by 1 point per sierp. This can constrain what the enemy will do with their LP and can be a game changer if you can snipe / kill their commander.
Kolossus, RPG or Dragomirov

Both of these kolossus are good choices. The Dragomirovs have one rocket launcher and one mgauss giving you 6 rocket shots and 9 mgauss shots to divide among your opponents. If you want some pure anti AFV firepower go with the RPG kolossus they get 12 rocket shots and once in close very little can survive that sort of onslaught. I prefer to have each unit dedicated to a certain task so RPGs are what I would take, but if youre on a budget the dragomirovs might be more flexible.
Dragonov Kommandos

With their Sniper rifles your enemy will think twice about exposing their commanders and battle suits. Keep these guys in the back and pick off high value targets. You can use AT-Gauss Guns with them as well if you need to beef up your AT firepower. They also get the disruption ability just like the sierps, each unit of Dragonovs can cause 2 LP of disruption if they take 2 electronic warfare specialists. This leaves them without medics so it is a bit of a tradeoff.

Nina / Babylon Zero, Ouch

I enjoy playing the Therians but do have a small problem with how Babylon Zero works. For those that havent encountered this unit yet be thankful. Essentially it gets 4 nucleus cannon 2.0 sniper shots while still being able to move. This means that in one turn it can pretty much kill any AFV on the board.

I recently played a game against the UNA where they were using Stark in his Copperhead. The UNA must deploy Stark first on the board and is a big juicy target for Babylon zero. I killed him on Babylons activation in one volley because I could re roll my failed damage tests. His cover was ignored. Now I could see zero fire being more balanced if you were required to use the sniper profile of the nucleus cannon 2.0 (only 1 shot instead of 2) but as it stands it seems extremely over powered. I won the first game very easily but the UNA player came back with a good strategy. Using a morning star list, and Col. Stark on foot he took a good number of missile teams and laser guns. This put an end to Babylon Zero, but not before she had taken out a cobra snake, again with 1 attack. Herein lies the problem though. This unit essentially is forcing a very specific build on everyone that faces Therians because if they are not equipped to handle Babylon Zero with overwhelming firepower they are going to get melted. Red Blok faces an even greater problem than the UNA, at least the UNA missiles ignore cover, practically the only option for the Blok is to go heavy Dragonov At-Gauss. Infantry heavy lists seem to be the key to beating her, but I dont think that anyone should be forced into a single cookie cutter list to just counter one unit. There is an interesting discussion over on the at-43 forums it is about cheese in general but a good portion is devoted to Babz.

Bane Goliaths

Ask me which type 3 infantry I fear the most from at-43 and every time I will say Bane Goliaths. These guys are monsters. They are a must have in my Therian lists simply due to the shear amount of Anti AFV firepower they can throw down. Armed with 2 Nucleus Guns each, a unit is capable of putting 6 accurate shots on target each turn. On top of this, as every Therian commander knows, failing to wound isnt such a big deal. For 2 LP they simply use Hyper Nanonucleus and re roll all their failed damage tests. The Bane Goliath has one downfall though. It is easily grounded and you should expect them to become grounded the turn after they come onto the board. For this reason they are best used from reserves, coupled with a double activation. This will ensure that whatever you are shooting at willl be a smouldering pile of wreckage. Using the board terrain is important because these guys die easily to direct fire without take cover.

If you can manage to eliminate the enemys area of effect weapons, the banes will become a wrecking ball of fury, slicing anything with armor into little bits. For extra added smashing power, try adding Nina Zero to the unit as the leader. This gives you access to overseer routines (you dont have to rely on the Company Commander for Hyper Nanonucleus for example) and Nina has those ever deadly move and fire sniper shots. The Banes are one of the Therians most useful units and there are very few lists where forgoing them is a good idea. They simply melt face

Grim Golems Slice and Dice

Whenever Im putting together a Therian list the grim golems are certainly on it. What is not to like about this unit? It has stealth, two melee weapons you can toss 3 flamers into it and, for that extra bang, it can teleport anywhere it can see if Atis-astarte is with them. The grims have three primary roles. Taking points from the enemy, holding points from the enemy, and taking out high threat infantry units. With Atis in the unit the Grim Golems are ideally suited to teleporting right into a highly contested point, eliminating many of the opposing figures and taking control of it. Similarly, Atis can teleport her unit deep into your opponents lines in order to remove a high threat unit. Make no mistake the reaper blades are more than capable of removing even the toughest Red Blok kolossi from the table. With 2 attacks each and Hyper Nanonucleus, rolling 3 sixes on 18 dice isnt a particularly difficult thing to do. Even without Atis the grim golems become a formidable defensive unit. Armed with 3 flamers and invisible to most units, any player will think twice before sending their units into a position held by a grim golem unit. Many green commanders often cry out about the imbalance of these guys, especially when there are more than one unit on the board. The Grims are easily countered, even without stealth detection. Red Blok has it the easiest, by fielding a Zviezda you not only get some stealth detection but you also get a mortar. Additionally the dragonov kommandos can also see stealthed units and their snipers can deal with the flamer threats. Next up is UNA with their triple lens helmets, many of

their men can see stealthed units. The Karmans do not have any stealth detection units but they do have very fast Trikes. These need to be used to get close to the grim golems and unload a barrage of fire. This is the one time when I actually like dirt trikes as they can kill far more Grim golems than a jungle trike can. Grim Golems are a fantastic unit and I think that they should be included in most Therian lists. If you plan on going up against a therian commander, be prepared to deal with this unit as you undoubtedly will run into it.

Hekat Summoning The Creation Routine

So youre a fresh Therian commander and want to know what the deal with Hekat summoning is. This ability will cause much frustration for your opponents as you are potentially able to bring a new type * AFV onto the board each turn. For the cost of 4 LP you may take a type * AFV model that is not currently a part of your army and place it next to the Company Commander where it will be able to activate on your next turn. Only the Company Commander can use this routine so it is not possible to spawn multiple Type * AFVs in a single turn. The spawned Type * AFVs are not alphas so they do not have any access to routines themselves. if you want to be able to use the rush routine with them the Company Commander must be the one to do it. Similarly, these summoned Type * cannot repair themselves, instead relying on the Company Commanders routines. Remember the Company Commander is the only one that can use routines on other units in the army. Another thing to note. If you are going to be summoning type *s, having Sigma Urash around is extremely useful. Sigma Urash is the only Therian capable of using fusion on 2 afvs of different units. This means having him around will let you fuse those 2 half dead Hekats into a Type ** AFV of your choice.

Star vs Steel Troopers

A question that gets asked alot by new UNA commanders is which are better, star or steel troopers. There is no clear cut answer but I hope to show the role each play in an army so a new commander can make good tactical decisions. Star Troopers are the type * infantry of the UNA. They have a higher unit size than the Steel troopers, their guns are one less strength as well as their armor. They do get a reroll on their weapons though which is a big advantage in addition to having access to the all powerful flamer. This unit is really at home putting a large volume of fire on the enemy as it advances on or holds a position. Dude to their high numbers they are ideally suited to holding points especially in a morningstar list which gives them 3 medics. They can sustain 7 casualties before you are forced to remove specialists. this gives them a greater effective staying power than their steel trooper counterparts. The star troopers are also the only UNA unit with access to combat engineers which let them destroy terrain elements in order to advance quickly under fire. Steel troopers have longer range, one more strength and armour but 3 fewer numbers. They are best used to back up an assault, firing from range with missile launchers/Laser guns. Because they have fewer numbers they cant take as many casualties before you have to start removing medics/engineers/heavy weapons. In fact in a max sized unit with special weapons, medics/engineers and an officer there are only 4 standard fighters that can die before you are forced to cut into your specialists. The big advantage they do have is Engineers which are there to repair AFVs. It makes sense that they are set up to fight from range where the majority of UNAs AFVs are going to be. So there you have it. One troop type is not better than the other, when used for the purpose they are inteded they will shine, but dont expect a unit of steels to be on the front line, or a unit of stars to do well at the back of the field.

Toads Fast, Deadly, Cheap

Toads are the Type * AFV of the UNA in AT-43 and come in four different flavours. Toads are quick with 25 movement, They are deadly, with a wide assortment

of weapon loadouts for every situation, and they are cheap. While not having the armour of the Red Blok, Toads are very resilient when in a Mind company. This list gives all AFVs a repair for free so a unit of 3 toads can repair 3 damage a turn. This is before you even start to throw Steel Trooper Engineers into the mix. The toads are fairly quick and are great for flanking the enemy.

Fire Toad
armed with 2 laser guns the Fire Toad is the jack of all trades. It can take out everything from afvs to infantry. This is the most common variant of toad used in many lists because of this fact.

Light Prince
A hybrid between the Iron Rain and the Fire Toad, the light prince packs a MG and a laser gun. It is able to throw 3 mg shots and 1 lasergun shot at its target. It still retains the ability to engage AFVs while being able to put out enough fire to have a hope of killing infantry that are in cover.

Iron Rain
This guy is a battlesuit killing machine. A full unit of Iron Rains put out 18 MG shots a turn. When shooting at a type *** infantry unit in full cover youre bound to score a few wounds due to the sheer number of dice. The Lancelot is better suited to killing more lightly armoured units and grounding those suits that dont have stability (Red Blok and Therians). if youre taking these guys, its to neutralize your opponents ungroundable battlesuits. Otherwise youre better off with Lancelots.

Lancelot
The Lancelot is an infantry killing monster. with 2 grenade launchers it puts out a lot of indirect fire. Note that the card is a misprint and each grenade launcher only gets 1 shot instead of the printed 3. Even still, a unit of 2 of these guys can get the all important double damage template. This weapon grounds units and ignores cover so it is a better choice if you are facing Red Blok or Therians as their type *** infantry can still be grounded.

Col. Stark Taking Command of the UNA

Col. Stark and his Copperhead bring command and control to the UNA. With a leadership of 9 no UNA army will be wanting for LP while he is on the board. His Cobra Snake Copperhead gives him some extra protection but also makes him a bigger target. It is not his weaponry that makes him useful though. His special abilities permit any unit that can see him to automatically become valiant. This is especially useful when using Special weapons teams / MedTec as they must roll to activate every turn since they have 3 or fewer models even at full strength. Stark is also a must have in a Morningstar List as their disadvantage limits the maximum rank officer they have access to (heroes being the exception to this). Another Special ability is that for 1 LP he can look at which card his opponent will activate next on his own activation. This gives a UNA player a heads up as to what their opponent is planning and therefore room to make adjustments to counter. He does come with a downside though. He must deploy first on the battlefield. This makes him a big target at the start of the game. It is best to deploy him in cover somewhere initially since he will have to endure an entire round of fire otherwise. Stark must also be careful of the Red Bloks Sgt. Timofiyeva as she can move any card in her opponents activation. If the Red Blok win authority on the first turn this can mean she can move Stark to the very end of the activation sequence. Since he must deploy first, the other UNA units may not enter the battle field until the second turn. In order to avoid this problem you may place Stark somewhere else in your activation order (perhaps second) and then use 1 lp to move the first card so Stark can deploy as normal. This makes sgt timofiyeva a little less dangerous but still a threat, so watch out. Stark brings some great abilities to the UNA and some great leadership. Whether in Copperhead or on foot Stark is a great asset to a UNA list.

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