Saturday, March 19, 2011

Apocalypse Strategic Assets Review

Without going over all of them, I want to discuss a few of them that I really, really, like.

First up, lets discuss the Imperial Shield Company. In essence, it's exactly what I field as my regular army. 3 platoons, with a company commander, and heavy weapons squads galore. And, it comes with 3 strategic assets! each of which, I would take on its own. But I get them freeeeeee!
Those three are scheduled bombardment, on my coordinates, and defense line. So we get 3 orbital bombardments, which are fantastic clocking in at str 8 and ap 3, only problem is, we have to place them prior to knowing when units will be there. So it could be a total waste of time, but hey, its freeeeee, for me, if it wasn't free, I'd still take it, because its awesome. Second, we get on my coordinates, which is awesome, because it's an orbital bombardment, and it never scatters :D only problem, its right over your own guys. But here's the real problem, I don't give a fuck about killing my own guys, its a boss last ditch thing to do anyways, I do care, about the fuck you over clause at the bottom. It has to be on a model with a vox caster. Now don't get me wrong, I don't hate vox casters, but I already used up my "fucking useless" slot for my command squads, on standards. So as a house rule, we just say it goes right on the officer, not on the vox caster, because lets face it, I'm not slappin down vox casters just for apocalypse. Lastly, and most usefully, we get defense line, or otherwise known as, 36 inches of 3+ terrain. thats right, mah lads have the armor of space marines, or terminators if I use veterans. Let's see how you space marine players like that!

Next up, the non shield company assets, I would love to take all of the above, even if I didn't have shield company, only because I think that that's all totally awesome. Anywho, other useful ones include, but are not limited to bunkers, obstacles, minefields, hold at all costs, tank riders, and blind barrage. Those are mostly self explanatory in use. Tank riders I think shouldn't be as costly as it is. I just don't see it competing with a slot like bunkers does, or obstacles. If you really want movement, go ahead and take the incredibly over powered, strategic redeployment. Strategic redeployment blows my mind with how over powered it is. Gotta green tide with over 300 orks in it? well guess what?! they can all instantly be within 12 inches of your opponent. Why bother running all the way across the board? just instantly and rediculously teleport all the way there. Wanna know that your waagh next turn is a good call? go ahead and make sure your ladz are twelve inches away and get a free measurement for that charge that you'll be doing. >:I sometimes I wonder why the hell they make rules like that. woah, you thought my army was this way? nope. now its totally different. Want to get that linebreaker squadron of vindicators up? go ahead. Tired of your superheavies moving a whomping 6 inches? go ahead. Want to make sure your opponent wasted his time going after your basalisks? go ahead and move them all the way away. BULL SHIT. makes no sense. Superhuman effort? instantly running miles? not buying it.

ANYWHO thats about it. I like some of the others, but the ones above are what I would take over any of the others. Except you strategic redeployment. Except you....

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