Thursday, 26 December 2013

Polish-Lithuanian Commonwealth Update: Tempering Steel

With the new rules released for the Polish-Lithuanian Commonwealth, I feel it appropriate to give a quick run-down of the changes to the lineup and rules available to them. The new rules reinforce the PLC as an independent faction, by removing the old borrowed Russian Coalition units such as the Kursk and Belgorod and replacing them with more flavourful units, and adding fleet-wide MARs and national commodores. New units include modified Russian Coalition units such as the Grunwald Land Dreadnought and Rarog Landship in place of the aforementioned Kursk and Belgorod, as well as brand new medium and small flyers. First, we'll go through those new fleet wide rules and then each of the units and how they've changed.

First up, Fleet-wide MARs: Flame Retardant Armour and Incendiary Rounds (Primary Weapons).  All models in the Polish-Lithuanian fleet have these MARs, when applicable. Flame Retardant Armour will really help out against incendiary heavy fleets such as the Empire of the Blazing Sun, as well as French Heat Lances, meaning that you have a better chance of surviving that early Blazing Sun rocket barrage to get in close, and you have less to fear from getting into Heat Lance range of the French. Incendiary Rounds are on all Primary weapons in your fleet, giving AP-removal abilities to the Land Dreadnought, Landship, Bombard and any flyer bigger than an Interceptor. With these guns extending to Range Band 3, there's a good chance of having removed some opposing AP before reaching boarding distance.

Also, all Polish-Lithuanian Flamethrower weapons are now Heavy Flamethrowers, inflicting an extra raging fire token every time an attack causes at least one raging fire token to be added.

The Fleet Commodore for the PLC has some very entertaining abilities relating to flamethrowers: With Fire and Sword, and Incineration Protocol- Both once per game, sadly. The first allows the PLC fleet to shoot and board a target in the same activation, provided it was only shot at with flamethrowers, and grants the attacking AP the Ferocious MAR. Because sometimes, a target really has to die. The other allows flamethrowers to use normal ordnance damage rules. Since flamethrowers can combine fire, this gives the PLC a single use hard-hitter attack- often 18AD in any full squadron.


Modified Units

Zamiec Sky Fortress

The Zamiec has increased in cost 30 points, and for that increase, we get a small handful of upgrades (including fleet wide MARs):
  • Additional fore flamethrower, both of which are now heavy (Meaning an extra fire marker whenever you inflict one!)
  • Upper turrets are now "Raised Turrets (P)" and have 270 degree arcs, meaning we can now get three turrets on a target. Turrets also have Incendiary Rounds and have gained 1AD at RB1
  • Flame Retardant Armour
  • Streamlined Hull, which means that in a straight line, it will keep up with your medium tanks
  • Deck Crews and +1 to Tiny Flyer Complement, meaning that it's now a full carrier.
  • Combat Drop (Infantry, 2) is now Combat Drop (Mechanised Line Infantry, 2), making the infantry more flexible. On the downside, Combat Drop (LZ5, 4) is 10 points more.
  • +1 AP, bringing it up to a more average AP count.
Overall, the Zamiec still fits the same core role as it did in the previous ruleset- supporting the PLC ground forces at close range and providing TFT cover. With an extra TFT, it can now provide a recon plane as spotter for the upgraded bombards, too.

WZ6 Szpada Medium Tank

The Szpada is up 5 points and has had some tweaks. The additions reinforce the role of the Szpada in the PLC fleet.
  • First up, the flamethrower has +1AD, and is heavy.
  • Fuel Reserves has been added.
  • +1 maximum squadron size, now 2-4.
The real killer here is the extra squadron size, allowing a full squadron to bring a respectable 12AP to the board- pushing the PLC up as a boarding faction. The Szpada is still going to be the backbone of PLC ground forces for the foreseeable future.

 SWZ3 Palnik Flame Tank

One of the biggest wins in the updated units for the Commonwealth, the Palnik used to be a bit of a joke- a unit whose sole upgrade was to make them less vulnerable to their squadronmates dying. Now, they're a very viable choice. Here's why:
  • 10 points cost reduction, and Flame Retardant Armour is included in that price.
  • +2AD on flamethrowers, which have been upgraded to heavy.
  • Fuel Reserves and Vulnerable instead of Combustible Cargo- meaning it no-longer explodes when the enemy looks at it funny.
  • Attachment is now 1 rather than 2, and is specific to Szpada Medium Tanks, but has a second Attachment MAR, allowing one to be attached to a Rarog Landship.
Still a model that is vulnerable to enemy fire, but much more reasonable as a choice. Cheap and flexible, it can reinforce your tank squadrons with an extra 2AP and 6AD of extra fire- allowing a full squadron of Szpadas with a Palnik to put out 18AD of fire.

ZB2 Burza Bombard

Notice the lack of "rocket" in that name? The bombards are no-longer a rocket armed oddity. An interesting experiment while it lasted, but rather lacklustre, especially as they cost a whopping 75 points. They're still the same price, but are simply a terrifyingly focused conventional ordnance weapon.
  • The gun itself is a fixed channel gunnery weapon and has lost the ability to attack at RB4, but has 7AD and Sustained Fire (2). As primary weapons, they also benefit from Incendiary Weapon.
  • An extra inch of movement, as they'll need to move more to get into effective range.
Not many changes, but all around tightened up and brought into line.

LZ5 Rygerz Small Tank

Sadly, these beauties have lost Fast Target. A moment of silence, please. On the upside, no-longer in the utterly backwards class of "models in a boarding fleet that have 0AP".
  • No more Fast Target, but does have Small Target.
  • Removed Limited Availability. Now we can take hordes of the little things!
  • Has 1AP. Praise be!
  • Loses Electrical Defenses and Rapid Fire, but gains Sustained Fire (Ack Ack, 1).
Slightly less broken now, I feel. But it has AP and still moves 12" (And with Hit and Run), so a cheeky fast boarding assault on something your opponent has left vulnerable is an option.

Replaced Units

A couple of the previously available units have been replaced with similar with a new classification- the Grunwald Land Dreadnought and the Rarog Landship, instead of the previous Land Dreadnought and Landship options.

Grunwald Land Dreadnought

On the forums, just after new PLC units had been confirmed, I may have pondered about the Polish-Lithuanian Commonwealth modifying a Kursk by removing the Ablative Armour and adding speed and fire. The Spartan gods were apparently listening to my prayer that day, as the Grunwald is exactly that. The biggest change is the replacement of all that "bridge" nonsense with a Heavy Flamethrower. Emphasis on Heavy. So, in comparison to the old Kursk:
  • First, we're paying 20 points more for the basic version, 230 points.
  • Losing Ablative Armour, but gaining a Shield Generator.
  • Losing one point of DR.
  • Losing 2AP, but losing Conscript Crew.
  • Losing a turret to make way for the shields.
  • Losing Sturginium Boost.
  • Losing Sheaf Fire.
So far, it all sounds pretty negative, right? Here's where it gets good:
  • More manoeuvrable: 1" turn limit instead of 2".
  • Turrets can hit at RB3
  • The mortars have been replaced by one Bombard Battery with 10AD at RB2&3, and Sustained Fire (3).
  • One bloody huge 12AD Heavy Flamethrower.
  • An extra inch of movement- on average, faster than the Kursk.
  • The Squadron Support upgrade is 5 points more, but supplies four of the fantastic LZ5 Rygerz.
The biggest advantage to the Grunwald is actually its size- as a massive model, it can see over your medium tanks, allowing it to hang back and provide firing support to the advancing mediums, without worrying too much about keeping up as well as being screened by them. A very different beast to the Kursk.

Rarog Landship

For the same price as the Belgorod, the Polish-Lithuanian Commonwealth can take the Rarog Landship. Compared to the Belgorod:
  • As before, no Ablative Armour, but it does gain a Shield Generator instead.
  • +2" movement but loses Sturginium Boost.
  • +2HP.
  • 7AP without Conscript Crew, instead of 9AP with.
  • Weaker broadsides.
  • Polish-Lithuanian gunnery on the Turret and Fore and Aft guns- Less dice at close range, but with RB3 firepower. Fore and Aft guns are now primary, so gain Incendiary Rounds, and the Fore guns can link with the Turret.
  • +1" minimum move.
  • No option for Rocket Jammer/Mimic Generators.
  • Gains the same 12AD Heavy Flamethrower as the Grunwald.
The Rarog gains more from PLCifying than the Grunwald does- Gaining extra HP and movement, the Rarog is a true Polish-Lithuanian choice- fast, tough, and able to set many things on fire.

New Units

The main expansion of the Polish-Lithuanian forces has been a significant boost to their air power. Previously, they could borrow some of the less exciting Britannian and Russian air units. With the update comes a set of flying units that actually fit the Polish-Lithuanian Commonwealth.

Gryf Flame Blimp

The real mainstay unit of the new flyers, the Gryf is a barrel of fun. Very fast, very fiery, and very scary in a boarding action, the Gryf should find its way into many PLC lists. Here's the salient points for the flyer:
  • Cheap, only 60 points each.
  • Standard medium flyer toughness, supplemented with a Shield Generator.
  • 5AP and Dash and Elan, making it a fairly strong boarder.
  • Fast- 10" move with Streamlined Hull.
  • 6AD Heavy Flamethrower for making the bad mans go away.
  • Swift Ascent for important tactical bailing.
On the downside, it has Fuel Reserves, but nothing's perfect. A cheap, fairly resilient medium flyer with strong boarding capability- definitely a model to watch in the PLC fleet.

Grom Gunnery Blimp

Pretty much a Gryf with the fire and boarding swapped out for more guns. Also restricted with Limited Availability.
  • 25 points more expensive.
  • Loses Fuel Reserves and Dash and Elan.
  • Moves 2" slower.
  • Loses 1AP and 1AA
  • Loses the Heavy Flamethrower
  • Gains two Primary weapons- a Turret and Fore Gun.
Both being primary, the guns cause raging fires on targets, and have a fair number of dice. Essentially a rather literal interpretation of fire support that makes sure your target is on fire before you get to them. It does seem that these combine the abilities of the Gryf and gunnery abilities of the Zamiec, and don't do as well as either choice. They're passable in boarding, fairly good at gunnery, but very expensive. If you're using them for their guns, then you're pretty much required to use three of them, as two of them only equal a Zamiec's guns and cost only ten points less, without all the other benefits of the Zamiec as a carrier. Otherwise, I can only see them as a "filling the gap" unit.

Szabla Interceptor

And finally, a good anti-air choice for the PLC. Lightly armed in terms of gunnery, but heavy on the anti-aircraft MARs.
  • 30 points
  • Fast, at 14" with Hit and Run and Swift Ascent.
  • Weak secondary Fore gun, but 2AA with Sustained Fire (AA, 1) and Air Hunter on all weapons.
With that complement of AA and MARs, the Szabla should make light work of enemy TFTs, as well as being able to damage obscured flyers and avoid retribution.

Sunday, 22 September 2013

Model Tactics: Epicurus-Class Sky Fortress

Alrighty, now that we're done with the new units and requests, it's time to dabble in some of the Covenant's more standard units and their general use. We'll start with the Epicurus-Class Sky Fortress, which is one of the strongest in the game.

Compared to the standard Sky Fortresses of other factions, the Epicurus is an oddity- It's the most expensive (Excluding things like HQ Sky Fortresses and the like) at 150 points, and has the least HP, with only 8, compared to the standard 10, or 9 of the Blazing Sun Tenkei. And, par for the course with the Covenant, it has weak AA and AP values- 7 and 6 respectively, where other sky fortresses see AA of 8 or even 9 with some regularity.

So what does the little Epicurus have going for it? Why is it so expensive? Let's start with something minor: CC 6, the best in the fleet, so it can give subs something to worry about. And it has that staple of Covenant models, a Shield Generator and Inventive Scientists, giving it a surprising level of survivability despite the low HP count, especially when you consider that it can fly obscured. Don't let me understate how tough it is- I take my Epicurus, the CAS Andraste, in every game I play. And she always survives. She's never been killed. Ever.

Next up, Quick Launch. In conjunction with ditching drones, the Epicurus can be throwing out a squadron of dive bombers every turn. This is one of the best carrier MARs in the game, and is only overshadowed by the other reason the Epicurus is fantastic- the sheer weight of guns she brings to the table. While most Sky Fortresses bring some bombs (Nigh useless due to the speed of these flying juggernauts) and a faction specific weapon (Britannian turrets, Blazing Sun rockets, etc.), and sometimes some broadsides, the Epicurus skips the bombs and brings more of everything else. Equipped with two of the Covenant's high quality long range turrets, each with a 270 degree arc of fire, the Epicurus can start firing early and effectively. Alongside the turrets, there are some broadsides- although weaker than the turrets, it is with the final weapon system that these shine. As the Epicurus is not a conventional carrier, she uses a large turret to fire drones into the sky, and is able to turn this into a powerful, if short ranged, turret. With linked turrets and linked broadsides/launch turret, the Epicurus can put out one 12AD and one 13AD shot at RB1 (And another broadside shot, if you can position it right). For 150 points, on something so tough, and is a fantastic carrier, that's a lot of firepower.

So, the question is, how do we get this flying gunboat into range of the enemy?

Pincer Movements- Not Just for the Archimedes

First, give your Epicurus some room to play. Situating it on a flank and moving forward will often avoid the enemy's biggest guns, and there will often be some medium or small models for the Epicurus' multitude of guns to remove- Even at RB3, the Epicurus can be causing damage to a lot of enemy models, and fire across into the heart of the battle. By avoiding the main enemy force, there's suddenly a very large and tough target dishing out long range firepower, which your opponent will be hard pressed to deal with.

Bring a playmate

If there's anything more fun than shooting up your opponent's stuff, it's making them make hard decisions while you do it. Pair the Epicurus with something else big, such as an Aristotle- suddenly the Epicurus is a less valuable target for your opponent, and they have to decide which target to bring down. Either they stay at range, where the Covenant shines, or they close in- towards a lot of firepower.

Bloody Minded Determination

The Epicurus is a lot of scary for the price- just send it forward to a good firing position, and watch your opponent's attacks bounce off. Beware of boarding, but the Epicurus won't need much shepherding to see the battle through. If they're expending resources on the Epicurus, they're not going to be focusing on everything else- and the Epicurus requires an inordinate amount of resources to take out of the fight.

Why Bother? Let Them Come to You

If you're facing a close range opponent, hang back and use the Epicurus' drones to bomb anything that gets close enough- the expendability of drones, combined with the Sky Fortress' Quick Launch means you can throw out a lot of drones, worry the enemy with them, and not worry if they die. Then, when the opponent closes in, you have a mostly intact Epicurus to bring the hurt.

Wrapping Up

All in all, the Epicurus is a damn fantastic choice in any list, and does so much for the cost- there's a reason the old Daedalus was always heard of with the phrase "Yeah, but why don't I have an Epicurus instead?". If you don't have one in your Covenant fleet, you're missing out on one of the strongest models in its class, and one of the strongest Covenant options.

Thursday, 12 September 2013

Model Tactics: Aronnax-Class Submersible

Worms in our world are, as a whole, not the most terrifying creatures. Essential, yes, and beloved by gardeners, but not terrifying. In the Dystopian world, on the other hand, the worm is an object of pure terror, tearing all asunder in a blizzard of teeth and lasers. The particular worm in question, if you hadn't guessed by the unsubtle image above, is the Aronnax-Class Submersible. A model described by any player who has encountered me as "resoundingly unfair", though usually in less polite terms.

So why is the Aronnax so feared? One could put it down to the incredibly variable number of Rs and Ns that seem to feature in its name on the official forums, or the rather... interesting shape of the closed mouth version. But the true answer is in this monstrosity's capability for insane violence. We'll start with the first purpose of this unit; a boarding option for the Covenant. Though less capable in a straight boarding action than, say, the Blazing Sun Ika Mechanical Squid, it only loses out 1AP, with a compliment of 8AP in total, and Ferocious. You might think that this makes it a worse choice. Wrong. With an extra inch of movement and Sturginium Boost (One Dice Ability Counter: 1), the Aronnax is fast. And while the Ika's gunnery options are usually described as "suicide", the Aronnax is more along the lines of "hilarious". First, it has the Maw Gun, a solid 8AD at RB1. Second, it as a Particle Accelerator- a full, 12AD Particle Accelerator, beam of doom, bringer of fun (A technical term). All with High Angle, because even flyers shouldn't be safe. And once it's too damaged to take advantage of the guns it has, the sandworm of doom has a Ram Rating of 8. Because teeth. And if you think that's enough chaos for this thing, it has a Sonic Generator (One Dice Ability Counter: 2)- after all, it has to have some sort of terrifying roar as it breaks the surface of the waves and tears into a warship. And if you run out of things to board, and just start shooting and ramming, it has Panic Dive (One Dice Ability Counter: 3) to keep it alive. And for 15 points, it can take a Cloud Generator, to make sure it has no problems with those damned torpedo bombers. Oh, and if you thought you could escape by running inland, it has Semiaquatic, so it can move up to 6" on land (with a working Sturginium Boost). The only downsides of this monster are lower than average survivability for its size class, with only DR5, CR8 and 6HP, and its poor auxiliary stats, with only 3AA and 3CC. And what is the cost of this all-terrain blender? 145 of your hard earned points for the basic version. So it's fairly cheap, too.

I'm sure you've all worked this out as you read the previous paragraph, but here's how to use this beast: OMNOMNOMNOMNOM. Alright, that might be a bit vague. I'll start with my preferred tactic:

The Sacrificial Worm

This is a fairly simple tactic- pair the Aronax with a Callimachus Time Dilation Orb, and hurl it towards the enemy. Depending on fleet, this may vary in complexity and target. With a long range fleet such as Britannians, choose the nearest squadron of Lord Hoods and drop the worm on them as soon as possible. Reduce Hoods to wrecks, then move on to whatever else happens to be within range. Make sure that the worm turns as late in the turn as possible when it teleports, and then goes early in the turn next turn, as it certainly will not survive long without extreme luck. Against opponents such as the Prussians, timing is more of a fine art- you have to ensure that the Aronax is going to drop onto a squadron that will really throw a spanner in the works for your opponent to lose- for example, an imminent medium or small boarding attempt. Remember not to leave this too late, as the Aronnax does not do too well when boarding larger targets without some luck- I once had the misfortune of sinking my sandworm's main target with another unit's gunnery, leaving the enemy dreadnought as the only viable target, which proceeded to not notice the worm's boarding attempt. This little tactic in a tournament earned me approximately all the medium units I laid eyes on, causing explosions (responsible for at least five throughout the three games I played) and fury at every turn, especially when it ate a French commodore first turn (I lost that game in the end, but the Aronnax was hilarious as always.). As of yet, this tactic has never failed to claim more than the cost of the Aronnax, almost always at least 200 points, and in one case, 450 points in one activation, as a drifting derelict Hood collided with its squadronmate and caused a string of four explosions to clear out almost everything except the eldritch monster.

With the new E-Turret rules and upgrades, this becomes even scarier- you can now use the actually worthwhile energy turrets to soften up your target and weaken the inevitable retribution, then drop the sandworm.

Boarding? Oh, I Brought a Playmate

Of course, if you don't want to hurl it forward unsupported, keeping it in reserve is a valid option- and opponent will be afraid of this monster descending on them, and it can stay submerged and near the fleet's air support to keep it alive. The Aronnax will tear through any squadron of mediums or smalls it gets to, and can put a big dent in larger models. Even then, using the Sonic Generator will mean that you can seriously weaken enemy boarding attempts that turn, though killing targets is usually the better option. Be aware that this will give enemy TFTs time to try a torpedo run on it, so care will be needed to avoid this, either through use of escorts, TFT countering or the Cloud Generator. Using this allows your fleet to support the Aronnax, and in turn, the Aronnax to support the fleet, but you may lose out on putting that early game heat on to the opponent.

Wrap-Up

I love this model. Other players (The ones that don't play Covenant) hate it, because it will do something nasty and scary. It is almost certain, when used correctly, to take out a squadron of mediums on its own, and often more. You'll notice I didn't make much mention of Panic Dive in the tactics- usually the worm won't live long enough to make use of it, due to the order of actions in an activation. A terrifyingly destructive model, I generally only bring it out when I feel mean, or think someone's been likewise (For example, a Russian Coalition player taking a double battleship list against a newbie player...). And yes, it does have three abilities based on rolling a single dice at itself or targets, and hoping for a 5+. Unlike the Fresnel, it has enough of them that one or two will probably work.
On land, the same principles apply as at sea, except that the Cloud Generator is more of an important purchase, as you lose all benefits relating to being a diving model when operating on land.

I call my Aronnax by the name CNS Jormungandr. And he certainly lives up to the name.

Monday, 9 September 2013

Model Spotlight: Alea-Class Escort Flyer

A fairly short article here, as this is probably the simplest of the models in the upgrade box. The final model in the Covenant of Antarctica upgrade box, the little Alea-Class Escort Flyer is only less interesting than the other models in the set by virtue of the sheer cool factor of its larger brethren. That is not to say that this isn't going to be a useful model, far from it. Veteran players are immediately going to see the utility of the Alea, especially considering the new toys the larger flyers are getting.


If I were a middle-management type, I would describe the Alea as 'Synergistic'. But since I don't earn a living from being a self-indulgent git (It's more of a hobby), I'm just going to say that this will kick arse with a good pairing with other models. The only weapons on the Alea are mines, with a reasonable 5AD, which are really given a place when you realise that the new flying options the Alea was clearly designed to escort both have access to a Mine Controller Generator option. By using the Alea's fantastic manoeuvrability, the flying escort can deploy mines a good distance from their parent model, then utilise the Mine Controller Generator to move the mines even further for optimal hindrance to anyone trying to avoid the mines. With AA and CC values of 2 each, the Alea does fairly standard duty as an escort, but with Hit-and-Run and 360-degree movement, can reach out and put a little pain on a threatening target, then skip back, all the while using Low Level Flyer to ensure that it's at the correct height level to avoid retribution. With a movement of 12", it has a fairly decent threat range.


MARs specific to this model are Small Target, Elusive Target and Limited Availability(500). The two target MARs mean that this model will pretty much only be hit on 5+ by enemy models, which will help given the standard small model survivability of DR3, CR5, HP2. Limited Availability(500) feels a bit unnecessary on this model, given that it's an escort costing 35 points, so won't be escorting more than one or two models anyway.


The current Covenant escort model, the Galen, comes in 10 points cheaper and has a gun, but for that you trade in 4" of movement, the ludicrous manoeuvrability and mines. Considering that the gun was a bit rubbish and only used occasionally (for example, popping off a rush of boarding small models), the Alea appears the better choice- if you can spare the points, and use them well. But hey, the gnashing of teeth when you use Aleas to maximum infuriating effect will be worth the points.

Friday, 6 September 2013

Polish-Lithuanian Commonwealth: Charge!

You know what I don't see enough of? Polish-Lithuanian Commonwealth players. As a faction, I'd love to see more of them on the tabletop, and an expansion of the units they can choose from. Not that mine have struggled so far- even if land core games are a bit rarer than the naval fare of most of Dystopian Wars. As a dominion faction, the PLC are often overlooked compared to their Russian allies, but there's a very good reason to play the PLC- they're the underdog. With a pure Polish Lithuanian Commonwealth list, you can be sure that you are brave defenders of your homeland, from all comers- especially those damned Russians!

Of course, the question arises; "How do I play my Polish forces?". You're not the Russians, crushing all beneath a wall of steel. You're better. The Polish-Lithuanian Commonwealth is remembered in history for one of the greatest and, more importantly, most stylish heavy cavalry to storm across the fields of Europe. Let history be your guide, as they say- the lance, cavalry charges, and sheer insane bravery play a part in using a Commonwealth army- and it's clear that this has gone into the models that make up the Commonwealth unit options. I don't think Spartan could have done a better job of getting across the idea of a cavalry charge in the form of thousand ton tanks and flying aircraft carriers than they have with the troops of the Polish-Lithuanian Commonwealth.

The units of the PLC move faster than just about every other equivalent, with their Szpada medium tanks moving at more than a range band a turn, and their Zamiec Sky Fortress moving 2" faster than most other flying carriers. It would be a shame to neglect this frightening turn of speed, and few foes will fail to be intimidated by squadrons of medium tanks, backed by the aforementioned Sky Fortress charging forward at full speed. With fast movement, you can get the PLC up close and personal, and use precise firepower to eliminate the most immediate threats. After the mediums hit home, the squadrons of Rycerz small tanks can strike from cover to remove even more enemy targets, and use Hit-and-Run, combined with their Fast Target. The Rycerz is 25% more expensive than most small tanks, but for good reason- they're the fastest, and currently toughest small tanks around. For even more fun, take the Combat Drop(Small Tank, 4) upgrade for your Zamiec, and you're almost guaranteed to get a squadron of small tanks right in the heart of the enemy line, without losing any while closing in.

Boarding with the PLC is not something to base your strategy around- their sub-par AP numbers mean that they're not going to have much luck unless the target has lost some AP already. This is perfectly possible with judicious use of flamethrowers, but generally, you'll find that just using them as a reliable source of single damage points on most targets, and a useful way of blunting enemy AP in boarding-focused fleets.

So, we have our 'lance'- a spearhead of mediums backed by a Sky Fortress, with small tank support. But what about other options? We'll start with the Kursk Land Dreadnought. Stick one of these not too far from the lance, and use the mortars to soften up your enemy. If the enemy focuses on the Dreadnought, then the lance will be in better shape to cause havoc, and if they focus on the lance, there's three big turrets bearing down on them. And if they focus on neither, you're probably going to take less damage overall, so win-win. If you're really determined to board, then the Hawk-class Scout Rotors are (Despite opinion of many Britannian players) a solid option to follow up on scorched targets, and are fast enough to be wherever those targets are. As of recent updates, the Commonwealth also gains access to the new Orlov heavy tank, Minsk tank destroyer and Poltava light tank, all of which add some potent weapons to the mix, though I've generally leant upon the sheer intimidation factor of the Land Dreadnought. The Minsk seems like the best choice of all the new units, as it makes up for the PLC's lack of cheap bombards. In the end, though, all that matters is making a glorious charge into the enemy ranks at full speed, and that's what your core Polish-Lithuanian units will do best.

Really, the Polish-Lithuanian Commonwealth is a list for someone who cares about faction flavour, and really wants to avoid Conscript Crews. The standard Russian Coalition list has more choices and more theatres to fight in, but they'll never have the same style that the Commonwealth has. And when it comes down to it, why else are you playing a game with the White House and St. Paul's Cathedral on tracks?

Tuesday, 3 September 2013

Model Spotlight: Euclid-Class Dreadnought

Hoo boy, this one. Strap in, kiddies, this one is a beast. The Euclid-class Dreadnought. Or, to give it a more appropriate title, the Euclid-class Command Sky Fortress Dreadnought. Where do I start with this monstrosity? Hovering in from the Covenant upgrade box, this is a floating monster. Varying in points cost from 240 up to 330, depending on loadout, the number of choices you get on this thing is insane.

At its heart, the Euclid is a carrier. With 8xTFT capacity, Combat Launch and Double Decker, the thing from another world is one of the best equipped carriers in the game. Capable of launching two squadrons of four Covenant drones a turn, and firing all weapons at the same time, the Euclid will be raining fire on the enemies of the Covenant all game long.

And now I hear you cry "But Seb, it's a Dreadnought, not a Sky Fortress. Why does it have drones?". Well kiddo, the answer is thus: It's both. This thing does everything. And more, if you want to pay the price for upgrades. Seriously, you can spend as long working out your upgrades for this thing as your opponent will spend trying to kill it. Despite being equipped with a long list of MARs, weapons and generators, the Euclid has space for more. Let's start with the basics: Extra generators. Although it's already equipped with an Amplified Shield Generator with Inventive Scientists, it can also choose from either a Mine Controller Generator (12"), or a Target Painter (Telescopic Zoom 16") for 20 points. With this, you can either have this thing trailing mines around, or paint up a tasty target for all the weapons and drones, from range band two. Next up, Combat Coordinator. There are two options here, and you can choose one for 10 points. First up is Combat Coordinator[CoA TFTs, Acrobatic Pilots, 8"]- because all those drone bombers you have hitting on 2+ from the Target Painter needed to negate 1/3 of all AA hits against them, just to make sure. The second choice you have here is Combat Coordinator[CoA Robots, Ferocious, 8"]. Because those Prussians have lorded it over us with their Fausts for too long (Or at least, since the last release batch). But then, what good is a robot upgrade without robots? So, for a grand 50 points, the Euclid can carry a full squadron of Colossus small robots, using Combat Drop(CoA Colossus Robots, 4). Even in a naval battle, take the robots and drop them on an island somewhere to snipe enemy smalls and mediums. And if your opponent takes time killing them, all the better- they get none of the points unless the Euclid is dead.

The most interesting upgrade you can take, though is the 10 point Heroic Commodore upgrade. Priya Kumar has a couple of interesting abilities. The first allows her to buy Sturginium Boost for any Medium or larger model, for 5 or 10 points per model, respectively. Note the lack of restriction on it being on the Euclid, too. Yet another upgrade. Her other ability is the real stinger, though. Ever thought that there should be a way to weaponise the lunatic cackling that comes to any good Covenant commander? Fusion Cascade is what you need. Any capital model Priya kills with the Euclid's energy weapons (and you'll love those when I get to them) on the turn this ability is activated is considered to have Combustible Cargo. That's right. If you ever wished you could have more explosions from your giant lasers, she's got them for you. So it's only a once per game ability- how many battleships (and cruisers, and... yeah. Lots of things) are you going to kill in one activation?

So, what are these hilarious energy weapons? For a start, there's an Energy Turret, with 10AD at all ranges. Nice, but fairly standard. And nothing compared to what's coming next. There's a 16AD Particle Accelerator. Oh yes. On a flying dreadnought. Those of you who read my post about the Capek and the box theme will know why this is great on the Euclid. I'll come back to those later for those of you who weren't paying attention. Finally, there are two 6AD rocket batteries. Eh, guess they'll do. Might annoy some smalls, but since rockets have a habit of doing nothing at all, it feels more like they're there just because two guns isn't enough for a dreadnought.

Now, a dreadnought isn't a dreadnought without some survivability, and the Euclid has it. DR7, CR11, with 10HP. You might say that isn't that much for a dreadnought, but with the 3d6 + reroll of the Amplified Shield Generator, the toughness of this model shoots up. Along with 10AP, 8AA, and Electrical Defences, which should make the Euclid a tough prospects to board, it also comes with Experienced Engineers, so even if it does take some negative effects from enemy fire, it should do a good job of shrugging them off. Other MARs include Limited Availability(1500), because one of them is already a scary prospect, and Radio Network, because it's so big it might as well count as another squadron.

Finally, we need to talk about the manoeuvrability of the Euclid. It moves 8". Yeah. A dreadnought moves 8". And it has Hit-and-Run, and a 360-degree movement, as well as Low Level Flyer, because we need to make sure that Particle Accelerator is where we want it. For a dreadnought, this thing has some utterly insane mobility. This is the crux of the matter: this is not a dreadnought like any we've ever seen before. It's a highly mobile, high-finesse piece of kit, that can go where it needs to go, drop some of the coolest toys the Covenant has on its opponent, and, because all its weapons are at least Redoubtable, keep doing that until it finally drops out of the sky (if it ever does). The capability of this vessel, when used correctly, is massive. It can hop in and out of range, equip itself with exactly what it needs to accomplish its mission, and make your opponent tear his hair out trying to stop it.

I would compare it to other vessels in it's class, but the only one that comes close is the Epicurus Sky Fortress. I'm a big fan of the Epicurus, but this is a different beast entirely. I've found the Sky Fortress effective when paired with something else big, and it generally becomes the less important target compared to the battleship that's advancing down the flank with it, so it can continue to reliably pick off smaller targets and drop drones on things. The Euclid, though... is not going to do that. It's not going to be the lower priority target. There's nothing big that can keep up with it. While the Epicurus sails gracefully, the Euclid is going to do a jig, jumping around enemy vessels, and being where the the opponent would really rather it wasn't, where it can't be pinned down and they can't get a grip on it. In short, the Euclid is going to be a right holy terror.

Saturday, 31 August 2013

Model Spotlight: Capek-Class Attack Flyer

As part of the new upgrade box, the Covenant is going to see a full set of new flyers entering service- an escort, a new dreadnought carrier vessel, and a new medium flyer, known as the Capek-class attack flyer. Today, I'll be summing up some thoughts on the Capek, which looks to be one of the most interesting and flexible of the new models.

All the models in this set have, terrifyingly for foes of the Covenant, 360-degree Movement, Hit-and-Run and Low Level Flyer. 360-degree Movement is something we've only seen on small models such as small tanks and Russian Coalition frigates, so this should be pretty high on the "They can do what?!"-o-meter for the larger models. Hit-and-Run is, from experience with Polish-Lithuanian small tanks, utterly fantastic when combined with the aforementioned movement flexibility. The final MAR all these new units get is Low Level Flyer, which allows the model to move as a Surface Skimmer, but gaining the Vulnerable MAR to compensate. All these MARs in combination result in a set of models that opponents are going to have a hard time pinning down, hiding behind terrain, in clouds or just out of range.

The Capek flyer itself comes with a respectable stat line, with cruiser level toughness, 10"of movement, and a good AA value (For the Covenant) of 4, all for 60 points. Weapons wise, the Capek is lightly equipped, with 4AD rockets at all ranges, and a forward turret of 7/6/5/-. Both of these have fairly narrow arcs of fire, with a 90-degree arc on the turret, and a new-to-the-Covenant forward fixed channel on the rockets. Previously, all CoA rockets have been given a 360-degree arc, but the manoeuvrability of the Capek itself negates this somewhat. As well as the set of MARs standard to the box, the Capek has Limited Availability(750). This MAR has become almost standard for new releases, and its inclusion is understandable, but I'm not a fan. Obviously, some restrictions have to be made to fleet composition (Many other games have far stricter restrictions than Dystopian Wars' percentages), but one can't help but feel that the fix to spamming units should be a little better than sticking a rule on every model that just says "Just don't spam them, alright?". On one or two of the new models, yes, a restriction is apt, but the almost universal presence of this MAR on new models feels, if nothing else, lazy. Especially when the perfectly workable and slightly similar Resource MARs were scrapped. On to the other MARs the Capek has. Electrical Defences gives the Capek a very strong anti-boarding tool, meaning that any attempt on this fairly cheap model will only be worth it for an opponent desperate to be rid of them, and makes me fairly happy, as suddenly losing an entire squadron of perfectly fine models in a single activation is one of my pet hates in Dystopian Wars. Finally, Air Hunter (Fore Rockets) brings the purpose of those rockets into focus. This gives the Capek a chance to strike at obscured air targets, and harks back to the original purpose as an interceptor. So, the Capek is a flexible, fairly cheap medium flyer that, played right, will be a thorn in your opponent's side all game long.

But how does it compare to its rivals in the Medium flyer category? The Ptolemy bomber comes in 5 point below, and the Icarus medium flyer is 10 points more. The bomber has never really been a consideration in my lists, mainly due to the fact that the starter box only contains two, and I have no desire to put down £13(+postage) to fill out the squadron. It comes in a bit faster, but with a much less flexible weapon set, requiring the model to come within boarding distance to use its main weapon, and guns that require some care to use without getting a face full of Ack-Ack from the target or just not do any damage. Swift Ascent gives it some defence against the inevitable counter barrage in the next activation, but generally, I haven't been able to rely on it. The Capek, however is much more flexible. The weapon loadout is highly effective at RB2 (One less AD for  a full set of linked guns than RB1 and far enough away to not be counterattacked, but three more than RB3), and using Hit-and-Run and Low-Level Flyer means they can be well away before the opponent's activation has a chance to damage them. The other option in the medium flyer category is the Icarus, one of the better medium flyers, and one that is utterly covered in guns, with broadsides, mines, forward guns and a turret. Also one of the few models that saw some use from its Energy Turret option before the recent update, due to 4AD being better than the RB3 firepower of the normal turret. The Icarus' defences take the form an Inventive Scientist-equipped Shield Generator, and the standard extra HP that medium flyers get over cruisers. It also features superior AP values to the Capek, but lacks Electrical Defences and any CC value whatsoever. The Icarus still fills the sky-gunboat role excellently, but the Capek manages to really steal the show in terms of flexibility. It looks like the Capek is going to be the superior harassment choice, while the Icarus will continue to be the choice for up-close brawling. The 10 point break, though, will see the Capek included in a lot more of my lists that previously struggled to find the points for medium air support in the past.

Overall, the Capek-class attack flyer look to be a flexible vessel that is sure to find a home in many fleets.