I don't like the second group. Having three models in a fireteam without a gun that's good beyond 6 inches is...rough. If you're going for a three myrmidon team, finding the points and swc for a spitfire, Phoenix, or Eudoros would be ideal. That said, play it and see what works for you and your tables. Then tweak if you need to.
I realised something about acmon an dactyls today which created a confusion for me. I was refering them as boring and expensive before. All these profiles have 2xbreaker pistols which makes Acmon to have CC21 2 burst attack with AP BTS Dactyls to have CC19 2 burst attack with again AP BTS. I dont have maths with me but arent these values better than a myrmidon ?
Burst 2 in CC is awesome, and because that bonus doesn't come from Martial Arts it cannot be bypased by NBW. In reactive turn they are worse than a Myrmidon (and many other CC specialists), so it's possible to kill them in CC. But if the oponnet fails, then during your Active turn you're are almost guaranteed to win those CC FtF rolls and kill the enemy.
Yep. But since we mostly use them in links and we use to march them to classifieds, they are deadly as much as the myrmidons in close combat and furthermore they have dogged. With hippolytla around, a thorakitai link seems to me like a myrmidon link now .They dont have mimetism-6 ok but instead they can do classifieds. Still hard to use them with this costs alone. But now seems ok for my eyes in links. I will check once more all the units who have double pistol thing. For instance in vanilla , muet becomes a nice option to move and kill things in almost all possible ranges.
Not quite. Here is a Dactyl (on the left) in the active turn against a Myrmidon (on the right) in CC. The math changes pretty dramatically when you get numbers above 20. Even just 23 or 24, especially if you’re giving your opponent a penalty. Not today that it’s not a solid option to fall back on. Still, when below 20, more dice is typically better. Heres a Dactyl in CC against a line troop (cc16, bs11). Here are the numbers when shooting, both in good range with cover.
Interesting, MA has a bigger impact than I though. Still, I'm getting different results than yours... Could you double check?
I am trying to find an excuse to buy new dactyls guys. :P Is this rolechance program revised after new crit rules ? I mean instead of auto hit an other roll thing. Maybe thats why against standart troopers i calculated about %60 chance to wound. meanwhile
Meanwhile, thyreos is missed opportunity. If they were specialist and minelayers together they could be great unit. minelayer repeater + forward observer minelayer mines + killer hacker etc. this would bring a chance to defend ourselves on our turn. I feel not alright when i am defending my self in Phalanx. Scyla forward deployment ( even 4 inch only ) would bring a great defence to phalanx which is missing in my opinion.
Weirdly I’m getting different numbers that you and the first time I ran it. It’s close, but all of the relevant stats are still there...
True. Given the dodge bonuses CB has given out recently, I’d love to see dodge +3 or +6. Something to make its skills and stats make sense.
Hey guys, I've started Steel Phalanx in earnest (I split Blackwind, got Beyond, an old Myrmidon box, Atalanta, Andromeda) and I'm having trouble figuring out what to do other than pushing midfield and trying to hold ground. Last game of Supplies I had, I made it up there but my opponent null deployed and no-one that could suppressing fire was worth sacrificing imo (Machaon, Hippolyta) or was out of position (a backup 2x Thorakitai + Pandora team). The next mistake was probably just a pure mechanical error, I moved the Thorakitai fire team up with Atalanta covering them, but no-one was covering Atalanta so a Liu Xing managed to gun her and a Thorakitai down after the fire team moved up to prepare for Pandora taking a box in turn 2 (lesson learned! I need to slow down). Total Reaction Atalanta almost held her own in close quarters though. Over the rest of the game I won a few smoke f2f rolls but overall I was whittled down to the point where I didn't have enough orders to take a second box and retreat. Overall getting 6-0'd in the process. Right now I'm resolving to pack for SF capable weapons and more flexible fire teams at 200pts (Hippolyta rather than Ajax, taking a Combi Rifle Myrmidon I can drop down), but does anyone have any tactical advice on what to do as SP when taking the Active Turn? Should I have just taken deployment and see what kind of mistakes my opponent makes?
what i can advice you is to resist the spell of beautiful and powerful Greeks, try to reach close to 15 orders as much as possbile. In active turn, assuming that you will have 8 orders ( after opponent takes 2 out of the pool ), you need to throw smokes, moving inside of it and reach to supplies in 3-4 orders and make wip rolls and stay safe with the remaining orders. It is not easy. Ekdromoi hacker is very crucial . he is cheap. He is a good specialist and have cc /close range weapons to fight. I advice you to take him more frequently. Take the rems, lamedts,netrods,probots etc to achieve 15 orders and bring less Greek heroes. Camo infiltrator specialists are the best units for supplies. You dont have them but you have thasymedes. Andromeda ? You have to bring units according to mission. According to opponent and according to table that you are playing. SunTzu said once .... If you know your army ... you can win a battle. If you know your enemy ... you can win many battles. If you know your army-your enemy and where the war takes place , you can win every battle. so know your army ( weaknesses-powerful points ) Know your opponent. ( learn about their troop profiles. ) and try to grab a list thinking the mission and the table at advance..
Strongly agree with @Angry Clown here. I am not a SteelPhalanx-Veteran, but my first and foremost thing was to resist the urge to pick too much of the named greek heroes. Most of them do exceptional work, but are also exceptional expensiv. They will have their moments to shine, but you need support them to .... well.... enable them to do what they are best at. Don´t pack your list with them, especially not on a 200points. Take 2, maybe 3, and fill the rest with supporting units, like lahmeds and Ekdromoi. Try different lists for all the Greeks and try which one fits your playstyle best and you have the most fun with.
Thanks for the advice guys! My list is at the bottom for reference. So upon reflection, if I want to take the active turn at 200pts I'd probably cut Hippolyta for a CoC officer I guess and upgrade one of the Myrmidons to be a gunfighter. Then also add in 2 flash pulse bots to go up to 10 orders. I like the Ekdromoi, he's on the list of extra models to try. I had just finished painting Atalanta's base coats so was excited to get her on the table! Next up I'll have to get a few games in with the Hacker and KHD versions of the Ekdromoi, Stealth and Super-Jump seem really nasty if he can find an angle to pick off cheerleaders. The first turn for Supplies was easy, there wasn't anyone in ARO so I didn't have to smoke at all. I guess that would've been better spent getting disposable AROs into place. ────────────────────────────────────────────────── 8 1 PANDORA (Hacker) Pitcher, Flash Pulse(+1B) / Viral Pistol(+1B), CC Weapon. (0.5 | 24) THORAKITES Submachine Gun, Pulzar / Pistol, CC Weapon. (0 | 12) THORAKITES Submachine Gun, Pulzar / Pistol, CC Weapon. (0 | 12) ATALANTA (Total Reaction) MULTI Sniper Rifle ( | TinBot: Discover [ReRoll]) / Pistol, CC Weapon. (1.5 | 44) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, DA CC Weapon. (0 | 16) MYRMIDON Chain Rifle, Nanopulser, Smoke Grenades / Pistol, DA CC Weapon. (0 | 16) MACHAON (Lieutenant) Combi Rifle, Nanopulser, Eclipse Grenades / Pistol, DA CC Weapon. (0.5 | 36) HIPPOLYTA Breaker Combi Rifle, Nanopulser, Flash Pulse, Eclipse Grenades / Pistol, EXP CC Weapon. (0 | 40) 2.5 SWC | 200 Points Open in Infinity Army