Thread: Tarantuloids
View Single Post
Old 02-14-2018, 08:00 AM   #3
dommer2029
 
Join Date: Dec 2015
Default Re: Tarantuloids

Quote:
Originally Posted by wolf90 View Post
Your comment about scenario 2 assumes that the Ogre will make a mad dash for the CP. That would be foolhardy, at least initially. It should hang back and allow the swarm to whittle away some defenders under the protection of the Ogre's guns to start.

Re: Scenario 3, the Retrieval Boats can't land until turn 4, and the HWTZ won't be available to fire until at least turn 6. That leaves a few chances for the Swarm to either A) take out a Retrieval Boat, and both HWTZ in it, or B) take out an off-line HWTZ.
Your point about scenario 2 is well-taken. I suspect that if the Ogre moves more slowly, this allows the defenders to keep the fight farther from the CP, but then the defenders have to choose between striking the Ogre first or taking out Tarantuloids. So there are enough variables at play that it is worth trying out.

Regarding Scenario 3, it is played on the standard Ogre board and there is no pressure on the Terrans to penetrate deeply into the board. Every hex in a band 3 hexes deep at the Ogre's side of the board is 6 or more hexes away from the nearest crater. The Terran should have no difficulty in landing the howitzers safely.
dommer2029 is offline   Reply With Quote