04-29-2022, 05:40 PM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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Steve vs. the World!
Sunday, 3:30pm Austin time.
http://www.sjgames.com/fnordcon/schedule.html Will this be broadcast live? Will somebody please use the 2/1 Infantry units to smash him?
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-HJC |
04-30-2022, 01:35 AM | #2 |
Join Date: Jan 2005
Location: Minnesota
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Re: Steve vs. the World!
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04-30-2022, 05:05 AM | #3 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Steve vs. the World!
Main bat vs 3/1 kills an avg of 1.25 squads, against 2/1 it kills an avg of 1.25 squads.
Sec bat vs 3/1 kills an avg of 1.25 squads, against 2/1 it kills an avg of 1.00 squads. Infantry that masters staying alive does more damage over time.
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04-30-2022, 11:07 AM | #4 |
Join Date: May 2012
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Re: Steve vs. the World!
Also, 2/1s more efficiently combine fire with GEVs to take out missiles and MBs, if there are still any by the time the INF get to the Ogre.
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04-30-2022, 11:37 AM | #5 | |
Join Date: Jun 2008
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Re: Steve vs. the World!
Quote:
MB vs 3/1 INF averages 1.33, vs 2/1 INF averages 1.33 SB vs 3/1 INF averages 1.33, vs 2/1 INF averages 1.00 So, a) with regards to MBs, it's a wash. For SB's you take 33% more damage, true, but you bring 50% more firepower for a three stack over a two. But my real problem is the whole "staying alive" part: that assumes that playing for time at that stage of the game is the smart move. Obviously not, because every turn you don't pile on for maximum damage the Ogre just gets that much closer to your CP, and also because every extra turn you struggle to keep your infantry alive for is just one more turn the Ogre gets a free boost of 8 or 12 points of firepower. I don't think the whole "point" of infantry is to stay alive, rather it's there to pile on the dakka while your surviving vehicles stay out of ramming range (or at least keep things to one crunch per turn). All those attack rolls gives you statistical confidence instead of having the game determined by a few lucky/unlucky rolls. So, with that "certainty", sandpaper the treads to make sure you slow it down to 2 and then hit the guns with the left-overs. What's left should (hopefully) be damaged enough to die to your remaining MSL tanks, that just run along the flanks and pound with impunity. Then again, I've never seen Steve play. Maybe I'm doing it wrong... |
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04-30-2022, 11:45 AM | #6 |
Join Date: May 2012
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Re: Steve vs. the World!
In an open-field meeting engagement, force preservation is important, and the survivability of your infantry matters.
Smash-the-CP has very different dynamics. The defenders are on a very real clock, and force preservation, while not entirely irrelevant, is a distant tertiary goal compared to stopping that bloody monster. |
04-30-2022, 12:51 PM | #8 |
I do stuff and things.
Join Date: Aug 2004
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Re: Steve vs. the World!
We aren’t broadcasting any of the events this weekend.
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Battlegrip.com, my blog about toys. |
05-02-2022, 09:15 PM | #9 |
Join Date: Jan 2005
Location: Minnesota
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Re: Steve vs. the World!
Anyone beat--or draw--Steve?
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05-03-2022, 07:28 AM | #10 | |
Join Date: Oct 2005
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Re: Steve vs. the World!
Quote:
If the ogre is shooting INF with something besides AP then that ogre isn't shooting tanks and GEVs with bigger guns. I see three reasons why that might happen: 1) The defense is out of tanks and GEVs. The ogre is mopping up, or shooting over its shoulder at the INF behind it in the end-game. That's a terrible spot for the defense, but happens. 2 INF stacks behind the ogre can stretch out the game by a few turns. 2) The defense engaged INF before tanks and GEVs. That's an interesting tactical defense experiment, but one that favors the ogre. 3) The ogre player values hitting INF more than tanks or GEVs. That's an interesting but dangerous tactical experiment on the ogre's part. The defense might achieve GEV-, MSL- , or even HVY-immunity before the ogre kills those more mobile units. Last edited by dwalend; 05-03-2022 at 08:54 PM. |
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