Lampyridae

The Crooked Grin Of Corregidor: Tactica

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Something on Hellcat HMG. I've had a few games now where dropping it right before my opponent's last turn as an ARO has changed the score. Often the last turn is a mad dash for the last deciding point.

In both cases it would have been impossible to kill the Hellcat with enough orders to still make the objective so they ended up move-dodge or even move-move and crossing their fingers.

Anything can do this but using a drop troop HMG instead of a regularly deployed one lets you see where it won't be easily shot but covering their specialist. As always, with drop troops you don't need to plan ahead, so even more niche tactics become possible as you can decide on the fly and get it ready in potentially just the drop order.

 

In one of the games I was keeping it back to wipe out their specialists before their last turn but on my last turn I needed to spend every order on getting the objective to keep competitive, so I dropped the HMG out of cover and it payed off.

 

It sucks when a higher cost unit doesn't get to do their main role but it always happens and having backup tasks that don't cost many orders is helpful.

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You drop him to be an ARO? Preferably on Suppression Fire?

But then, what is the advantage over a Combi Rifle? Burst the same, range's the same, only Damage differs.

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@Errhile I'm talking about using long range. Getting to suppression fire costs more orders to position and the specialist themselves can often deal with it.

So you would drop, potentially not even in cover, to add the Hellcat as another obstacle they need to get past to reach their goal.

It's not a plan A but it can make a huge difference for basically no order cost when you are desperate in the final moments. That low order cost is important because on the final turn of the game you are usually desperate to secure points as well.

 

The only reason I mention it is that it's not exactly intuative to do. But if, for whatever reason, you end up with the Hellcat HMG not deployed but you can't spare the orders to actually use it there's still something it can accomplish.

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Well, quite a shot given how my tables tend to look like, then.

But yeah, it can work.

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1 hour ago, Errhile said:

Well, quite a shot given how my tables tend to look like, then.

But yeah, it can work.

You have the majority of the board sides to come in on, even in your DZ. If there typically isn't a line that can be drawn from the edge to HMG range I don't suggest taking Hellcat HMG at all. However, in that enivroment the edge would be difficult to watch, so other types of drops would probably be stronger than usual. I would probably do AHD or BSG. Tomcats also get climbing plus so you can make even better use of dense terrain.

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On 2017/06/30 at 9:34 PM, Loricus said:

Something on Hellcat HMG. I've had a few games now where dropping it right before my opponent's last turn as an ARO has changed the score. Often the last turn is a mad dash for the last deciding point.

In both cases it would have been impossible to kill the Hellcat with enough orders to still make the objective so they ended up move-dodge or even move-move and crossing their fingers.

In that situation sounds like the Tomcat with DERP would be the ideal choice.

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1 hour ago, Lampyridae said:

In that situation sounds like the Tomcat with DERP would be the ideal choice.

16" range means a Camo Combi can beat the F2F much more easily, but yes Tomcat D.E.P. is pretty good for similar reasons. AD2 without long range means positioning will be a bit harder as well.

In both cases that's not the main reason you're taking them.

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I have dropped the Hellcat HMG in to go in suppression fire and really screw with my opponent's plans, before

Generally though I'll want to drop, kill a couple of things, put down an E/Mauler and then go on suppression. I've taken him in group two with four more orders before and that can be a real beauty, take out a couple of opportunity targets and deny the enemy orders, then set up a roadblock for their counter-attack, usually in a flanking position.

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8 minutes ago, Solar said:

I have dropped the Hellcat HMG in to go in suppression fire and really screw with my opponent's plans, before

Generally though I'll want to drop, kill a couple of things, put down an E/Mauler and then go on suppression. I've taken him in group two with four more orders before and that can be a real beauty, take out a couple of opportunity targets and deny the enemy orders, then set up a roadblock for their counter-attack, usually in a flanking position.

You don't want to just do Suppression and nothing else unless that happens to be exactly what you need. It's a waste to plan for that.

I often have it in a second group expecting to transfer it over, but end up not losing much from that group and just dropping and using their orders. Because of the range of HMG you can get a lot done in a few orders.

 

Having orders just for dropping lets you soften up the enemy before using your primary orders to complete the objective. Always a good tactic. The order of combat (in a good game) for me:

Group 2 uses Intruder MSR to kill long range targets. I run out of targets the Intruder can reach so he is delegated to an ARO unit.

Drop on turn 2 replacing the Intruder but from the side. Target enemy SK and units that advanced on their turn. Mid field is softened allowing me free movement to objectives. Enemy is low on long range support and good specialists at this point.

 

On both turns I can clean up before my primary order pool begins. Of course it doesn't usually go that way...

Having an adaptable list is important. That's why I like drops, you get to decide what they are doing on the spot.

 

I usually go for reducing the enemy specialists to their Line Troops so they have to spend their time on that. If they both need to walk from deployment and need to use allies to get past my guys they spend a lot of orders on that instead of actual tactics. Move up, spend orders on a different guy to drop smoke or kill my guy, then move up and repeat. Low efficiency.

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Think imma have to revisit the Hellcat. The shiny new Spitfire seems a good profile for shooting stuff in the back like that. 

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I recently had a few games with a Hellcat HMG.  On the first game I walked-in, killed three models (Clipsos, Chaksa and Sukeul), revealed a Kotail (discovering that I did not have LoF on the real model), put down an E/Mauler then entered Suppressive Fire.  After this I started spending orders on my second group :P

Same list, I dropped the Hellcat on a large tower in the middle of the table, tried to kill a Yan Huo.  Spend 7-8 orders between landing, repositioning and shooting, only to die without success :(

Similar list (reduced to 200 points for a newer player), I walked-in and took our a Ninja Sniper, but did not have enough orders to get LoF on the cheerleaders.  I could have used him to take them out on my second turn, but the game never got that far.

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Dropped a Hellcat HMG in and ripped up half an Order pool today, was like clubbing baby seals. Didn't have the Orders to plant an E/Mauler as well as go into Suppression but she basically won the game for me.

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4 hours ago, Lampyridae said:

Dropped a Hellcat HMG in and ripped up half an Order pool today, was like clubbing baby seals. Didn't have the Orders to plant an E/Mauler as well as go into Suppression but she basically won the game for me.

That's great! But do you think a Spitfire would have been better?

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2 hours ago, Loricus said:

That's great! But do you think a Spitfire would have been better?

Given the long firelane involved, the HMG was the better choice. If I'd had the Orders, the E/Mauler would have been excellent (there was a Proxy Mk4 and Ajax around the corner).

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1 minute ago, Lampyridae said:

Given the long firelane involved, the HMG was the better choice. If I'd had the Orders, the E/Mauler would have been excellent (there was a Proxy Mk4 and Ajax around the corner).

I think there are places for the Spitfire but I regularly find the HMG range to be important. HMG is more niche, but that's not bad in this game. The strongest thing can be something that no other unit can accomplish.

There may be a degree of player preferance between HMG and Spitfire.

A big part is probably that people cover themselves from short range surprise flanking, but covering from a long range is too much to analyze on the spot for a human. So they tend to be left open from at least one side at long range.

 

Your ALEPH player sounds like a kindered spirit to my ALEPH game.

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My personal experience is that I generally ask my Spitfire Hellcat in AD2 to solve problems that are better solved  by a BSG Hellcat in AD5.

I've been struggling to find holes to walk on a Hellcat HMG lately, but I think I've been using Tomcats too much (if that can even be a thing) and always want to walk on behind advanced troops for some combi rifle to rear arc action.

It could also be that our local CJC player has been taking max AVA Hellcats and inoculating folks against AD troops. I'm certainly not helping that problem, as I generally auto include a BSG Hellcat these days.

8 hours ago, Loricus said:

A big part is probably that people cover themselves from short range surprise flanking, but covering from a long range is too much to analyze on the spot for a human. So they tend to be left open from at least one side at long range.

Seems like I suffer from this problem in reverse. Time to force myself into taking the HMG Hellcat again and setting up some trick billiard shots.

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