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naval

Posted: Wed Oct 20, 2010 4:21 am
by expendablecinc
One of the things I like about Fog R is the inclusion of naval consideration. basically I like the idea of modelling a few ships as part fo the tabletop spectacle so am drawn to the lists with naval potential.

In play is the naval proving of any benefit whatsoever? Fog R armies seem pretty small and an I wonder if a six inch naval range with a paltry sinx inch coast has much of an impact. It doest seem much benefit agressively. If you push up on that flank with average mtd, enemy will be out of range of the ships anyway before they charge you from the centre of the table.

Is naval a tactical option or really purely for modelling spectacle?

Athony

Posted: Wed Oct 20, 2010 3:41 pm
by nickdives
My Swedes are hardly a small army, nor my Imperialists, each in the region of 2,500 points. I suspect that the naval option will not work for small competition games but may add some interest for larger social games!

Posted: Wed Oct 20, 2010 5:53 pm
by Scrumpy
I thought the guns got an 8" range ? For 30 pts you get the chance of 3 guns hitting mounted on 4s, seems a fair price to me. You have on average an 1 in 3 chance the coastline will go if you win pbi.

Posted: Wed Oct 20, 2010 6:10 pm
by SirGarnet
Which is a 2/3 chance it remains (or more, if the other player has naval or doesn't mind a coast and doesn't anticipate you having any). What you get is 3 dice with a 6 MU range available to harass the enemy and provoke death rolls anywhere along the coastline. If the enemy moves out of range of the coast after the naval is deployed after all other troops, your line of battle can outwing them by 6 MU on that flank and thereby converge fire on their end BG.

Your camp is almost certainly going to be on the coast and the naval, if nothing else, can fire on any enemy approaching it. It can also support a raid on the enemy camp if situated on the coast.

Posted: Thu Oct 21, 2010 3:29 pm
by Scrumpy
My error, the coastline can be 8" in and then they fire 6" further. For a mere 30 pts I think they are worth a gamble, not much else other than upping a FC to GC or one average foot to superior is available for that cheap a price.

I can't say I have found a GC to be as improtant in (r) as an IC was in (am) as of yet.

Posted: Fri Oct 22, 2010 1:12 am
by deadtorius
So far I have used FC's and thinking of dropping them to TC's in our small games. IC came in handy in our massive game when you were checking for shooting hits and that +1 for rear support and then +1 for being withing MR Greats range helped saved some of our units from dropping cohesion.

Posted: Fri Oct 22, 2010 2:45 pm
by kevindgaming
deadtorius wrote:So far I have used FC's and thinking of dropping them to TC's in our small games. IC came in handy in our massive game when you were checking for shooting hits and that +1 for rear support and then +1 for being withing MR Greats range helped saved some of our units from dropping cohesion.
That should be +TWO for those in range of the great man for an impressive net +3 total (with rear support) for all units shot at within 12MU. GC's are even better in FOGR for Book 1 than IC's FOGA because the perponderance of angry lead bothering the troops morale.......

Kevin D.

Posted: Fri Oct 22, 2010 3:39 pm
by rbodleyscott
kevindgaming wrote:
deadtorius wrote:So far I have used FC's and thinking of dropping them to TC's in our small games. IC came in handy in our massive game when you were checking for shooting hits and that +1 for rear support and then +1 for being withing MR Greats range helped saved some of our units from dropping cohesion.
That should be +TWO for those in range of the great man for an impressive net +3 total (with rear support) for all units shot at within 12MU. GC's are even better in FOGR for Book 1 than IC's FOGA because the perponderance of angry lead bothering the troops morale.......
Or less so because of the change in death rolls.

Posted: Fri Oct 22, 2010 4:25 pm
by timmy1
My view matches Richard's.