The oppressors will be overthrown – enter the Resistance!
As we cover each of the changes brought about in 1.1’s Errata, it must be pointed out that the Resistance has benefited from a number of significant points cost reductions. That said, they also took a couple of rules hits that left them with less power than before. Today we will take a look at each, and note what it means for Resistance players.
The Resistance received a wide number of points reductions, from their elite infantry in the form of the Occupation Veterans and Berserkers, to several of the cheap vehicles that make up their offensive strength. With these points reductions, Resistance commanders are going to be bringing more toys to the table, which translates to more force multiplication.
This is an easy thing to say, but for many of the factions a 10% points reduction here and there doesn’t make a huge difference. When the Resistance can put out a Rocket technical for a couple of these reductions, it really translates to some nice numbers increases across the board. Those swarms of light vehicles will be increasing in size, which means more target confusion for the enemy as you make your approach.
Freeriders did eat a bit of a nerf, with their Sticky Mines going from E10 to E9. This makes a big difference in their ability to damage mainline battle tanks, but it is far from taking the Freeriders out of the fight. It simply means that the Resistance commander is going to have to rethink some of his approaches along the way.
For example, Freeriders are still very effective against backfield units, such as Ferrum Drone Bases, Longbow field guns, and Haven Terragates. All of these units have to be careful with Freeriders around. Since they are going to be more encouraged to stick to the shadows along the way in, it also means that there will be fewer enemy guns, greatly reducing the chances that the E+3 Countermeasures they bring will be overwhelmed.
Stormwagons now are definitively shut down from coming off their hovercraft and firing their salvoes, although I think there was already a pretty decisive consensus on the matter. With all that said, it simply means that the Stormwagons will have to position to ensure that they will have range and protection until their time to fire comes. It also means that they must be more mindful of enemy artillery units in the vicinity.
Overall, the changes don’t make a large dent in the Resistance’s way of war. Freeriders will most definitely need to be considered carefully as they come into the game, though their impressive Evasion Countermeasures and Dispersed Formation rules make them an incredibly difficult target to neutralize. They will definitely warrant a tactics article of their own in the near future, as well as some pointers on how to effectively shut them down.
Resistance players, tell us of your work to throw off the oppressive mantle of the Scourge, or of your travails against the incoming waves of the UCM. Where does your allegiance stand, and how are you changing your lists with these new rules tweaks?
For a healthy dose of gaming insanity, visit us at Enter the Maelstrom.