Post by gigasnail on Dec 13, 2015 3:42:06 GMT
playing with RG stuff. assume ITC environment (3 detachments with only 1 repeat, decurion-style detachment counts as 1 detachment, primary modified EW missions w/ modified maelstrom 2ndary).
first run at RG battle company. i want to run up and punch things, because that's what i like to do. RG lets you do that, in spades. stay with me, because the list building options get really complicated.
using Talon Strike force from the Kauyon campaign book:
1850/1850 at the moment, nothing is set in stone here this is a real loose first run.
(battle company)
captain, shield eternal, bike, power maul, articifer armor
chaplain, bike
command squad, bikes, apothecary
RB w/ dozer blades (had 5 points left at the end)
X6 tac squads w/ pods (bare bones at this time)
X2 attack bikes w/ MM
X5 devastators w/ grav cannons, RB w/ HB
X5 devastators w/ ML, RB w/ HB
(shadowstrike killteam)
X5 scouts, LSS
X5 scouts, LSS
X5 VV, X3 with X2 LC, 1 w/ fist/claw, sgt with axe/SS, jump packs
X5 VV, X3 with X2 LC, 1 w/ fist/claw, sgt with maul/SS, jump packs
so, everything in the battle company part has OS and comes w/ free vehicles, it is a standard SM battle company.
the kill team's VV can choose whether to pass or fail reserve rolls, can assault from reserves, and can no-scatter DS and if they are within 9" of the two scout units.
the talon SF command benefits let you re-roll mission/deployment zone (not useful in ITC, your mission/deployment is pre-determined), and re-roll to see who deploys first.
also lets you start rolling for reserves T1 (on a 4+), and can always choose to fail a morale check
RG tactics give your non-vehicles shrouded T1, and lets you +1 for night fighting as well as use jump packs in movement and assault, and everything re-rolls HoW wounds.
so, 6 tac squads + pods (may switch out for RB for volume of fire/mobility vs. a pod's durability) and two attack bikes (monster/building/tank hunters) for objective holders, medium-choppy command bike squad (1st turn 2+ jink) for counter assault, and the kill team comes in turn 1 (or, if needed, later in the game since they can choose to fail) and assaults. devastators are OS in battle company so make great campers.
annnddd yeah, that didn't work out.
first run at RG battle company. i want to run up and punch things, because that's what i like to do. RG lets you do that, in spades. stay with me, because the list building options get really complicated.
using Talon Strike force from the Kauyon campaign book:
1850/1850 at the moment, nothing is set in stone here this is a real loose first run.
(battle company)
captain, shield eternal, bike, power maul, articifer armor
chaplain, bike
command squad, bikes, apothecary
RB w/ dozer blades (had 5 points left at the end)
X6 tac squads w/ pods (bare bones at this time)
X2 attack bikes w/ MM
X5 devastators w/ grav cannons, RB w/ HB
X5 devastators w/ ML, RB w/ HB
(shadowstrike killteam)
X5 scouts, LSS
X5 scouts, LSS
X5 VV, X3 with X2 LC, 1 w/ fist/claw, sgt with axe/SS, jump packs
X5 VV, X3 with X2 LC, 1 w/ fist/claw, sgt with maul/SS, jump packs
so, everything in the battle company part has OS and comes w/ free vehicles, it is a standard SM battle company.
the kill team's VV can choose whether to pass or fail reserve rolls, can assault from reserves, and can no-scatter DS and if they are within 9" of the two scout units.
the talon SF command benefits let you re-roll mission/deployment zone (not useful in ITC, your mission/deployment is pre-determined), and re-roll to see who deploys first.
also lets you start rolling for reserves T1 (on a 4+), and can always choose to fail a morale check
RG tactics give your non-vehicles shrouded T1, and lets you +1 for night fighting as well as use jump packs in movement and assault, and everything re-rolls HoW wounds.
so, 6 tac squads + pods (may switch out for RB for volume of fire/mobility vs. a pod's durability) and two attack bikes (monster/building/tank hunters) for objective holders, medium-choppy command bike squad (1st turn 2+ jink) for counter assault, and the kill team comes in turn 1 (or, if needed, later in the game since they can choose to fail) and assaults. devastators are OS in battle company so make great campers.
annnddd yeah, that didn't work out.