Solar wrote:I dislike vet. sgts,
the idea here was to allow the squads to function more reliably outside the Command bubble (they are meant to be guerillas, afterall). it also allows more customisation and gets more potent and varied weaponry into the squads. the extra Attack can make a difference too, in such small games.
Solar wrote:single mortars,
a Mortar fitted in with the guerilla warfare idea i had for them, and it also allowed me to field a cheap command squad that could hide from enemy fire whilst still
doing something (even if it will be a bit hit and miss). ive wanted to try out Mortar + Surveyor/Auspex for a while now too. it will also come in handy considering the amount of Terrain we like to use.
the Command squad was compulsory anyway, and help mitigate the Sniper
Ld problem. it should also help allow for more variation in the way the force fights.
Solar wrote:small sniper teams
the
FW Tallarn snipers are gorgeous, and the Sniper Rifle was a signature weapon of the Necromunda Ash Nomads, so i definately wanted to include them. Ratlings are very cheap for what you get, and also allow you to field a cheap squad (33 pts is a steal, IMO). they will either get ignored or result in overkill, and every now and again they will score a kill or two, and maybe even Pin something. fluffwise, the idea is that the old, injured or very young nomads are given sniper rifles, allowing them to keep the enemy at a distance while still helping the others (and accounts for the Ratling's poor stats).
Solar wrote:and costly doctrines,
well, ive only spent 60 pts on Doctrines in total, and for that ive got an army that gets to Infiltrate, with 3+ Cover Saves, Move Through Cover, and has a reasonable chance of hitting with its best weapons. its a shame i had to give Cameleoline to the Command Squad (as they will almost always be out of sight), but i can live with that: the Doctrines should allow the force to fight on the tabletop how it would in the
40K universe - which was the most important thing.
besides, it still outnumbers
MEQs by 2:1.
Solar wrote:but if it's just meant to be a bit of something for fun I guess it's okay
well, its not meant for competitive tournaments or anything like that, but its still a force that takes itself seriously - its just that reproducing the fluff on the tabletop was the primary goal (just like the other lists im working on). within the context of the games it will be used in, i think it will be able to hold its own.
Solar wrote:And my
IG is usually very fire line style.
my main
IG army is a competitive gunline, but that got very boring, so i wanted to depart from that with these combat patrols. the idea is that each one conveys a theme, uses a different fighting style, and represents a different group on my planet. because they are all written with fluff and balance being paramount, they should all be equally competitive when played against eachother as a part of a narative campaign, and because they are designed to be interesting and tell a story, they should still be
fun to use in pickup games (even if they dont win very often).
Solar wrote:Do post pics when the army is all done and painted.
will do, although its going to be quite a while... (at the rate im going il be lucky to finish the
Tau by the meetup in Aug
)
Solar wrote:Oh and basically frags are useless and so are kraks, just keep it as it is.
well at the moment neither Infantry unit can touch vehicles in
CC, and Grenades would change that (especially at the low
AV levels in
CP). the Frags would also help charging enemies in cover as well (we use lots of Terrain, and they get Move Through Cover and have short ranged weapons, so its seems likely that they will want to use Frags every now and again). until my last 2
RR blisters arrive, i dont know whether i will have to convert one of them to stand out as a Vet Sgt either (so far the 4 i have bought are identical), if i choose to keep it as it is.
nothing is set in stone until the paint goes on anyway, so il leave it up in the air for now.
cheers
~ Tim