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 SQUAD LIST: 7th Carminian Navy

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Kadzik

Kadzik


Posts : 26
Join date : 2009-10-22
Age : 34
Location : Warsaw - Poland

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PostSubject: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeSun Sep 19, 2010 8:54 pm

It's my starting list. I want to make numerous squad of poor soldiers led by personalities. I've used Mordian rules:

Captain Makarov
chainsword
bolt pistol

Lieutenant Istomin
autopistol
sword

Lieutenant Totleben
shotgun

Sergeant Nakhimov
autopistol
club

Sergeant Novosilsky
autopistol

2x Infantryman
shotgun

2x Infantryman
autogun

2x Infantryman
autogun

Ouch, I'm reading rules for weapons and under Autopistol is paragraph saying that first is free....is it correct?


Basics of tactic:
Squad is divided into 2 main groups: riflemen and harrasment. First group is running to favourable positions and either, try to defend them, or keep pushing enemy to retreat. Second group is very mobile. It tries to attack enemy from the side, hits on the weakest point and call off if resistance is too strong. If used more offensively, it has to be covered by longer range fire.
I've got 11 men which is quite solid number. In next 3 games I have to reach 15 men: heavy weapon specialist with grenade launcher and medic for sure, and riflemen with autoguns. Also some armour for officers is a must. [It's one of the best things in DS! Armour is

Sergeant Novosilsky has infantrymen with autoguns under his personal command and uses Firing Lanes.
Lieutant Totleben and sergeant Nakhimow accompanied by 2 guardsmen with shotguns are mobile force, which chase around battlefield, harras the enemy, hit-and-run tactic, and make support charge.
Captain Makarov and leitant Istomin stay back, supporting riflemen with autoguns and leading the counter-charges.
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Mordheimer

Mordheimer


Posts : 9756
Join date : 2009-07-12
Age : 50
Location : Elizabeth City, NC (USA)

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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeMon Sep 20, 2010 1:05 am

Nice Squad! One thing I want to tell you (and this is a FACT mentioned in many threads)... your 1st Squad will ALWAYS feel like is not up to par of what you think they should be. This is done as a DESIGN part of the game! The Squad will improve quickly (by game 2 EVERYONE has advanced) and getting better gear is a 'mini-advancement' you will always enjoy.

Remember that Mordians are ALL about shooting. The key rule is:
Quote :
Firing Lanes: Officers of the Mordian Iron Guard are an extremely disciplined lot. They are trained to direct and organize soldiers under their command to maximize their efficiency on the battlefield. Center a Blast Template on any Officer that has NOT shot and all Infantrymen within the template may re-roll failed to-Hit rolls during that Shooting Phase; remember no re-rolling a re-roll.
This means that Officer do NOT get to shoot, but your Infantrymen get to re-roll To-Hit... GREAT advantage, specially when you upgrade their weaponry. You want to have 5 Officers and LOTS of Infantrymen... LOTS of them armed with Rapid Fire weapons!

While Mordians can get into Close Combat, that is NOT their strength... so be ready to get massacred at initial games by Close Combat specialists (like Catachans or Kroot) if they get close! Also, you can get any Rare 5 or less equipment, except the Captain that can get ONE (1) item of any Rarity at full price. I would suggest...

Captain Makarov
chainsword (Rare 7)
bolt pistol (Rare 6)

You can NOT have both. Also, you are forgetting that any equipment that the Captain can use is 50% off during Recruitment... INVEST on him! You save tons of money! My suggestion...

Lasgun
Sword
Carapace Armor (Rare 7... so you pay full price for this one)
Helmet

This will give you a Save 3+ with great shooting. You have a free Combat Knife (see the Captain description) so you are OK for any Close Combat. Eventually you could get him a Chainsword and Bolt Pistol to maximize Close Combat... but your 1st Squad should be geared to exploit the Squad's strengths.


Lieutenant Istomin
autopistol
sword

Perfect... he won't get to shot much, because he will be controlling Firing Lanes.


Lieutenant Totleben
shotgun (Rare 6)

You cannot have Rare 6+ items. No Shotgun for you... yet!

Sergeant Nakhimov
autopistol
club

Remove the club... save cash.

Sergeant Novosilsky
autopistol


2x Infantryman
shotgun

You cannot have Rare 6+ items. No Shotgun. Get them Autoguns!

2x Infantryman
autogun

PERFECT!

2x Infantryman
autogun

PERFECT!

Kadzik wrote:
Ouch, I'm reading rules for weapons and under Autopistol is paragraph saying that first is free....is it correct?
No. This is a Legacy Error. See this thread for details.


This Squad gives you 12 shots (rapid fire) that can be re-rolled To-Hit. If you put them on an elevated position (3rd Floor) the Orks will NEVER get you (that can't seem to climb do to low initiative), and you can pick ANYONE that is in the open (because you are elevated).






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Kadzik

Kadzik


Posts : 26
Join date : 2009-10-22
Age : 34
Location : Warsaw - Poland

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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeMon Sep 20, 2010 1:57 am

Thanks for help!

Shotguns: Nooooo........I haven't noticed they have rarity Smile
Captain's equipment: My fault. I will change this.
Firing lanes: When I will have 10 infantrymen then mayby every officer would be helpfull. Now I can give orders with just 3 or even 2 of them. Every rifle is handfull.

I don't like "execution platoon". In Mordheim I've started to play Reiklanders. When most players use them very static, occupying one building, or whole their side and armed in crossbows, I've played very offensive. In most games I was on enemies side of the table (face of an ork or with hunter player who see reikland bowmen on his side....priceless Very Happy ) and it was quite succesful tactic. We also have distaste in camping. Making havoc on battlefield not only to enemy but also to yourself with dangerous maneuvers is always fun Very Happy
I don't see Mordians as shooting-only. IMO 100 is a bargain for what you get. They are shooty oriented but lack nothing from any other aspect. If I am wrong....um, what about new warband rules? Smile
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Mordheimer

Mordheimer


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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeMon Sep 20, 2010 2:21 am

I agree that Mordians are not my cup of tea... I tend to be gun-ho IN YOUR FACE kindda guy. WAAAGH! But you do NOT have to play Mordians as static shooty guys. Nothing limits you to have a Move & Shot Squad... as long as the Officers are close, you get re-rolls To-Hit. Also, if you start and end your Infantrymen movement within the range of the same Officer you get a re-roll against Dangerous Ground! This promotes moving across and shooting the hell out of people!

I love dangerous maneuvers... I'm the king of self-inflicted wounds!

The Regional Platoons are NOT to cripple Squads, but by enhancing them. Catachan can shoot... but they are better at Close Combat. To maximize their Close Combat capabilities, you need to get close. This means that the Catachan player would tend to Walk and Hide his Officers, stalking closer, while his Recruits move and shoot. Death Squads does NOT punish the Catachan player for making the choice of shooting... but rewards him for getting into Close Combat. Eventually, Catachans should get better shooting weapons so they balance out (soften the enemy before entering in Close Combat!)

Same thing with the Mordians. You could play them as Close Combat specialists, or HWS, or even as almost individual guys... Recruits in the front, Officers on buildings. Death Squads will NOT punish you for it. Instead, it will reward you for playing Mordians as units that favor formations (having Infantrymen close together with an Officer) even on the most weird circumstances. In early campaign settings this may not be evident, but when you have your Infantrymen with Lasguns and Hot Packs, those re-rolls To-Hit will make a HUGE difference. Add a Field Coordinator and you add re-roll your enemy's successful Cover Saves (among other things). Once you maximize that, you should get better Close Combat weapons, and become a true force to recon with!

So you are 100% correct... the RPs are NOT about crippling a Squad (i.e. you are shooty, so you can't fight) but about giving the player the CHOICE of doing something a little better!

New Warband Rules? Warband? Just Kidding Hehehe... what do you have in mind? Open a new thread with suggestions. Easier to follow.
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Kadzik

Kadzik


Posts : 26
Join date : 2009-10-22
Age : 34
Location : Warsaw - Poland

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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeMon Sep 20, 2010 2:32 am

I have to totally agree with you Very Happy

Warband? Douch! Mordheim is in my soul.....forever Very Happy

My updated list:

Captain Makarov
carapace armour
sword
laspistol

Lieutenant Istomin
autopistol
sword

Lieutenant Totleben
autopistol

Sergeant Nakhimov
autopistol
mace

Sergeant Novosilsky
autopistol
mace

2x Infantryman
autogun

2x Infantryman
autogun

2x Infantryman
autogun
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edward

edward


Posts : 443
Join date : 2010-05-05
Age : 29
Location : Palmerston North, New Zealand

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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeMon Sep 20, 2010 3:38 pm

kadzik why no mordian swagger sticks?

their only 14 gc and are pretty good
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Arachas

Arachas


Posts : 1880
Join date : 2010-08-15
Age : 39
Location : Secret Volcano Lair in The Netherlands

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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeMon Sep 20, 2010 4:08 pm

Wait... You can't have shotguns in your initial squad? Colonel used one... Hmmm...
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Mordheimer

Mordheimer


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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeMon Sep 20, 2010 7:05 pm

@ Kadzik: Looks like a winning list to me! If you have 10 credits to space, I would buy the Captain a Helmet... saves 10 credit on the Long Run. Wink

@ edward: The Mordian swaggers are FREE for the initial Officers.

@ Arachas: You can NOT have Rare 6+ items upon recruitment. The exception is the IG Captain, who can have any ONE (1) he can use, paying full price. So the Colonel may had a shotgun (Rare 6), if it was on his Captain and that was the Rare 6+ item he chose to buy at full price.



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edward

edward


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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeMon Sep 20, 2010 11:17 pm

opps i forgot they were free Embarassed
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Arachas

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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeTue Sep 21, 2010 1:40 am

Mordheimer wrote:
@ Arachas: You can NOT have Rare 6+ items upon recruitment. The exception is the IG Captain, who can have any ONE (1) he can use, paying full price. So the Colonel may had a shotgun (Rare 6), if it was on his Captain and that was the Rare 6+ item he chose to buy at full price.

No, no: he was using it on one of his lieutenants (and was kicking ass with it!). No more Lt. Shotgun for him! ;D

Mordians look totally interesting. I might have to try them sometime: I like being shooty.
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Kadzik

Kadzik


Posts : 26
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Age : 34
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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeTue Sep 21, 2010 2:32 am

Helems quite nice option Smile Thanks!
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Mordheimer

Mordheimer


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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeTue Sep 21, 2010 2:16 pm

I already fear for whoever will play you, Kadzik!
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Kadzik

Kadzik


Posts : 26
Join date : 2009-10-22
Age : 34
Location : Warsaw - Poland

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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeTue Sep 21, 2010 2:45 pm

Propably they will be Orks.....you should know madam Skavenblight Smile But after reading rules more deeply I fear that shooting is not so great. Giving cover saves; bonuses to penetrating armour, wounding and IR on stunned and knocked models in HtH; terrible minuses for moving and shooting.....am I too pesymistic? Just Kidding
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Mordheimer

Mordheimer


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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeTue Sep 21, 2010 3:12 pm

maybe... HA!

Lets take one at a time.


Giving cover saves; bonuses to penetrating armour, wounding and IR on stunned and knocked models in HtH; terrible minuses for moving and shooting.....am I too pesymistic?

  1. Move and shoot = -1 BS for everyone. This means Orks needs 6 to-hit. You would need 5+ to-hit. Better stay put.
  2. Roll to-hit. Mordians can get a re-roll... means that on average you will hit 75% of the time!
  3. Roll to-Wound. Usually you need a 4+... but against Orks, you need 5+. This is where Dum-Dum Bullets and Hot Shot Power Packs (+1 S, +1 AP) come to play.
  4. Roll Save... EITHER Armor, Cover or Invulnerable. The victim picks which one will be used. Orks can barely get any Armor, so chances are, they will rely on Cover, which on average is 5+ (barricades is 4+, bunkers is 3+).


The advantage of being an Ork is your Toughness. You get hit, but not many things can wound easily. Now, the trick against Orks (and I'm an Ork player... and I learned this with my own blood!) is to pick ONE Ork at a time! Shoot the 1st one... 75% hit! Then if you drop him, but is not OOA... hit him again! You still have to roll to-hit (with firearms, Close Combat is auto hit) but you have 75%!!! Then if the Ork is Knocked Down, you get +1 to-Wound and +1 to Injury; the Ork gets +2 to Cover Save (because is less of a target, even in the open). If Ork is Stun, then you get +3. Orks can't climb! Well, they can... but very difficult. Get some Officer with 4 Infantrymen high... he would be able to cover them all, so you get re-roll to-hit. Have fun seeing the Orks trying to climb. Once they get close... sacrifice one man in Close Combat, and shot with the rest!

Orks are NOT unbeatable... they can NOT shot and in Close Combat they are average at best. They are just really resilient.

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Kadzik

Kadzik


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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeTue Sep 21, 2010 3:39 pm

You are saying that this bonuses for KD and Stunned enemy is not only in HtH but also for shooting! OMG! Very Happy This change everything! Very Happy
The greatest drawback of shooting in Mordheim was how hard is to eliminate enemy for sure.....nice surprise Smile

Ou, and this helping my guardsman with officer's orders have one major drawback: I lost so many Exp with no shooting with officers personaly Very Happy
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Mordheimer

Mordheimer


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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeTue Sep 21, 2010 4:22 pm

Hehehe... SURPRISE! Those are the little improvements that will surprise you on every corner. The ONLY difference between shooting a KD or S enemy or beating him up in HtH is that you need to roll to-hit when shooting and that being 'down' gives you +2 to Cover Save.

vs. opponents that are Knocked Down
You get +1 to-wound.
They get -1 Armor Save.
You get +1 to Injury.


vs. opponents that are Stunned
You get +3 to-wound. (most cases you need a 1+ to wound! Just Kidding)
They get -3 Armor Save. (negates most Armor... the most common armor save is 5+!)
You get +3 to Injury. (this means that is OOA on a 2+!!!)

Also remember the CRITICALS... most negate Cover Save. Then the Field Corrdinator forces any Save made to be re-rolled... ha! So once an enemy is down, it can be dangerous! Note that the strategy of picking one Ork at a time works ONLY if you are on an elevated position, because this negates Target Priority. ANOTHER reason to climb!

REMEMBER... in Death Squads there are no penalties for range (simpler combat) and Armor does NOTHING else but give you an Armor Save (unlike Mordheim that is modifies the weapon's strength, depending on weapon type).

On a level terrain (not many structures to climb, just some cover), the Orks will get close to you FAST! Regardless how experience they are, they will not get much better in shooting (they shot for noise purposes!) and their weapons do not get any better either (it is not like there is an Supa' Ouchy Choppa for them to upgrade), while the IGs do improve over time. You get better armor (3+!!!), firearms (autopistols to laspistols to hellpistols; autogun to lasgun to hellgun) and CC weapons (Sword to Chainsword to Power Sword).

Do NOT get me wrong! Orks have some nasty tricks... but they are centered on resilience. This is Ninja Ninja Design Ninja at its best! They get high toughness, the skill 'Ard 'Ead when combined with a helmet gives a 3+ Save vs Stun, Living Shield lets the Nob pick ANYONE and put him in front of the shot (not to mention that he starts with 2 Wounds!)... They are TOUGH, but not unbeatable! They will present a nice challenge... and when you add other Squads on the Campaign, you will learn that the tactics that work against Orks are HORRIBLE against Eldar, MORONIC against the IR, DEADLY against the Kroot... etc, etc, etc.

This has been our goal; there is no 'one trick pony'. In Mordheim (and I LOVE MORDHEIM) you play the Skavens with slings... you win. Get Reiklanders or Dwarves with Crossbows... you win... etc, etc, etc. In Death Squads , the tactics that work for your Squad against one particular opponent, will not work as well vs other Squads... and the day your opponent changes tactics, you will pay for your inflexibility in BLOOD! Ha!
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Arachas

Arachas


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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeTue Sep 21, 2010 5:00 pm

Seriously, shooting rocks. In my first game, all my charges failed because my covering fire proved too effective (I LOVE this rule!). Ok, and once my Lieutenant tripped. I love the fact that shooting is competitive - 40k tends to be rather assault oriented, which strikes me as weird in an age with superior guns.
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Colonel Prius

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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeWed Sep 22, 2010 5:26 pm

Arachas wrote:
Wait... You can't have shotguns in your initial squad? Colonel used one... Hmmm...

Yeah a tiny oversight on my part, one I only noticed when reading thread, and one I was hoping you wouldn't pick up on...Although considering the largly static nature of the Lieutenant that was wielding one, I doubt the damage would be any less if he had been using an autogun. It has the same amount of shots on that range, and armour wasn't really a factor. Actually, I could have afforded (and then would have given him) a lasgun, negating the AP issue altogether. And the knockabck we only remembered, what, once?

So lets just foge'abou-it ok....:p
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Arachas

Arachas


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PostSubject: Re: SQUAD LIST: 7th Carminian Navy   SQUAD LIST: 7th Carminian Navy I_icon_minitimeThu Sep 23, 2010 3:31 am

You mean you totally forgot about the part where you blasted two of my guys out of cover into the open using that shotgun? ;D

But no matter. I will FONG you again, next time!
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