The Official Community of the Fan-Made 40k Skirmish Wargame Death Squads!
 
HomeFAQSearchRegisterLog in

Share | 
 

 New Jungle Fighter Squad

View previous topic View next topic Go down 
AuthorMessage
G.Ras



Posts : 15
Join date : 2010-04-01

PostSubject: New Jungle Fighter Squad   Sun Jul 04, 2010 4:17 pm

I just thought about a potential squad of jungle fighter. this sneaky´n hiding style combined with their excelent wounding officers really catches me.

here´s what i thought....

Captain 55
-Powerfist: 35
-Flak Jacket: 10
-Helmet: 10
-Autogun: 10
-Frag Granade: 5
=>125

Devil Master 43

Lieutenant 42
-Autogun 20
-Flak Jacket 20
=> 82

Lieutenant 42
-Autogun 20
-Flak Jacket 20
=> 82

Sergeant 36
-Autogun 20
-Flak Jacket 20
=> 76

Sergeant 36
-Autogun 20
=> 56

Medic 32

Heavy 36
Flamer 20
=> 56

Infanrtyman with Autogun 45


Total: 697

The Captain got a Powerfist because my captains mini got one Laughing anyway a powerfist is a very powerfull weapon and this guy is made for meele. Later on a devil claw and a powerfist would be a very nice combo.

Autoguns are the preferred ranged weapon in my squad. the officers are well equipt with fang and knife and don´t need any additional meele weapon. so they get an additional shoot while moving and it´s also cheaper then laspistols or sluggas. No Lasguns because of the extra costs, shooting is just the second option.

I´m not sure about the devil master, but the idea of a tough´n sneaky meele only is really interesting. killing the enemys sniper silently from the shadow Twisted Evil but maybe i shall wait till other guys can infiltrate too and give him some support (hunch is priority skill for the captain)

I think a flamer matches the way the catachanians go to work.

It´s always good to have an medic and as you see I prefere keeping him out of any troubles.

A infanrtyman with autogun completes the number of 9 models.

so what do you think about it? any suggesttions? tips? or anything else...?


greetz
n.
Back to top Go down
Skraag



Posts : 166
Join date : 2010-03-22
Age : 37
Location : Goettingen/Germany

PostSubject: Re: New Jungle Fighter Squad   Mon Jul 05, 2010 11:00 am

So you just volunteered to build some jungle terrain for our gaming table? Nice Smile
Back to top Go down
G.Ras



Posts : 15
Join date : 2010-04-01

PostSubject: Re: New Jungle Fighter Squad   Mon Jul 05, 2010 11:29 am

I just found some old plastic palm trees Just Kidding

so the jungle party can be started!!!!

greetz
n.
Back to top Go down
Mordheimer



Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)

PostSubject: Re: New Jungle Fighter Squad   Mon Jul 05, 2010 11:56 am

Not bad... Smile Will love to see them in action.

FYI... the Power Fist is under revision.

_________________
.
The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

DoZer Flamethrower Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work!

.
Back to top Go down
http://www.DeathSquadsGame.com
Skraag



Posts : 166
Join date : 2010-03-22
Age : 37
Location : Goettingen/Germany

PostSubject: Re: New Jungle Fighter Squad   Mon Jul 05, 2010 12:36 pm

I think I also have some old plastic palm trees from 3rd edition 40K somewhere. Don't forget to build the pool and a beach Wink

FYI... the Power Fist is under revision.
Is the Power Claw under revision too? Thought about adding one to my Nob.
Back to top Go down
Mordheimer



Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)

PostSubject: Re: New Jungle Fighter Squad   Mon Jul 05, 2010 5:46 pm

Yes...

The reason is that we are trying to define 1st and 2nd weapons. Nothing too complicated (as a matter of fact, it is more K.I.S.S. and enjoyable). The problem brought about the Power Fist/Klaw is that as written in TLRB v0.5.1b, it grows weaker as the fighter becomes better. I won't go to the math... but you can figure it out by comparing a fighter with 1 Attack vs a fighter with 4 attacks, both armed with Power Fists.

_________________
.
The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

DoZer Flamethrower Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work!

.
Back to top Go down
http://www.DeathSquadsGame.com
the_real_Deus



Posts : 97
Join date : 2010-04-22
Age : 35
Location : Göttingen, Germany

PostSubject: Re: New Jungle Fighter Squad   Tue Jul 06, 2010 7:41 am

Seems to be a squad with much ranged and melee punch.
It seems I've to get my Eldar squad battle ready ASAP Smile

Dreadnought Thought of the Day: Excuses are the refuge of the weak Dreadnought
Back to top Go down
Mordheimer



Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)

PostSubject: Re: New Jungle Fighter Squad   Tue Jul 06, 2010 11:25 am

This Squad does not maximizes Catachan power. Notice that all Officers get to use The Catachan Knife and the Combat Knife in CC... seems like a waste of one attack. I let you figure it out.... Just Kidding

_________________
.
The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

DoZer Flamethrower Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work!

.
Back to top Go down
http://www.DeathSquadsGame.com
G.Ras



Posts : 15
Join date : 2010-04-01

PostSubject: Re: New Jungle Fighter Squad   Wed Jul 07, 2010 7:17 am

indeed, somehow i overlooked the combat knifes "weak against armor". so what are the alternatives?

-Change the officers autoguns to sluggas. that will be extra costs of 4 credits. i could kick the frag granade. or change captains powerfist to a devil claw to get the needed credits.

=> all officers have 2 quite good CC atacks (but 1 without "hitting the soft spot"). by this the officers will loose the second shot while moving. but i don´t know how important this will be for the catachan way of war.

-kick the flak jacket of the 2nd sergeant and use this money for 4 clubs.

=> all officers have 2 good CC atacks (both with "hitting the soft spot") and still have autoguns what would be nice because nearly all my minis are equipted with guns. but then i have two officers without any armor Crying or Very sad especially in CC armor is valuable.

hard decision scratch

by the way... i alsogenerally thought about changing captains powerfist into a devils claw. this would be the more conservative safety first variant.
Back to top Go down
Mordheimer



Posts : 9756
Join date : 2009-07-12
Age : 43
Location : Elizabeth City, NC (USA)

PostSubject: Re: New Jungle Fighter Squad   Wed Jul 07, 2010 9:15 am

That is one of the points of Death Squads ... it forces the player to think. There is no 'perfect' initial Squad. It is about compromises and jumping the gun... waiting and growing!

The Eye Pokers favorite setup is...
Officers: Slugger + Catachan Fang
- The Officers move (Walk) and Hide, so I see little use for long range weaponry. If I need range, I got a pistol... which in CC can get one attack... so that is a great 2nd hand.

Recruits: Autogun + Combat Knife
- The Recruits go in front of Officers... move (Walk) and Hide, then move and shoot. If there is a need for them to jump in CC, then I deal with the CK.

EVENTUALY, as they grow in resources/power I buy Armor and Helmets (they are critical). Later I get Laspitols for Officers and pass the Sluggas to some Recruits.

Hope this helps!

_________________
.
The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke
Can't wait until someone invents a time machine so I can go to the specific day in the past that I volunteered for this, so I can kick my own ass.

Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

DoZer Flamethrower Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work!

.
Back to top Go down
http://www.DeathSquadsGame.com
Sponsored content




PostSubject: Re: New Jungle Fighter Squad   Today at 2:07 am

Back to top Go down
 
New Jungle Fighter Squad
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» New Jungle Fighter Squad
» Catachan Squad
» Ravenwing Attack Squad Question
» UFC 2010 - Fighter Stats Update
» Devastator squad weapons

Permissions in this forum:You cannot reply to topics in this forum
Death Squads Game Forums :: Death Squads - Community :: Squad Lists, Tactics & Strategies-
Jump to: