TWO Hours on the DOT!!! It's 8:21am... yeah baby!
OK. The current rules indicate that you can not get any Rare items during initial recruitment. Now, and check the Rare Items Thread, there is a suggestion that in a campaign players may agree that they could buy Rare 5 items (or less) with no problems. You decide what is best for you.
Remember, that you don't need to model your final product. My Ork Nob was magnetized, and Dozer made 2 models to represent the initial IR Commander and the 'corrupt' IR Commander. VERY cool!
- eternaldream wrote:
- Nob - 137
Power Klaw
Kustom Blasta
Helmet
Iron Gob
I tried to kit him out with more expensive stuff since he gets discounted. I gave him the Power Klaw for some hard hitting punch. Plus the Blasta, because he can use both in close combat, right? He gets d3 for the PK, and 1 more with the pistol?
Technically you are correct, Sir!
He would get his attacks (as the attribute) with his primary weapon (the Power Klaw) and one attack with his secondary weapon (the Kustom Blasta.) Now, for recruitment, the Power Klaw is Rare 9, so you can't buy one (regardless if you house-rule the purchase of Rare items as suggested above.) This is done on
purpose! The initial Squad should feel underpowered... that way when you get the Power Klaw you get the sense that your Nob is gaining more power. You could get him a Mesh Armor... so he would have a 5+ Save (+ the helmet protection.) For close combat, I would stick with the cheaper Choppa.
- eternaldream wrote:
- Weirdboy - 78
Choppa
Shoota
He just doesn't seem very reliable with his 1/3 chance of hurting himself. I don't quite understand when his psychic powers work. Do all of his powers go off during the declaring charges phase? He has some spells that affect movement, and others that shoot. So do they all go off right before movement then? Meaning he can move and shoot with a weapon if he took a -1 check on his psychic power? So I just gave him some basic equipment to help him kill stuff to gain experience.
I agree that the section was not explained well. The new changes on Psykic Powers on TLRB v0.4.0 would make this more clear (and safer for him!) I had my Weirdboy armed with an auto-pistol (back in the day when they could use them) and I NEVER fired a shot! I would save the money of the Shoota and use it on more Boyz!
- eternaldream wrote:
- Sneaky Boss - 96
Choppa
Kustom Blasta
Helmet
This guy is going to try to get in close via infiltration and get into close combat. He'll try to harass the enemy from afar, unless he can pick off a straggler. Being an officer, he will get 2A in close combat with his Blasta and Choppa, so I think that is the best position for him.
AHHHHHH!!!!! My favorite unit! My Sneaky Boos,
Werzzhim, was the best! Check his adventures on this thread! At the end of the campaign, he was equipped with an 'Eldar Head-Bucket' (Helmet), an 'Eldar Skinny Motor Choppa' (Chainsword), an 'Imperial Sticky Shirt' (Mesh Armor) and an 'Imperial Boom Stick' (Shotgun)... all from "Captured enemies"! Anyhow, this is a VERY versatile unit. Your plan is sound... and the fact that he could get IG gear is super! He could actually become a Sniper! He can learn the
Weapon Training, Sniper skill and buy a Sniper Rifle (although more expensive.) I would suggest getting him a Mesh Armor. Take care of him, and he will take care of your Boyz.
- eternaldream wrote:
- 2x 'Ard Boyz - 144
Big Choppas
Helmet
These guys will just run at full speed towards the enemy and try to get into close combat, ducking in and out of cover. Or hiding behind the other Boyz.
Not bad... remember that Big Choppas are slow weapons. They suffer from Strike Last because they are two handed. Since this guys are Officers, I would suggest changing the Big Choppa for regular Choppas and getting some armor. You need Officers to survive so they can search during the Exploration Phase and make you some money!
- eternaldream wrote:
- 3x Ork Boyz - 144
Blasta
Some cheap units that look very effective. They will shine best in close combat where they can use their Blastas more effectively. Or they're cheap enough to be sacrificed if need be.
Yup! This guys are weebles... you can put them down with that T4! I like your idea of Blastas. I had mine with Choppas, since they can shot the ground withat BS two and were always
Running towards the enemy! WAAAGH! If you use Choppas, you save 24 credits... almost another Boy. Hell, don't equip them at all (FIST FIGHT!) and save 54 credits... almost TWO more Boyz!
- eternaldream wrote:
- x2 Kommando - 110
Shoota
With his BS3, I they are the best choice to use the Shoota. That gives them about half a chance to hit anything! They'll try to deploy high on top of buildings to shoot at juicy targets like officers. The enemy will either have to take time out to deal with them, or ignore them. T4 in heavy cover will be tough to root out.
I agree! Its seems to be a good plan. Combined with the Sneaky Boss they will provide a nice (AND SCARY) diversion... so the rest of the Boyz can catch up!
- eternaldream wrote:
- That all comes up to roughly 700 credits if I did my math right. It was hard to get enough units in there without neglecting good equipment. That's 10 guys in there already, which I think is pretty good. I already have the maximum number of heroes, so I tried to get cheaper recruits. I also wanted to play it a little safe with this list, to slowly work myself in. That's why I opted for Kommandos for more long range support. The heavy hitting stuff lies with my Nob and 'Ard Boyz. So what do you think of my list so far? I'm working on partly to use options that are useful, and partly for my models to look cool. XD
Seems like a good Squad! The removal of the Power Klaw and the Blastas for the Boyz would give you 3 more Boyz! That way you avoid the Routing. You can always get equipment later... and when you do it feels like an advancement!
Good luck... let us know about your campaign and models!
PS: Its 9:28am... right on time!