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 Real Revolutionaries (Civilian squad)

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Mordheimer
dumdeedum
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dumdeedum

dumdeedum


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PostSubject: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeSat Jun 11, 2011 6:29 pm

OK then, since I'm soon going to be making the Real Revolutionaries (my squad of civilians), I thought I may aswell try and decide on a start up squad.

For naming, if there is a bit within ' 's, that is a nickname, and any other bit is their real name

Officers:

Commander - Van Panden (65) with Bolt Pistol, Sword, Combat Knife, Flak Jacket (20) and Lasgun (27)
Enforcer Renegade Sergeant 1- 'Crazy' Eddie (42) with Sword (17) and Axe (14)
Renegade Sergeant 1 Enforcer - Maggit (39) with Combat Knife, Flak Jacket (20), Autogun (21)
Renegade Sergeant 2 - 'Sarge' (39) with Combat Knife, Axe (14), Autopistol (14), 3 Frag Grenades (21) and Autogun (21)
Apostate Preacher - Humble (44) with Combat Knife (4) and Autogun (21)

Points = 374

Recruits:

Heavy Weapon Specialist 1 - 'Golden' George (33) with Combat Knife, Flamer Training, Flamer (27)
Heavy Weapon Specialist 2 - Archie (33) with Combat Knife, Flamer Training, Flamer (27)
Militiaman 1 - 'Sliver' (23) with Combat Knife, Club (4 from extra 25), Autopistol (14)
Militiaman 2 - Marie (23) with Combat Knife, Autogun (21 from extra 25)
Militiaman 3 - 'Slow Down' Rob (23) with Combat Knife, Autogun (21)
Militiaman 4 - 'Whisper' (23) with Combat Knife, Autogun (21)
Militiaman 5 - 'Vixen' Rosie (23) with Combat Knife, Autogun (21)
Worker 1 - 'Baby' Ella (14) with Autopistol (14)

Points = 365

Hired Gun:

Healthcare Professional - (Fireman) Sam (22) with Combat Knife, Helmet, Autopistol (14)

Points = 36 + 8 upkeep

Total = 775

Hopefully my maths is OK with that. Think starting with 13 guys is reasonable, though its gonna take me a while to get them all with my money shortages. Though it might be good as I won't have a backlog of minis to make me rush my painting.

Think its about time to update the fluff for my guys (LINK), think I'm going to write a few sentences background for each of them if I can, don't know how long my imagination can keep going though, even naming them has drained me :s


Last edited by dumdeedum on Sun Jun 12, 2011 6:36 am; edited 1 time in total
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Mordheimer

Mordheimer


Posts : 9756
Join date : 2009-07-12
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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeSun Jun 12, 2011 12:34 am

Nice Squad! Here is my critique...

OFFICERS
  • Commander - Van Panden: Drop the Lasgun... save 27 credits. Use him to 'sweep' after the minions have gotten into Close Combat (2nd wave)
  • Enforcer - 'Crazy' Eddie: I won't use him as your Close Combat 'monster'... he does not have any 'special' venue or rules to grow (more than any other average guys). Drop the Sword and Axe, and buy him an autogun. Save 10 credits and use him as support (2nd wave). Eventually he could learn Heavy Weapons and get a Heavy Stubber!
  • Renegade Sergeant 1 - Maggit (This could be your CC specialist... eventually you could give him Discreet Mutations (I'm looking at you, Blackblood and Demonic Spirit!) and make him NASTY! Drop the Autogun and get him a Sword & Axe. Will cost you 10 extra credits... but he will be AWESOME!
  • Renegade Sergeant 2 - 'Sarge': Drop the autogun, save 21 Credits. I would even drop the Grenades and save 21 credits more for a total of 42 credits.

Sub-Total Savings: 69 Credits

RECRUITS
  • Heavy Weapon Specialist 1 - 'Golden' George: Flame on!
  • Heavy Weapon Specialist 2 - Archie (33): More FLAMES!!!
  • Militiaman 1 - 'Sliver': Close Combat Militiaman? OK! Combat Knife, Club & Autopistol sounds good.
  • Militiaman 2 - Marie : Make her a Close Combat Militiaman, so to support the others. Save 3 Credits.
  • Militiaman 3 - 'Slow Down' Rob: Long Range support? Cool! Combat Knife & Autogun is cool.
  • Militiaman 4 - 'Whisper': Long Range support
  • Militiaman 5 - 'Vixen' Rosie: Long Range support
  • Worker 1 - 'Baby' Ella: Just for the model... AWESOME!

Sub-Total Savings: 3 Credits


Total Savings: 72 Credits You could get yourself another Militiaman with Autogun and another Worker (meh) or FREAK YOUR OPPONENTS with an Ogryn!!! Sure, he will have no weapons... but that should be your 1st order of business... a nice Ripper Gun and some Armor. You could start with 14 Fighters, well equipped (for a newbie Squad) and one of them is a HEAVY hitter. You could use the Ogryn as a bodyguard for your Officers (2nd wave) and then use him to charge in and mop up!

Something I noticed... you don't have an Apostate Preacher. Maxing your Officers would help to gain more cash on the Exploration Phase. I would drop one of the Militiamen for the Preacher. Besides... there is nothing funnier than seeing your opponent's face when you force one of HIS Fighters to join your Squad! HA!

Now... to read the fluff... GREAT SQUAD!


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dumdeedum

dumdeedum


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeSun Jun 12, 2011 6:49 am

Thanks for the advice, I dropped that stuff from the officers so that I could get myself an apostate preacher, and switched round the enforcer and renegade sergeant.

I decided against having a renegade ogryn, as I want the squad (at the start at least) to appear like a mere terrorist organisation instead of a heretical organisation.

I too thing I need an extra close combat militiaman, but based on the models I want, I'm not sure how I want to go about it, maybe replace vixen's autogun with a slugger? Or maybe I could give her an autopistol and an axe for for 7 extra points, and make these points by giving the preacher an autopistol instead of an autogun.

Either of those sound like a good idea?
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Mordheimer

Mordheimer


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeSun Jun 12, 2011 9:28 am

WARNING... Death Squads has the horrible habit of changing your Squad! Just Kidding

No matter how cool you think your Squad is, weird things happen! Ask Laney! He had THE coolest Captain with the most intricate background and the model was, without a doubt, the best looking Captain I have seen. After the 1st game, he changed so much that WE got upset! Laney (thank The Emperor for his talent) managed to model a new guy... bionic leg and all! Hehhehee... check his Varangians stories and painted models!

Do not make your Squad based on models... you will go ballistic when someone dies. HA!

Remove the Flak Jacket and switch autogun for autopistol. I would remove Fireman Sam's autopistol. Gain a total of 42 credits. Eventually, when you get SHOTGUN (see why!), you can pass one of the Autguns to Sam.
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dumdeedum

dumdeedum


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeSun Jun 12, 2011 9:43 am

Doesn't that make it ridiculously hard to keep even counts-as weapons and armour etc? What do you do about this? Just end up having cool models which don't really represent your squad's equipment? As I can see weapons and injuries making a squad change a fair bit every few games. Do you also have a stash of spare models for when you buy new recruits? Or do you just use models of dead guys for new recruits?

I'm assuming you are reffering to Maggit (the new enforcer)when you say to remove the flak kacket and autogun, but what would I use those 42 credits for? Or are you saying I should just have them spare for buying weapons after the first game?

As for the shotguns, I definitly plan on getting a couple, but don't you have a 50% chance of moving the opponent away from you if you hit them, making the shuffle pretty risky? Well I suppose if you can't hit him with the rest of your guys you can be sure he can't charge you next turn.

I've got alot of work ahead of me :s but I'm buying myself primer and satin varnish in the next few days in preparation for starting a little bit of painting next weekend. I may even have found someone to play a couple of games against, but I don't know how succesful my search for gaming partners has been :s
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Colonel Prius

Colonel Prius


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeSun Jun 12, 2011 4:36 pm

My dealing with WYSIWYG is Pistol could be slugger, autopistol, lastpistol, maybe even plasma pistol. Same with rifle. Armour is just, fancy vest or actual armour. Chainsword can be a regular sword too...

Only exeptions I make are for the special weapons such as stubbers, flamers, grenade launchers and maybe shotguns and bolters, but even then I dont nitpick. I have enough part usually to model a new guy if he changes dramatically, but only then, and only with officers (and the old guy becomes a spare recruit or something...)
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Laney

Laney


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeSun Jun 12, 2011 4:50 pm

WYSIWYG can be a nightmare in these kinds of games. I would build a few recruits for the future (what do you intend to recruit?) and recycle the recruits that die - that will reduce the need for extra models. Modelling a lasgun or autogun on a recruit is fine (just have your shooty recruits and cc recruits ready) - it is pretty easy to keep track. Spend your creative energies on the officers (and most of all keep them alive!).

The alternative is model them fully armed and 'finished' and then just remember how far they have developed. An up to date roster will help you out.

I tend to just model them how I want (pretty much the whole squad) and worry about changes later. However, Captain 'Gimpy' - 'Ice Cold' Alex Reissman of my Varangians was an exception - not many officers will get three separate bionics after the first battle!

Bottom line - do what works for you!

Prius got in with some great points - so +1 to that

Cheers Laney Very Happy
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dumdeedum

dumdeedum


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeSun Jun 12, 2011 6:15 pm

Okie dokie, I think I will just make the models as nice and cool as I can make them, and see if I can get my models and equipment to match up, but in the long run just remember which model equals which statline, I think its the best I'll manage to do.
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Mordheimer

Mordheimer


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeMon Jun 13, 2011 3:22 pm

I don't play WYSIWYG... On my Orks, you know who is who because I will SCREAM his name at you.... constantly!

Mordheimer wrote:
DOZER!!! THIS IS WERIZM!! Damn it man...
Dozer wrote:
He is green... he is stupid and he is dead. Get over it..... NEXT!!!

Sad Dozer is mean... he is right, but he still mean!


I tend to build a cool model for my Officers (and the occasional cool Recruit) as close as it makes sense (like Prius) (Choppa = Axe = Chainaxe... who cares!) and write down which model is which. It does gives me some wiggle to cheat on who is who (at least that is what Dozer insists... my poor 5 Attack Ogryn!)

Ohhh... just realized that sounds bad. I keep TLRB... I write the rules and submit them for improvements... and update them as necessary. Even then, I can't remember the rules... so my mistakes are received as 'cheats'. I guess if anyone should know how to play should be me... WRONG! I just dance and make jokes... and roll dice! Just Kidding

Make your Squad as it makes you happy... if they die, well... too bad. Recycle the model (except Baby Ella... she is too cute!)
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dumdeedum

dumdeedum


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeMon Jun 13, 2011 3:31 pm

I'd like to that Baby Ella is essentially invincible because no one I play against will be cold hearted enough to attack her. Or thats the plan anyway :s
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Long_John_Silver

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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeMon Jun 13, 2011 5:45 pm

Not to be a buzz kill, but IR cannot have Flamers in the first game.
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dumdeedum

dumdeedum


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeMon Jun 13, 2011 5:56 pm

I was discussing about the Imperial Guard rules for buying stuff at the start and it was revealed that in the next version of the living rulebook (v0.6.4 i think) that the IG rule stating that any rarity 5 items or less can be purchased at start up is being spread to all the different races and squads, so by the time I actually get a squad and someone to play against, then this squad will be legal.

I'm sure someone who actually knows what the rules will turn out to be can shout at me if I'm wrong, but I'm pretty sure that is whats gonna happen.

And on that note, does anyone know of any other non-military miniatures with flamers? If not it looks like I'll have to get myself a military one, probly an IG catachan, they're the least military looking ones imo.
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Gatlag Stonetooth

Gatlag Stonetooth


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeThu Jun 16, 2011 6:27 am

Interesting to read how you're putting your squad together. Perhaps I can learn something from it. Just Kidding
You could use the Delaque flamer model, that one doesn't look to military:

Real Revolutionaries (Civilian squad) Img3cc417019f426

I'd alter the flamer a bit as I like the newer flamer weapons more.
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Mordheimer

Mordheimer


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeThu Jun 16, 2011 4:53 pm

You got the latest rules on the subject... remember, the ones I posted? I keep TLRB... so I'm VERY sure they are there! Just Kidding Since I'm nice... here is it again...


Weapons and Armor
Officers can carry up to two long range weapons (i.e. an Autogun or a Laspistol) and two Close Combat Weapons (i.e. a Sword or a Power Fist). Recruits can carry one long range weapon and one Close Combat weapon or two Close Combat weapons into battle. See TLRB: Volume 1 – Core Rules, specifically the Fighting with Both Hands in Close Combat section, for details.

When creating your Squad, usually to play a single game or start a Campaign, players are allowed to buy items for their Officers and Recruits with a Rarity Value of 5 or less as if they were Common Items (without requiring roll to find such item.) This represents the time & effort invested in forming and equipping your Squad. After the Campaign starts, you may only acquire such exceptional items by locating them on the field by rolling on the Post-Battle Sequence as normal. Specific Units may be restricted in regard to which types of weapons they can use.

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dumdeedum

dumdeedum


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeThu Jun 16, 2011 5:28 pm

I thought that was what the rules were going to become, but I was just checking that I hadn't gone insane and made it up. Thanks Smile
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Mordheimer

Mordheimer


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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeFri Jun 17, 2011 2:01 pm

HEY... you may still be going insane! Shocked
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Long_John_Silver

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PostSubject: Re: Real Revolutionaries (Civilian squad)   Real Revolutionaries (Civilian squad) I_icon_minitimeSat Jun 18, 2011 11:39 am

Well, I guess I should be keeping up to rule changes better. The Living Rulebook
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