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 Renegade Squad ("The Resistance")

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Matt12z

Matt12z


Posts : 240
Join date : 2011-12-05
Age : 40
Location : Bedfordshire, England

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PostSubject: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeFri Dec 30, 2011 5:50 pm

Hey All,

My first stab at a squad list. As always, Comments and Criticisms both welcome and much needed!

Commander – 65
Bolt Pistol
Sword
Dagger
Slugger – 21
Club – 4
Flak – 20
(110)

Enforcer – 42
Combat Knife
Flak – 20
Autogun – 21
(83)

Renegade Sarge (The Lady) – 39
Combat Knife
Sword – 17
Autopistol – 14
(70)

Renegade Sarge – 39
Combat Knife
Double Handed Club – 15
(54)

The Preacher – 44
Combat Knife – 4
Autopistol – 14
Club (Staff) – 4
(66)

383 credits

5 x Militia Men – 23x5=115
Combat Knives
4 x Autoguns – 21x4=84
Club – 4 (4 from extra 25 credits)
Autopistol – 14 (14 from extra 25 credits)

217 Credits

2 x Heavy weapon Specialist – 33x2=66
Combat Knives
1xFlamer – 27
Flamer Training
1xheavy Stubber – 40
Heavy Weapons Training

133 Credits

Total - 733 Credits
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skavenslayer

skavenslayer


Posts : 224
Join date : 2009-08-18
Age : 41
Location : Kokkedal, Denmark

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PostSubject: Re: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeFri Dec 30, 2011 6:11 pm

My comments in red:

Commander – 65
Bolt Pistol
Sword
Dagger
Slugger – 21
Club – 4
Flak – 20
(110)
-No need for the slugger and club, already got the free sword and bolter pistol. Maby consider a head guard.

Enforcer – 42
Combat Knife
Flak – 20
Autogun – 21
(83)
-Personaly i dont buy armor except for the Leader, but if you want the flak jacket then again consider a head guard.

Renegade Sarge (The Lady) – 39
Combat Knife
Sword – 17
Autopistol – 14
(70)
-Looks good, but no mutations? -If that is part of your fluff, then I understand, but I would get at least one.

Renegade Sarge – 39
Combat Knife
Double Handed Club – 15
(54)
I think the cost of a 2hander is: 15 credit + cost of "class" weapon, in this case 4 for club + 15 for 2hander = 19 credit. Again mutations?

The Preacher – 44
Combat Knife – 4
Autopistol – 14
Club (Staff) – 4
(66)
-Looks good, but could drop the combat knife, the pistol work in close combat.

383 credits

5 x Militia Men – 23x5=115
Combat Knives
4 x Autoguns – 21x4=84
Club – 4 (4 from extra 25 credits)
Autopistol – 14 (14 from extra 25 credits)
-Looks really good, but Iwould drop the pistol and try to get a second man with club.

217 Credits

2 x Heavy weapon Specialist – 33x2=66
Combat Knives
1xFlamer – 27
Flamer Training
1xheavy Stubber – 40
Heavy Weapons Training
-The stubber is rare 8 so you cant start with that.

-I think this should get enough credit for a few extra men, consider workers with clubs or naked for meat shields. Other then that I really like this squad.

-Skavenslayer
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Mordheimer

Mordheimer


Posts : 9756
Join date : 2009-07-12
Age : 51
Location : Elizabeth City, NC (USA)

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PostSubject: Re: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeFri Dec 30, 2011 7:08 pm

Some of my comments are similar to skavenslayer.


Commander: Drop Slugger and Club; not only he has better weapons for free, but you save 25 credits. Get him a Head Guard; you don't have a good reduction from Stun to KD, nor you can attach stuff... but at the beginning it doesn't hurt you. LATER, you can give the Head Guard to another Fighter and get the Commander a Helmet.

Enforcer: KEEP the Flak... save the Rarity roll later! Wink Do get him a Head Guard... better save.

Renegade Sarge (The Lady): I understand the no mutations... your fluff. NOTE... there are two kinds of mutations; Discreet and Obvious. The Discreet are not 'visible' or could be explained with ease... when the time comes, use them wisely!


Renegade Sarge: Yes, the Two-Handed Weapons are the cost of the weapon (Club = 4) plus 15 Credits... 19 credits total. Wink If this is going to be a Close Combat Monster, I suggest STRONGLY that you put Armor. Flak & Head Guard (for that 4+ Armor Save). I would suggest a Discreet Mutation. Either of these could be cool...

Quote :
Demonic Spirit (50 Credits, Discreet Mutation): A demonic spirit possessed and cohabits within the mutant's body. Over time, the mutant becomes stronger. To the casual observer it seems as the mutant has been taking anabolic steroids. The mutant gains +1 S and +1 WS, following the rules of Mutations regarding exceeding Racial Attribute Maximums. May not be combined with the Unnatural Enhancement mutation.

Clouds of Flies (25 Credits, Discreet Mutation): The mutant emits a faintly foul body odor. While most people would think of it as poor hygiene, the effects cannot really be masked at all. The pheromone properties of the odor attract an unnaturally swirling mass of flies. Opponents in Close Combat with the mutant receive a -1 penalty to all their to-Hit rolls, as the flies buzz into eyes, noses and mouths. The mutant is unaffected by his new ‘natural smell’ or the myriad of tiny companions.
Storywise makes sense. Either a chemical junkie (HULK SMASH!!!) or a dirty man. In game terms, you either gain +1 S and +1 WS or you become harder to hit in Close Combat. As you may know, 2-H weapons suffer from Strike Last... so you are sending that guy to get hit first and IF he survives, then he could make the kill. I suggest a pair of Clubs and Flies... like the dirty crazy bum that KILLS you with a couple of lead pipes! Wink

The Preacher: Yes, drop the Knife. After game one, you could give the Renegade Sarge's Knife. Pistol can be use in CC as 2nd Weapon.

Militia Men: Like all Recruits, you can carry EITHER 1 Ranged Weapon and 1 Close Combat Weapon OR 2 Close Combat Weapons. I suggest dropping the Autopistols... you can NOT carry them anyways.

Heavy weapon Specialist: Yes... no Heavy Stubber at first. I suggest dropping one of the HWS. You can get him later. Use the cash to...

Furthermore... I suggest getting Workers! Do not under estimate these cannon fodders! They are GREAT to send to the front line and draw enemy fire. Cheap and expendable!



Hope this helps!
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Matt12z

Matt12z


Posts : 240
Join date : 2011-12-05
Age : 40
Location : Bedfordshire, England

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PostSubject: Re: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeSat Dec 31, 2011 8:30 am

Thanks for the feedback! I'll drop the 2nd Heavy Weapon and stick with the flamer. I'll also have a rethink and look at the models available to me, and have another crack at the squad list later.

Also, a quick question - how much do I have to stick to the "What you see is what you get" in regards to the models? It's not that I'm planning of using proxy models, but more that I've made the "error" of making and painting the models before I considered the squad list. So my commander, as seen in my plog, doesn't have any form of head guard. Can I say he has one, even if its not visible on the model?

I will post more later. For now, if I don't reappear on here before, may I just say Happy New Year to you all!

Matt
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Mordheimer

Mordheimer


Posts : 9756
Join date : 2009-07-12
Age : 51
Location : Elizabeth City, NC (USA)

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PostSubject: Re: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeSat Dec 31, 2011 12:42 pm

What You See Is What You Get (WYSWYG) is a strictly personal choice. I have seen people that only play with 100% WYSIWYG, while other play with bases with numbers (and no models!!!) Shocked

I like to represent the model fairly accurately, but no need to sweat it too much. Gear changes fairly often and thus you would be forced to create a new model after a few games (which is not bad!) Laney made an AWESOME model for his very first Captain... and after the 1st game he lost an eye and a leg! He replaced them with bionics and made a new model (WAY COOL!) When Dozer started playing, he need a quick model for his IR Commander, so he took an IG Captain and scratched the Imperial symbols (crudely!) He was painted like an IG (green & tan) so he looked like a 'rebel' IG. Then he redid the model, with his Squad colors (this was around the 4th game) and red eyes... creepy! Then after few games (when his Forge World bitz arrived, he made his corrupted Commander... you could see the evolution of corruption!

I would NOT pay much attention about Wargear details too much. As long as each Officer is easily ID, your friends should not mind. After all, they can ASK you! I would NOT have a guy with a Laspistol represent the HWS with a Flamer (ahem, Dozer!) as this is a major difference... but Mesh vs Flack... Autogun vs Lasgun... don't sweat it!
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conscriptboris




Posts : 7
Join date : 2012-01-25
Location : Gibraltar

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PostSubject: Re: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeThu Jan 26, 2012 4:14 pm

Mordheimer wrote:
while other play with bases with numbers (and no models!!!) Shocked

We have a guy that does that, pain in the backside, I dont expect much, models not essentially wysiwyg, but as least something there!

Anyway, like the looks of the critiqued list, reading through the RB atm, always the same Q tho....good guys or bad???

Just Kidding

Elvis
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Matt12z

Matt12z


Posts : 240
Join date : 2011-12-05
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Location : Bedfordshire, England

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PostSubject: Re: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeSat May 05, 2012 5:27 am

Hey All,

Thanks to the advice here and on my plog (re:servitors), I have updated my squad list. Let me know what you think:

750 Cred / 25 cred (always finding sympathizers)

Commander

65 cred
Headguard - 8 Cred
Flak - 20 Cred
Bolt pistol
sword

[Total - 93 Cred]

Enforcer

42 Cred
Headguard - 8 Cred
Flak - 20 Cred
Autogun - 21 Cred

[Total - 91 Cred]

Renegade Sarge - The Lady

39 cred
Sword - 17 Cred
Autopistol - 14 cred
Poisonous Spit (mutation / discreet) - 20 cred

[Total - 90 cred]

Renegade Sarge - The Youth

39 cred
Double handed Club - 19 cred
Demonic Spirit (mutation / discreet) - 50 cred
Flak - 20 cred
Headguard - 8 cred

[Total 136 cred]

The Preacher

44 cred
Autopistol - 14 cred
Club - 4 cred

[Total - 62 cred]

The Militia

5 x Militia Men - 115 Cred
21 x 4 Autoguns - 84 cred
(always finding sympathizers...25 credits used to purchace a 5th autogun - 21 credits)

[Total - 199 cred (not counting the 5th Autogun)]

The Lunatic

1 x worker - 14 cred

[Total - 14 cred]

Hired Gun - Servitor

Cost (26) plus upkeep (10) - 36 cred
Flamer - 27 Cred

[Total - 63 cred]


Total Squad Cost - 748 Credits





A few notes:

- At the suggestion of Mord, I've made the Renegade Sarge named "The Youth" into my close combat monster
- I've dropped the heavy weapon specialists, and recruited a Servitor instead.
- One of my autoguns for the militia has been bought with the special 25 creds from the sympathizer's special rules. hence why it's cost is not included in the final total squad cost
- I have one worker. Nicknamed "The Lunatic", he has no weapons, no armour, nothing. He will just run towards the rival squad, screaming. Screaming about what, we don't know, but screaming none the less. Chickens or cheese on toast, perhaps. If he survives his first few games, I may consider buying him a toy to play with...


So yeah, tell me what you think. Comments and criticisms welcome!

Sparrow


Last edited by Sparrow2z on Sat May 05, 2012 11:20 am; edited 1 time in total
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Mordheimer

Mordheimer


Posts : 9756
Join date : 2009-07-12
Age : 51
Location : Elizabeth City, NC (USA)

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PostSubject: Re: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeSat May 05, 2012 9:09 am

Very interesting. Some good news and observations.
* No weapon for the Commander?
* Drop the 2-H Club for The Youth... instead go for the double Clubs OR the Chain & Club combo. Cheaper and effective!
* You do NOT need to pay the Upkeep for Hired Guns/Special Character when you are hiring them... just after every game. Save those 10 credits.
* The Lunatic is my favorite! Watch him survive every ridiculous suicide mission you send him to. Dozer had one like that... his name was Toaster Strudel (LINK) because he was supposed to be 'toast' (colloquial for 'killed easily')... Dozer always sent the kid in 'intelligent' suicide missions. I mean, not stupidly run him in front of everyone to get shot by 15 soldiers, but if he needed to stop someone from Charging, Toaster was always sent to the action. Bastard survived every time!

So far... AWESOME!
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Matt12z

Matt12z


Posts : 240
Join date : 2011-12-05
Age : 40
Location : Bedfordshire, England

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PostSubject: Re: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeSat May 05, 2012 11:23 am

@Mord:

- have edited it - assumed I didn't need to note the commanders weapons, as they came as standard.

- I think I'll keep the 2-H club - for one, I really like the model I made of it; and it suits the mental image I have in my mind of him in battle.

- I just pay 10 cred upkeep after each battle for a HG? Brilliant! I can buy the Lunatic a knife!

Sparrow
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Mordheimer

Mordheimer


Posts : 9756
Join date : 2009-07-12
Age : 51
Location : Elizabeth City, NC (USA)

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PostSubject: Re: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeSat May 05, 2012 11:30 am

Sparrow2z wrote:
- have edited it - assumed I didn't need to note the commanders weapons, as they came as standard.
As usual... I don't know the rules I write down. Do NOT pay any attention to me... heheheh. SORRY!


Sparrow2z wrote:
- I just pay 10 cred upkeep after each battle for a HG? Brilliant! I can buy the Lunatic a knife!
No! Give him the Knife from someone else AFTER the first game!
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Matt12z

Matt12z


Posts : 240
Join date : 2011-12-05
Age : 40
Location : Bedfordshire, England

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PostSubject: Re: Renegade Squad ("The Resistance")   Renegade Squad ("The Resistance") I_icon_minitimeSun May 06, 2012 12:37 pm

Heh ok Very Happy I'll give him someone else's knife...if/when he survives!
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