| Need Advice: Imperial Squad and Ork Mob | |
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+3Da Bank Librarian Lord GreyWolf 7 posters |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Need Advice: Imperial Squad and Ork Mob Tue Mar 02, 2010 5:13 am | |
| need advice on setting up an Imperial squad....
What should I be looking at weapon wise for starters and eventual squad growth...
setting up a Cadian/catachan/Space marine scout hybrid fig.... should be an interesting finished squad....
I do like the sniper rifle and will be converting up a mini with one.
are medics worth taking?
any info or advice on setting up an orc mob would be great as well.
cheers LGW | |
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Librarian
Posts : 359 Join date : 2009-07-12 Age : 42 Location : Rio de Janeiro, Brazil
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 02, 2010 8:28 am | |
| Good morning LGW! Medics are essential, IMHO. They can help those OOA officers get on their feet again. Combat-wise they're meh, but my late madic (Doc Von Barren) took my brother's Nob OOA with his pistol on a crit! About the orks - remember that the greenies advantages are in their numbers and Toughness. I always play an HtH-based ork mob, with one or two shootas to give covering fire, but that's me! Hope you are enjoying the game! | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 02, 2010 11:49 am | |
| - Librarian wrote:
- Good morning LGW!
Medics are essential, IMHO. They can help those OOA officers get on their feet again. Combat-wise they're meh, but my late madic (Doc Von Barren) took my brother's Nob OOA with his pistol on a crit!
About the orks - remember that the greenies advantages are in their numbers and Toughness. I always play an HtH-based ork mob, with one or two shootas to give covering fire, but that's me!
Hope you are enjoying the game! I have 9 orks lying about doing nothing might have to see what I can make from them..... mmm as for the medic will see what parts i have left over and see if i can convert a medic. Cheers LGW | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 02, 2010 5:35 pm | |
| just wondering can the Ork Grotz use shootas?
As I have 10 gretchins with an autogun from the older 40k box set.....
I'll work on some conversions for the Ork mob going to keep them basic but might add a choas wanabe flavour to them......
Cheers LGW | |
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Da Bank
Posts : 2724 Join date : 2009-07-28 Location : Fort Myers, FL (USA)
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 02, 2010 8:09 pm | |
| Orks are great just for the sheer fun of them running around going Dakka Dakka.
No, grots are limited to Grot Only weapons.
There are a few great IG regional platoons to try out. Why not give one of them a try? | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 02, 2010 8:18 pm | |
| - da bank wrote:
- Orks are great just for the sheer fun of them running around going Dakka Dakka.
No, grots are limited to Grot Only weapons.
There are a few great IG regional platoons to try out. Why not give one of them a try? I've fixed the grots buy cutting down the gun barrel it makes the gun look like a pistol.... Cheers LGW | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 02, 2010 8:30 pm | |
| You and your crazy WYSIWYG models! HA! I will agree with the Librarian in that Medics are a GREAT addition to your Squad. So critical, that Squads that do not have Medics ofter get the Healthcare Professional Hired Gun! Their function is mediocre (at best) during the game... not very combat oriented fellows. But post-game... they have no equal! They are so unique, that they have a Skill that no Officer can gain! They allow you to re-roll any one Serious Injury result (both dice) per post-game. You do have to roll for the 1st fighter (be Officer or Recruit) and decide if the Medic will help or not before rolling for the next injured fighter. Medics have save my of my Officers from the dreaded DEAD results! When playing Orks, you are free to set them up ANYWAY you want. Wait for it... POOF!!! The Ninja Design appears! The Orks are 'attribute' dependent; this means that naked and unarmed Orks are as affective as a medium equipped Squad! They high Toughness will let you shrug off most of the attacks (on average, enemies will need 5+ to wound!) While you could play a 'shooty' Ork Mob, the design will encourage you to play a Close Combat oriented Squad. You will notice that they don't have free Combat Knives, and that Chopas (their basic weapon) cost some credits. Their choice of guns is not diverse, and the guns are not as effective as the IG. This was designed on purpose; the IG are equipment depended... making up for their lack of stats with equipment and skills. Orks are a hoot to play! Lots of 'crazy' little things... like throwing Gretchins or the Nob's Living Shield or that lunatic-driven Trash-Kan. Do not consuse they lunacy with poor performance. They are a tough bunch (pardon the pun!)... and once you can call up the power of the WAAAGH!... well, your opponent will hate you at best, cry cheese at worse. Your response? "Take it like an Ork!" The Squad has been super balanced (6 times to be exact) and it captures the 40k unique feel. I'm very proud of my boyz!!! Gretchins (or Grotz) can only use TWO weapons. A Combat Knife and the Grot Blasta. As you know, the Combat Knife gives a +1 BONUS to the target's Armor Save... as it does the Grot Blasta. To make matters more interesting, the Grot Blasta Get's Hot... if you roll a 1 to-hit, it may explode! It is FANTASTIC!!! The Grot Blasta is ANY WEAPON that is so crappy that not even Orks loot it. Think of it as a mentally disable person designing a gun, giving it to a trigger-happy inbreed moron for adjustment... regardless of how it looks, it is destined to fail! I have used Grotz as booby traps, living mine-removal, baseballs, squishy carpet, meat shields, teasers... and OFFICER KILLERS! Ask Dozer about my Gretchin killing (he rolled Dead post-game!) one of his Officers. Those criticals are a riot!!! The Grotz are the ultimate disposal unit... recruit them and don't equip them... send them to mess with your opponent! HA! HINT: If they are within the range of the WAAAGH! they get bonuses too... funny and possibly effective! | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Thu Mar 04, 2010 6:20 pm | |
| ok here is my attempt at an Ork Mob:
80pts Nob 23pts Kustom Blasta 10pts choppa 113pts
50pts Werid Boy 23pts Kustom Blasta 15pts Maul 88pts
30pts Ard Boy 15pts Shoota 10pts Choppa 55pts
30pts Ard Boy 15pts Shoota 10pts Choppa 55pts
32pts Pain Boy 10pts Choppa 18pts Blasta 60pts
30pts Burner Boy 23pts Burner 10pts Choppa 63pts
30pts Burner Boy 23pts Burner 10pts Choppa 63pts
15pts Grotz 15pts Grotz 15pts Grotz 15pts Grotz 60pts
100pts Trash-Kan 35pts Burner 135pts
Total 692pts
so whats the feed back on this?
Cheers LGW | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Thu Mar 04, 2010 9:19 pm | |
| Humble recommendations. While your Squad is fine, I would suggest... - Remove the Kustom Blasta from the Weirdboy... use his powers instead.
- Remove the Maul from the Weirdboy... use his powers instead.
- Get a Sneaky Boss... they are AWESOME & you can always use the income!
- Give the Kustom Blasta to the Sneaky Boss.
- Give the Maul to the Sneaky Boss.
- Remove the Blasta from the Painboy... you can get one later.
- Remove the Choppa from the Painboy... get an 'Urty Syringe later; they are great to mess up someone in a big fight with other Orks.
- Remove the Choppa from the Burna Boy... no need to get him in Close Combat since he will be your Cook! BBQ time!
- Eliminate 4 Grots... they are fun, but now you need raw power. Get them later.
- Get two 'naked' Boyz... he costs the same as the 2 Grots, but his T4 makes him unstoppable in comparison. He can fight bare-handed just fine!
The routing number would still be 4. After some advancements, get helmets... you will be Save 6+ but you get a 4+ save against Stun. Combined with Hard 'ead Skill, this would be a 2+! Remember that fighting unarmed is not that bad... you can still get deadly criticals. Those 10 credits make a difference. | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Thu Mar 04, 2010 9:52 pm | |
| ok will have a look In can make a sneaky boss and one more ork boy. will see what Ican do....
Cheers LGW | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Fri Mar 05, 2010 11:16 am | |
| Sneaky Boss is my favorite unit. I know I'm biassed, because it one of my originals... but he truly earned a place in my heart. If you read my Campaign Battle Reports from the previous test (Summer 2009) you will see why. All the customization was actually earned on game... the 'ead bucket (helmet), the shotgun, the chainsword... something happen on games in which he EARNED that gear... all random, all luck. | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Fri Mar 05, 2010 1:04 pm | |
| well I really like the model I've made of him..... will see how he goes on Wednesday night.
Cheers LGW | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Mon Mar 15, 2010 5:16 am | |
| Iam going to be making two Imperial guard squads one will be cadian and the other will be a sort of roman style which of the listed guards should I use for them?
cheers LGW | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Mon Mar 15, 2010 9:37 am | |
| Mordian Iron Guards! They are among shooters! | |
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Da Bank
Posts : 2724 Join date : 2009-07-28 Location : Fort Myers, FL (USA)
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Mon Mar 15, 2010 9:59 am | |
| I would check out the Mordians as Mordheimer noted on another note the Mordians are very close to being Praetorians (British Zulu style also)
It would be nice to have another person try them out. The more feedback and more people finding good and bad things will only help us define them and the rest of the squads.
Orks overall, are very very solid when it comes to balance and etc for Death Squads. | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Mon Mar 15, 2010 3:40 pm | |
| - da bank wrote:
- I would check out the Mordians as Mordheimer noted on another note the Mordians are very close to being Praetorians (British Zulu style also)
It would be nice to have another person try them out. The more feedback and more people finding good and bad things will only help us define them and the rest of the squads.
Orks overall, are very very solid when it comes to balance and etc for Death Squads. have read the Mordian guard and it will fit in with the squads we have. the Imperial Renegades will fight against them quite well...[in regards to the fluff] Will post pics of them once I get them sorted still need to work out a squad.... Cheere LGW | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 16, 2010 1:13 am | |
| ok here is my first attempt at an Imperial Guard squad:
Mordian Guard 100pts
Captain: 60pts Boltgun 27pts Frag Grenades 4pts [-50%] Sword 8pts [-50%] Mesh Armour 9pts [-50%] 108pts
Lieutenant: 40pts Sword 15pts Autopistol 5pts Frag Grenade 8pts 68pts
Sergeant: 30pts Lasgun 23pts Frag grenades 8pts Sword 15pts 76pts
Sergeant: 30pts Lasgun 23pts FrgGrenades 8pts Sword 15pts 76pts
Heavy Weapon Specialist: 30pts Grenade Launcher 20pts 50pts
Field Medic: 25pts 25pts
Infantrymen: 25pts Lasgun 23pts 48pts
Infantrymen: 25pts Lasgun 23pts 48pts
Infantrymen: 25pts Lasgun 23pts 48pts
Infantrymen: 25pts Lasgun 23pts 48pts
695pts
Cheers LGW | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 16, 2010 10:54 am | |
| For now I would change the lasguns for autoguns. The advantage of the lasgun is on the AP (so negates Armor Save 6), and not many opponents would have that protection. The $ saved can be used somewhere else... maybe 2 more recruits!
Also, the HWS guy NEEDS grenades... the Launcher comes with one grenade, but you need to supply the rest. Give an autopistol to the Medic (I think is 5 credits)... 1 crappy shot is better than no shots! | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 16, 2010 3:47 pm | |
| - Mordheimer wrote:
- For now I would change the lasguns for autoguns. The advantage of the lasgun is on the AP (so negates Armor Save 6), and not many opponents would have that protection. The $ saved can be used somewhere else... maybe 2 more recruits!
Also, the HWS guy NEEDS grenades... the Launcher comes with one grenade, but you need to supply the rest. Give an autopistol to the Medic (I think is 5 credits)... 1 crappy shot is better than no shots! ok will sit down and re-write the list and see what I come up with. Cheers LGW | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 16, 2010 6:58 pm | |
| ok here is another attempt.
Mordian Guard 100pts
Captain: 60pts Boltgun 27pts Frag Grenades 4pts [-50%] Sword 8pts [-50%] Mesh Armour 9pts [-50%] 108pts
Lieutenant: 40pts Sword 15pts Autogun 13pts Frag Grenade 8pts 76pts
Sergeant: 30pts Lasgun 13pts Frag grenades 8pts Sword 15pts 76pts
Sergeant: 30pts Autogun 13pts FrgGrenades 8pts Sword 15pts 66pts
Heavy Weapon Specialist: 30pts Grenade Launcher 20pts 58pts
Heavy Weapon Specialist: 30pts Grenade Launcher 20pts Frag grenades 8pts 58pts
Field Medic: 25pts Auto Pistol 5pts 30pts
Infantrymen: 25pts Autogun 13pts 38pts
Infantrymen: 25pts Autogun 13pts 38pts
Infantrymen: 25pts Autogun 13pts 38pts
Infantrymen: 25pts Autogun 13pts 38pts
700pts
Cheers LGW | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Tue Mar 16, 2010 10:00 pm | |
| what equipment progress what should I be aming for the officers? Mainly the Lietenants....
I have planned that the Sergeants will get Hellguns was thinking maybe shotguns for both Lieutenants.....
I am making this a shooting force to better use the Mordian Guard special rules.
I will arm the officers with close combat weapons.... [eg chainsword/power swords etc] eventually
any help would be great. the other option would be a boltguns for them both so they can support the Captain who has a boltgun.
Cheers GreyWolf | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Wed Mar 17, 2010 10:53 am | |
| Am I crazy, or you have only one Lieutenant?
One by one... my comments.
Officers Captain: Looks good! Lieutenant #1: I would remove the grenade and give it to the grenade launcher guys. Lieutenant #2: He is MiA. You WANT to maximize your Officers, so you maximize your income. Money is critical at initial stages of a campaign! Sergeant #1: Give him an autogun, save 10 Credits. Remove the grenade and give it to the grenade launcher guys. Sergeant #2: Remove the grenade and give it to the grenade launcher guys.
Recruits Heavy Weapon Specialist #1: Looks ok... he has 1 grenade... you may want at least 2. Eventually I like 3 frags and an incendiary. Heavy Weapon Specialist #2: Looks good... he has 2 grenades... not bad to start. Eventually I like 3 frags and an incendiary. Field Medic: Looks good! Infantrymen Group (4): Perfect!
Future Sergeants will get Hellguns: Nice choice... get the Gunslinger skill, so they get 2 PISTOLS! Muahahahaha! Lieutenants, maybe shotguns: Not a bad choice... hehehehe
The Mordians are the shooting Kings. You want LOTS of shots, with the right Officers they can be deadly. | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Wed Mar 17, 2010 4:56 pm | |
| - Mordheimer wrote:
- Am I crazy, or you have only one Lieutenant?
One by one... my comments.
Officers Captain: Looks good! Lieutenant #1: I would remove the grenade and give it to the grenade launcher guys. Lieutenant #2: He is MiA. You WANT to maximize your Officers, so you maximize your income. Money is critical at initial stages of a campaign! Sergeant #1: Give him an autogun, save 10 Credits. Remove the grenade and give it to the grenade launcher guys. Sergeant #2: Remove the grenade and give it to the grenade launcher guys.
Recruits Heavy Weapon Specialist #1: Looks ok... he has 1 grenade... you may want at least 2. Eventually I like 3 frags and an incendiary. Heavy Weapon Specialist #2: Looks good... he has 2 grenades... not bad to start. Eventually I like 3 frags and an incendiary. Field Medic: Looks good! Infantrymen Group (4): Perfect!
Future Sergeants will get Hellguns: Nice choice... get the Gunslinger skill, so they get 2 PISTOLS! Muahahahaha! Lieutenants, maybe shotguns: Not a bad choice... hehehehe
The Mordians are the shooting Kings. You want LOTS of shots, with the right Officers they can be deadly. ok I'll re-work the list and see what I can make..... Q] So when I buy frag grenades am I getting enough for the game or only one grenade and I'll need to buy multiple grenades so they don't run out? Mordian Guard 100pts Captain: 60pts Boltgun 27pts Mesh Armour 9pts [-50%] 96pts Lieutenant: 40pts Autogun 13pts 53pts Lieutenant: 40pts Autogun 13pts 53pts Sergeant: 30pts Autogun 13pts 43pts Sergeant: 30pts Autogun 13pts 43pts Heavy Weapon Specialist: 30pts Grenade Launcher 20pts Frag grenades 8pts 58pts Heavy Weapon Specialist: 30pts Grenade Launcher 20pts Frag grenades 8pts 58pts Field Medic: 25pts Auto Pistol 5pts 30pts Infantrymen: 25pts Autogun 13pts 38pts Infantrymen: 25pts Autogun 13pts 38pts Infantrymen: 25pts Autogun 13pts 38pts Infantrymen: 25pts Autogun 13pts 38pts 686pts that leaves me with 14pts left overwhat should I get? none of th squad have close combat weapons which will leave them open to close combat attacks. I guess I am hoping that my fire power will addmeenough and the use of cover as well. Cheers LGW | |
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Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Wed Mar 17, 2010 6:10 pm | |
| - Lord GreyWolf wrote:
- Q] So when I buy frag grenades am I getting enough for the game or only one grenade and I'll need to buy multiple grenades so they don't run out?
Grenades are FINITE CONSUMABLES. You can carry 5 grenades, and if you don't use any of them, they carry on for the next game. On the Grenade Section indicates that you can carry up to 5 grenades... but I just got the idea it would be ALSO useful to put it on the 'grenade' weapon itself. Remember that EVERYONE carries a Combat Knife... not the best, but is something. Also remember that Unarmed Combat is viable too! With Mordians, you should not get in Close Combat. Catachans will have you for lunch! Instead, you need to check for terrain... climb up so you can 'snipe' (choose) targets, rather than shooting at the closest enemies AND making more difficult for the enemy to assault you. I would get a Close Combat weapon for the Captain... maybe a Sword. This way he can attack with Sword & Knife, and get Parry. The Captain is critical for survival. | |
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Lord GreyWolf
Posts : 2218 Join date : 2010-02-19 Age : 48 Location : Te Aroha, New Zealand
| Subject: Re: Need Advice: Imperial Squad and Ork Mob Wed Mar 17, 2010 10:53 pm | |
| - Mordheimer wrote:
- Lord GreyWolf wrote:
- Q] So when I buy frag grenades am I getting enough for the game or only one grenade and I'll need to buy multiple grenades so they don't run out?
Grenades are FINITE CONSUMABLES. You can carry 5 grenades, and if you don't use any of them, they carry on for the next game. On the Grenade Section indicates that you can carry up to 5 grenades... but I just got the idea it would be ALSO useful to put it on the 'grenade' weapon itself.
Remember that EVERYONE carries a Combat Knife... not the best, but is something. Also remember that Unarmed Combat is viable too! With Mordians, you should not get in Close Combat. Catachans will have you for lunch! Instead, you need to check for terrain... climb up so you can 'snipe' (choose) targets, rather than shooting at the closest enemies AND making more difficult for the enemy to assault you.
I would get a Close Combat weapon for the Captain... maybe a Sword. This way he can attack with Sword & Knife, and get Parry. The Captain is critical for survival. ok... so giving him a sword would mean dropping some thing or some one off... and to make sure I have enough grenades for the grenade launcher would mean at least loosing one of the grenade launchers. can anyone get a sniper rifle? [obviously once you have the correct skills] eg does it have to be an officer or can a grunt have one as well? So the max amount of grenades the HWS can carry is 5? seems a bit odd considering they would be loaded in the grenade launcher.... it makes the weapon a 1-5 shot weapon. can squad members pass grenades between each other? going to have to sit down and work this one out...... a bit more.... Cheers LGW | |
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