Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Oct 27, 2017 15:55:15 GMT
So with the release of Company of Iron, I've been thinking about how Mercs might be in the best position. If you have been prepping for Llaelese, you can probably run Protectorate and Cygnar easily and Partisan rules could open up Khador as well.
That being said, I'm trying to stick to Mercs in the short term and I'm finding it hard to not take Rutger Shaw and a Talon every time. Requisition neutral and only 11 points, Talon becomes a 12/18 Shield guard with 26 boxes and a reach weapon while Rutger can get to 16/18 (when B2B with the Talon and using the Frontline Officer upgrade) with 10 boxes and tough as a weapon master in melee with dual attack and the ability to boost once per turn.
What other combos are jumping out to people?
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Oct 27, 2017 16:13:42 GMT
Gudrun the Wanderer with Frontline Officer or Guerilla Fighter with an attached Bokur (this all depends on how the rules are written, I haven't really investigated everything yet, but effective 26+ boxes seems really good).
Kell and Eiryss1 in the same list with Guerilla fighter on whoever is the commander.
Thor with a Blaster; I think I like him with Mission Specialist.
Rutger or Meg as stated above with a Talon or Vanguard.
Full Idrian boat is 20pts. Add on the Guerilla Fighter card on the unit commander and have fun.
That's all I got for now, but need to get some games in.
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Post by Sarcastastic on Oct 28, 2017 13:37:03 GMT
I hold hope that Harlan will be a useful choice. His extra dice on spells might not, but his RoF and extra shots against spell users might.
Sgt. Nick might also be kinda fun with a bunch of Steelheads, though I am unsure how CMA is going to translate into COI, so maybe not, though having that many dudes for that cheap is awesome.
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Zeykk
Junior Strategist
Posts: 135
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Post by Zeykk on Oct 29, 2017 16:34:54 GMT
I played a couple games of CoI this weekend. I'm not sure if you can use Gundrun or other Minion Mercenary models because they don't show up in WarRoom for Mercenaries.
I had a lot of luck running Thorn Gunmages, a min Forgeguard unit and a Bokur. My commander was a Thorn Gunmage with the Master Strategist card.
Being able to play 2 command cards for the round is really really good. One game I got a combination of cards that allowed models to take an extra shot if they aim and one that gave them the ability to inflict one damage if they fail to exceed arm. What this meant was my Thorn gunmages each did 3 shots that auto wounded infantry and then put them on fire. It was crippling.
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Oct 30, 2017 15:47:08 GMT
I played a couple games of CoI this weekend. I'm not sure if you can use Gundrun or other Minion Mercenary models because they don't show up in WarRoom for Mercenaries. It has been stated that this is a bug and they are all available. The same goes the other way with Mercs not showing up on the Minions list too.
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Zeykk
Junior Strategist
Posts: 135
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Post by Zeykk on Oct 30, 2017 19:13:48 GMT
I haven't seen any statements of such. I will try to find an official post referring to it. Thanks for the help
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Post by borderprince on Oct 31, 2017 6:34:41 GMT
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Post by unmitigated on Oct 31, 2017 13:29:00 GMT
There's a reason they both cost you hand size.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Oct 31, 2017 15:18:19 GMT
Definitely interesting, but for 1 more point, I'm not sure I could see myself skipping a Talon. It ruins most other light warjacks and is a better shield guard for Rutger. The shot is definitely nice, but I'm not sold on saving one point and losing 1 hand size for it. Definitely great to bring to our attention though!
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Choco
Junior Strategist
Gorten, best feet in the game.
Posts: 571
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Post by Choco on Oct 31, 2017 18:49:54 GMT
Definitely interesting, but for 1 more point, I'm not sure I could see myself skipping a Talon. It ruins most other light warjacks and is a better shield guard for Rutger. The shot is definitely nice, but I'm not sold on saving one point and losing 1 hand size for it. Definitely great to bring to our attention though! This ruling makes Raluk Moorclaw a viable option as a jack marshal. He marshals a Blaster who gains assault and based on what I am reading, this means it can charge/assault for the jack marshal bonus then use powerful shot at the end of the move, then get the charge attack if applicable.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Nov 1, 2017 13:45:32 GMT
I haven't gotten a copy of the advanced rules yet, so I'm still piecing everything together. Do jack marshaled jacks get to do a jack marshal "special ability" and use one pseudo focus or is it just the focus?
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Post by Soul Samurai on Nov 2, 2017 8:50:52 GMT
I'm planning on ordering the rules, might read through the free download at some point when I find the time, but right now I don't really know much about how the whole thing works. With that disclaimer out of the way, I put together a couple of lists using models that I already own. I think 20 points is a standard game size?
Harlan Versh The Devil's Shadow Mutineers Saxon Orrick Rutger Shaw
The idea with this one is simply to put Versh and the Devil's Shadow together, for the lulz. Saxon and Shaw both have decent shooting and decent melee; I would have liked to use my Eliminators or Kell, but it doesn't work out points-wise (I don't own Meg or Colbie, or any other 3 point models right now). I'm also considering Thor (for the spray), or possibly Lanyssa just cos I have the model.
Harlan Versh or Saxon Orrick Croe's Cutthroats
All the stealth and a fair number of bodies. Saxon has Reposition and Pathfinder so he can better keep up with the Cutthroats (and stay safer while using his rifle), but Versh brings more ranged output.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Nov 2, 2017 13:44:44 GMT
I'm planning on ordering the rules, might read through the free download at some point when I find the time, but right now I don't really know much about how the whole thing works. With that disclaimer out of the way, I put together a couple of lists using models that I already own. I think 20 points is a standard game size? Harlan Versh The Devil's Shadow Mutineers Saxon Orrick Rutger ShawThe idea with this one is simply to put Versh and the Devil's Shadow together, for the lulz. Saxon and Shaw both have decent shooting and decent melee; I would have liked to use my Eliminators or Kell, but it doesn't work out points-wise (I don't own Meg or Colbie, or any other 3 point models right now). I'm also considering Thor (for the spray), or possibly Lanyssa just cos I have the model. Harlan Versh or Saxon Orrick Croe's CutthroatsAll the stealth and a fair number of bodies. Saxon has Reposition and Pathfinder so he can better keep up with the Cutthroats (and stay safer while using his rifle), but Versh brings more ranged output. I originally looked at the mutineers, but with no recursion, it just ends up feeling sad. That being said, I don't know what all the cards say, so it could be a powerful ability still.
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Post by Soul Samurai on Nov 2, 2017 13:47:50 GMT
What's preventing recursion?
Also, new idea:
Thor Blaster Eliminators Kell
Again, just cos I have all the models.
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Nov 2, 2017 15:57:48 GMT
The basic rules say that anything that would put a model back in play instead lets you draw a card from the deck.
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