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Post by Azuresun on Mar 9, 2018 11:12:04 GMT
So, what are people thinking of / trying from the CG units? My initial, untested thoughts:
Macbain: Feat goes well with heavy infantry, since Assault Troopers will probably need to be killed in melee, after which they can get up, kill stuff and get healed back up by Gibbs. Fortune works well on just about anything, and Countermeasure can be situationally good on Rocketmen, who can run 18" and jam a gunline at DEF 16. Energiser gets Toros into awkward places.
Gastone: Seems to want to be with at least one unit of heavy infantry to be walking round at ARM 19/23 going "come at me bro", though Ghost Walking Rocketmen may have potential to walk through jamming units, and CG Infantry give him the relatively cheap soul food / shield guard unit that he otherwise lacks in Resistance.
Ashlynn: Quicken for Rocketmen, of course, though it may also have potential to get Assault Troopers upfield at DEF 15 against shooting, with a threat of 12. Admonition gives a Toro a measure of safety if it takes a Countercharge bait. Veteran Leader pushes the shooting units to a credible RAT 7.
Others: Ragman loves Assault Troopers, that goes without saying. Gibbs gives Stormtroopers the ability to move 3 after claiming their range bonus, and can heal already tough heavy infantry (even more annoying with Macbain). Thorn Gun Mages / Taryn gain good screens, and can unjam Assault Troopers.
Looking forward to trying this stuff, but thoughts and actual play experiences?
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Xintas
Junior Strategist
Posts: 824
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Post by Xintas on Mar 9, 2018 14:57:55 GMT
Both heavy units with Carapace seem fantastic. The rocketmen with the UA seem ok with Ashlynn, but I'm not sure what I want to do with them when they get there. The infantry seems solid-ish, kinda like a mixture of the steelhead halberdiers and riflemen.
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