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Post by fjodin on Jan 15, 2012 2:11:06 GMT -5
Use Rebel Minis or 15mm.co.uk greys
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Post by Hayden on Jan 17, 2012 10:34:35 GMT -5
why so high assault ,also IRC were they awfull in shooting also?
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Post by golan2072 on Jan 17, 2012 15:37:14 GMT -5
Also, "ordinary" Sectoids in X-Com had no psionic powers - only officers (and specialists?) had them. The basic Sectoid soldier or navigator or Engineer was pretty weak but could carry heavy weapons.
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Post by fjodin on Jan 17, 2012 22:11:09 GMT -5
why so high assault ,also IRC were they awfull in shooting also? What do you mean high? Regular soldier have assault of 5 and sectoid of 4... Also, "ordinary" Sectoids in X-Com had no psionic powers - only officers (and specialists?) had them. The basic Sectoid soldier or navigator or Engineer was pretty weak but could carry heavy weapons. Well, my idea was squad leader have telepathic ability and rest of squad doesn't. So when you use this ability, that mean squad leader try to control enemy mind, not gruntz... Please remember that each unit can use Telepathy only once per game... But I am open to suggestions!!!
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Post by Hayden on Jan 18, 2012 1:42:20 GMT -5
i would gave them assault 3, but thats my way i see sectoids. if XCOM troopers will have 5 - they represent cream of all Earth special forces. but if you ask me XCOM games will be better suited under small engagements.
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Post by fjodin on Jan 18, 2012 21:56:37 GMT -5
i would gave them assault 3, but thats my way i see sectoids. if XCOM troopers will have 5 - they represent cream of all Earth special forces. but if you ask me XCOM games will be better suited under small engagements. I changed assault to 3. My understanding of Gruntz stats is: Green - 0 civilians with minimal or no fighting experience Trained - criminals, civilians who know how to use weapons Seasoned - Cops, Volounteers, Militia, Arkham Asylum guards, recruits Veteran - regular professional soldiers Elite - elite soldiers. Snipers, Spetsnaz, SpecOps Guard - super soldiers. Space Marines
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