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Post by cptkremmen on Sept 18, 2012 9:42:53 GMT -5
Some gruntz questions for you guys, as I am sure you are all more expert than me ļ
I am happy with the basic V1.0 idea that all squads are 6 men with upto 2 heavy weapons attachments, and all tanks etc are single 1 vehicle elements. Where I am a little more confused is your heavy power armoured mini mech. In AT-43 terms they are ¡§Tacarms¡¨ in GW terms I am probably talking terminators or possibly dreadnoughts.
My question really is about that cross over area where you have a very heavily armed and equipped man in considerable power assisted armour. If I had 6 of these and put them into a single squad they would be enormously powerful. If I counted them as 6 individual units they would be very weak units.
If I read the rules correctly, for the standard IGOYGO activation sequence this would not make much difference? But I like the idea of drawing a number of cards equal to the number of units you have and then assigning a card to each unit and activating in card sequence. I like the randomness of card activation, but also like the ability to make choices yourself over which sequence you activate your units in.
Logically I would probably go for the unit size that AT-43 sold their packs in, i.e. 3 man units. I can see the idea of a 2-4 man super powerful unit.
However the basic rules don¡¦t support that. As such my main question really is, how do you guys currently deal with this type of situation? Just trying to get it clear in my head.
Thanks guys
Andy
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Post by RuneCaster_Aris on Sept 18, 2012 11:14:57 GMT -5
I read this a couple times and I'm still a little confused by your question(s).
Are you asking about the fairness of Power Armor based units vs non-powered armor units?
As for the grouping of troops, putting them together in a squad makes them a better sledge hammer; able to take on any unit, at the cost of mobility. Making them separate makes them less effective alone, but as specialists, they can move to where they're needed and allow you to spread out your fire support. With random activation, it's random. The strategy lays in knowing in the broadest of terms how you want to take your objective, and narrowing it down to micro-managing your troops.
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Post by cptkremmen on Sept 18, 2012 16:54:17 GMT -5
Sorry if i was not clear.
No i am not complaining about powered infantry. What i was trying to understand was do you deploy them as "specialists" which i think means they are only 1 man teams? or as ordinary infantry in which case they are 6 man teams?
The question is entirely based around what sized units Terminator or Dreadnought type very heavily armoured figures should be deployed in.
Although each one is a single man they are closer to a one man tank than one infantry man.
Andy
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Post by RuneCaster_Aris on Sept 18, 2012 19:22:35 GMT -5
There is no rule for it because it's up to you. As I said before, If you do opt for specialists, (which by every right you can) you can spread your firepower across the field and can place troops where needed, as needed. If you decide for a squad, you can have a super pumped, kill all unit that can be deployed in a hot spot to either take out any and all comers, or hold the fort until your other forces can arrive.
As a rule of thumb, it's whatever you feel is best. If we're talking about a wh50k Dreadnaught, I would PERSONALLY (emphasis on this) call it a light mecha. If we're talking about terminator armor, (aka tactical dreadnaught armor) I would call them either infantry or specialist as you see fit, keeping in mind what I said already about that.
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stroezie
Sub General
As usual life gets in the way of gaming
Posts: 224
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Post by stroezie on Sept 19, 2012 2:08:30 GMT -5
Why not treat them like cavalry, nobody ever said cavalry have to be grav bikes.
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Post by papabees on Sept 19, 2012 7:04:41 GMT -5
Specialists can be grouped into a squad if you want as well. I have a unit of specialist power armor that I plan to run in three man squads.
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Post by RuneCaster_Aris on Sept 19, 2012 12:53:44 GMT -5
I think the overall point that can be made here is that Gruntz is a game about building things as you see them. There are no rules for some things because there aren't meant to be in the name of creativity and uniqueness of armies.
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Post by cptkremmen on Sept 19, 2012 16:09:16 GMT -5
Thanks guys. That is helpful.
It was mentioned that specialists can be grouped into 3 man squads (for example) I had not realised that.
I thought in V1.0 all squads were 6 figures plus attachments and all specialists fought alone?
Was i just mistaken there? Ta
Andy
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Post by papabees on Sept 19, 2012 16:39:11 GMT -5
First sentence on page 34 followed by a more detailed explanation in the paragraph below.
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Post by cptkremmen on Sept 20, 2012 15:43:40 GMT -5
Woops misread that completely. thought they were always single units as specialists.
Excellent so "specialists" already cover exactly the mini walker situation I was thinking of.
Ta
Andy
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Post by inrepose on Sept 21, 2012 10:12:24 GMT -5
Specialists are also now split into 2 in the builders. You can have a Vehicle Specialist for very small walkers and other hardware - drones, small automatic spider droids etc. The other type are "Gruntz Specialists" for models like Elite Snipers (Joe Pineapples from ABC warriors), Medics, Engineers, Sub Commanders. It was easier to split the unit types to reflect the vehicle or gruntz nature of the specialist. So there are two sets of builders in the book and in Barracks.
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