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Post by muddypaw on Jan 2, 2011 5:28:36 GMT -5
I see tons of threads and opinions about Bounty Hunters and Mercenaries but very little about Pirate crews.
I would have thought swashbuckling cyber pirates with robo-parrot and piston powered peg leg would be a more popular crew than it seems to be.
I've drawn up a few lists and they seem workable but the main limit for me is the compulsory crew options. Once you have the rabble there's very little left for the more solid options, and being a fan of modelling miniatures with their actual equipment I find myself honour bound to include at least one quartermaster so opponents have the benefit of WYSIWYG.
Thats not to say I don't like pirate crews. A 14 man crew is certainly a force to be feared. I just don't find myself drawn to the Pirate Crew as much as Bounty Hunters (my favourite) and Mercenaries( a close second).
What are people out there playing? Are pirates played more than they are talked about?
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Post by evernevermore(john) on Jan 2, 2011 11:39:34 GMT -5
I agree that Im no where near as drawn to the Pirates as the other groups. Actually my biggest problem with AE-Bounty is how few forces there are to pick from. I know Bounty hunters have many different themes but one of the things I want from the rules is the ability to use some my existing minis (im not a huge fan of the current sculpts of Bounty minis). The problem is much of my sci-fi collection has an army theme as I only just recently got rid of much of my 40k collection. So I have fire teams of soldiers, not mobs of freebooters.
And the random gear rule just does not appeal to me at all
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Post by Darkson on Jan 2, 2011 14:22:36 GMT -5
More options for different crews will be posted in the near future. I know Chris is putting the final touches on the OTW.
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Post by CmdrKiley on Jan 2, 2011 15:22:16 GMT -5
A friend of mine loves the idea of that Pirates can cap their own, just to meet their Faction Objective.
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Post by evernevermore(john) on Jan 2, 2011 16:24:53 GMT -5
Even something as simple as "here is how Id suggest running a military unit themed crew" mini article with say a special order or a tweak of a leader type to represent a Sergeant would be appreciated
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Post by abbysdad on Jan 2, 2011 23:55:39 GMT -5
Even something as simple as "here is how I'd suggest running a military unit themed crew" mini article with say a special order or a tweak of a leader type to represent a Sergeant would be appreciated Duly noted.
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Post by abbysdad on Jan 2, 2011 23:59:48 GMT -5
I see tons of threads and opinions about Bounty Hunters and Mercenaries but very little about Pirate crews. I would have thought swashbuckling cyber pirates with robo-parrot and piston powered peg leg would be a more popular crew than it seems to be. I've drawn up a few lists and they seem workable but the main limit for me is the compulsory crew options. Once you have the rabble there's very little left for the more solid options, and being a fan of modelling miniatures with their actual equipment I find myself honour bound to include at least one quartermaster so opponents have the benefit of WYSIWYG. Thats not to say I don't like pirate crews. A 14 man crew is certainly a force to be feared. I just don't find myself drawn to the Pirate Crew as much as Bounty Hunters (my favourite) and Mercenaries( a close second). What are people out there playing? Are pirates played more than they are talked about? I love using pirates. I run them with my Kroot models from 40K. I find they do well in campaigns too. They have so many models that as they begin to advance there are more models to gain EL and attribute bonuses. Eventually you can swamp an opponent with a hard core crew. They also excel in scenarios where searching for loot is the main goal. They just have so much more AP to burn searching while still having models left to attack the opponent. I'd be interested in hearing what other people do with pirates too. As potential direction and request for future OTW's Cheers, Chris
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Post by abbysdad on Jan 3, 2011 0:00:27 GMT -5
More options for different crews will be posted in the near future. I know Chris is putting the final touches on the OTW. Sigh...yes. Typing with one hand, tending to sick baby with the other.
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Post by dijit80 on Jan 3, 2011 6:45:32 GMT -5
We have found pirates a little difficult too. Especially with having to take the compulsory crewmen choices, which truth be told are very limiting as you unless you have at least one quartermaster you end up with a random assortment of kit and often means you end up having to rethink your tactics each and every game depending on what kit you get. I think quaratermasters should allow crewmen to pick both choices, rather than just one. Crewmen are bad enough as it is without random kit. Duncan
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Post by varagon on Jan 3, 2011 11:19:28 GMT -5
To be honest, I've never ran a pirate crew. I'll have to do so and post some thoughts.
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Post by evernevermore(john) on Jan 3, 2011 20:10:45 GMT -5
I can see why Pirates would be useful in a campaign but it I want to run my Imperial Guards with them it becomes 1x Captain 1x Quartermaster, 3x Crewman and the heavy specialist for either my special weapons squaddie or one of the snipers (I have 6 minis of so that are snipers). Now the selection doesnt bother me that much, for using the standard crew. What bothers me is having no crew objectives that really suit a military force, something like controlling scenery pieces or something more akin to an objective from the list. The problem is I dont see, at the moment, a good squad type objective that would work with the credits rules already in place.
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Post by varagon on Jan 3, 2011 21:32:03 GMT -5
I can see why Pirates would be useful in a campaign but it I want to run my Imperial Guards with them it becomes 1x Captain 1x Quartermaster, 3x Crewman and the heavy specialist for either my special weapons squaddie or one of the snipers (I have 6 minis of so that are snipers). Now the selection doesnt bother me that much, for using the standard crew. What bothers me is having no crew objectives that really suit a military force, something like controlling scenery pieces or something more akin to an objective from the list. The problem is I dont see, at the moment, a good squad type objective that would work with the credits rules already in place. Secondary objectives do have a couple that would work. For example, "offense" is one where you have to hold and keep enemy opponents away from the terrain piece.
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Post by evernevermore(john) on Jan 4, 2011 17:46:12 GMT -5
Secondary objectives do have a couple that would work. For example, "offense" is one where you have to hold and keep enemy opponents away from the terrain piece. Of course, but I was thinking almost a faction objective, like Bounty hunters getting thier target
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Post by dijit80 on Jan 5, 2011 7:40:06 GMT -5
I can see why Pirates would be useful in a campaign but it I want to run my Imperial Guards with them it becomes 1x Captain 1x Quartermaster, 3x Crewman and the heavy specialist for either my special weapons squaddie or one of the snipers (I have 6 minis of so that are snipers). Now the selection doesnt bother me that much, for using the standard crew. What bothers me is having no crew objectives that really suit a military force, something like controlling scenery pieces or something more akin to an objective from the list. The problem is I dont see, at the moment, a good squad type objective that would work with the credits rules already in place. Mercs make a much better military type force, better trained and just take lots of hired guns, with a serg and a heavy or sniper. Pirates are mobs and militia.
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Post by Scorpio on Jan 6, 2011 11:00:29 GMT -5
I'm just not a fan of the random weapon choice. Just can't wrap my head around it.
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