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Post by vexx on Dec 1, 2010 22:57:22 GMT -5
Hey everyone,
I'm new and just go the core book yesterday. Here's my first attempt. The theory is pretty straight forward: Sarge is armed with Particle Rifle and Grenades. His Armor will keep him alive. The Cutters can teleport and are armed with swords. Getting the jump on the enemy. I chose a pair of Hired Guns with slug throwers to offer some more range and an alternative encase anyone is screening particle weapons. The Sniper was a tough call but with Beam Boost and the ATW it should offer enough cover. Lastly the Fresh Meat are armed with Self Destruct Mechanisms and Rifles in case I need to do a suicide run.
I'm hoping the Dirty tricks of Corrdinated Assault will offer some coordination and flexbility.
I'm interested to see what everyone thinks and I could use some solid feedback.
Thanks
V.
AE Bounty (Standard Crew – Mercenaries) 1 Veteran Unit, 3 Regular Units, 1 Green Unit (Veteran) Sergeant M RC CC A S DR W 3 4+ 3 4 (5) 2 5 2
Abilities: Command; Get up and Shoot
Weapon Rng Strength RoF Notes Class Particle Beam Rifle 20 5+d6 1:1 - Rifle
Weapon Rng Strength RoF Notes Class Frag Grenades 6 6+d6 1:2 Indirect, 1 ½ AoE, Swappable Rifle
Weapon Rng Strength RoF Notes Class Light Armor N/A N/A N/A +1 Armor Armor
Dirty Tricks: Coordinated Attack. Once per game during your activation you may choose to activate to units at once. Complete both of these units’ actions before your opponent activates next turn.
(Regular) Cutters Composition: 2 Mercenaries M RC CC A S DR W 3 5+ 4 3 3 3 1
Abilities: Command; Get up and Shoot Weapon Rng Strength RoF Notes Class Sword N/A N/A N/A +1 to CC and + 1 S Melee
Weapon Rng Strength RoF Notes Class Personal Teleporters N/A N/A N/A As a sprint action you may move up to 18 inches and avoid terrain. (see roles) Gear
(Regular) Hired Guns Composition: 2 Mercenaries Equipment: 1 Rifle Choice and 1 Gear Choice M RC CC A S DR W 3 4+ 3 3 (+4) 2 3 1
Weapon Rng Strength RoF Notes Class Slug Thrower Rifle 24 4+d6 1:1 - Rifle
Weapon Rng Strength RoF Notes Class Light Armor N/A N/A N/A +1 Armor Armor
(Regular) Sniper Composition: 1 Mercenaries Equipment: 1 Rifle Choice and 2 Gear Choice M RC CC A S DR W 3 3+ 3 3 2 3 2
Weapon Rng Strength RoF Notes Class Particle Beam Long Rifle 30 (36) (35) 5+d6 1:2 - Rifle
Gear Rng Strength RoF Notes Class Beam Booster + 6 N/A - - Weapon Mod
Gear Rng Strength RoF Notes Class Automated Tracking Weapon +5 N/A - 1 Free Attack on Activation General
Abilities: Crack Shot.
(Green) Fresh Meat Composition: 2 Mercenaries Equipment: 1 Rifle Choice and 1 Gear Choice M RC CC A S DR W 3 5+ 2 3 2 3 1
Weapon Rng Strength RoF Notes Class Slug Thrower Rifle 24 4+d6 1:1 - Rifle
Gear Rng Strength RoF Notes Class Self Destruct Mechanism - - - Explosion when killed. -
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Post by varagon on Dec 2, 2010 1:20:20 GMT -5
In it wasn't clear in the book, and just to give you some information that I originally had to ask about, when using a personal teleportation device, you can't teleport into base to base.
I had wanted to do that with my melee guys but then found out it wasn't a legal tactic...
Otherwise, I like the idea behind the crew and the theory behind it.
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Post by vexx on Dec 2, 2010 2:23:45 GMT -5
Thanks for the heads up. I may need to tweak it if we can't leap-frog in B2B. Thank's I hope the theory holds. The time is meant to be balanced enough for those missions that aren't pre-selected.
I'm not sure if the Sniper is better with the ATW or Camouflage but I'm hedging my bets and hoping I can stay out of range long enough to pin people down.
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Post by varagon on Dec 2, 2010 9:46:09 GMT -5
Thanks for the heads up. I may need to tweak it if we can't leap-frog in B2B. Thank's I hope the theory holds. The time is meant to be balanced enough for those missions that aren't pre-selected. I'm not sure if the Sniper is better with the ATW or Camouflage but I'm hedging my bets and hoping I can stay out of range long enough to pin people down. Also, if the sniper can make use of cover, that will help tremendously. I also noticed that your fresh meat have self-destruct. Ask yourself if these guys will die before getting close to the enemy, or if they will even be getting close enough to the enemy to use self-destruct. Since these guys wont be in melee, they will only be blowing themselves and possibly other friendlies up! In regards to personal teleporters, you could also use your dirty trick to first teleport close to the enemy, then activate that same unit again. (Keep Moving or something like that.)
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Post by dijit80 on Dec 2, 2010 15:03:11 GMT -5
Ditto Varagon's comments about the self destruct. So far the greens I've seen used well often end up being mules for carrying mission objectives, so maybe not the best choice. Either keep moving or activate the cutters last in the turn and maybe with 'out of ammo' or, with just pure nerves of steel on your part, activate them first the following turn, giving your opponent the minimum amount of time to react to them. The merc sniper is too god to past on, I love mine. Though I've got a slightly different kit setup, Electro laser (accurate so no -1 to hit at long range) and hot shot. Additionally it's my hero with the assassin type giving her 'lethal' too! Which reminds me I can't seem to se which hero option you've taken? Duncan
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Post by vexx on Dec 2, 2010 18:23:37 GMT -5
@ varagon - thanks for the heads up. I'll drop the self-destruct and take a look at armor options or possibly redundant organs for the +1 W.
@ dijit80 - wow! I totally love your Sniper set up especially with the Electro-laser. I didn't know I could set up Sniper up to be here with the Standard crew. I was thinking of making my Sniper a Pollux getting a -1 plus, Night vision and reluctant.
If anyone has a suggestion for regards to species selection for this list I'd love to have it. I'm planning on keeping my Sergeant human and Sniper Pollux. I'm torn on my fresh meat for Light Armor, Redundant Vital Organs, or Grenades. I admit I seem to have ridiculous luck with them in games and have even 'bank shot' them off of bulkheads successfully.
I was thinking of the Cutters being Argus which wold boost their CC +1, make them unstoppable and give them berserk. I mean their could be worse choices: right?
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Post by dijit80 on Dec 3, 2010 1:56:47 GMT -5
Sounds sound here, which model is your hero?
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Post by vexx on Dec 3, 2010 2:06:33 GMT -5
I was orignally going to with my Sergeant being Unkillable but after second thought I'm contemplating making my Sniper an Assassin. I like the verstality of a tricked out leader but a Pollux/Assassin/Sniper is a terrifying prospect.
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Post by dijit80 on Dec 3, 2010 6:05:20 GMT -5
indeed it is hitting on 2+, with crack shot and 6+D6 damage isn't to be ignored. I'm torn between articulated weapon harness and cloaking field on mine as the second piece of kit. The first helps manoverability meaning she is hard to ignore/avoid, the other helps her to survive all the firepower she inevitably takes when people realise just how nasty she really is. Duncan
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Post by vexx on Dec 4, 2010 4:31:00 GMT -5
So I've been rereading the info on mercenaries and the Alien Templates. I've changed a few things and have half of the new list ready. I'm still using a Standard Mercenary Crew. Instead of a Sergeant, I'm upgrading my Sniper to a Veteran and making him a Hero with the Assassin Ability.
Assassin Sniper Race: Pollux
M RC CC A S DR W 3 1+ 3 3 2 3 2 Weapon Slug Thrower Long Rifle.
Gear Cloaking Field, Cybernetic Eyes,
Abilities: Crack Shot, Lethal, Night vision, Aim, Reluctant
For the Fresh Meat I got rid of the Self Destruct and decided to beef up their staying power a bit. I made them Edasii for that highly coveted Extra piece of gear.
Fresh Meat (Green) Race:Edasii
M RC CC A S DR W 3 5+ 2 4 2 3 2
Weapon Particle Beam Rifle
Gear Light Armor, Redundant Vital Organs,
For my cutters I tried something different. I'm using humans (Yeah Earthlings!) I've selected the Hunter X option. It says in the book Hunter X can be selected with Alien species or factions. I'm banking on the faction option. I'm not sure if swords grant the lethal ability for CC or if it's just a description for not being allowed to use them to capture. I'm also not sure about the bonuses for S and CC. If Cutters have the +1 CC and + 1 Strength from the Sword; +1 CC and +1 W from Adrenal Booster; plus the Hunter X bonus (when used) that will have their CC and Strength pretty close to 7 and 6? Can this be right?
M RC CC A S DR W 3 5+ 6 3 6 3 2
Race: Human
Weapon Sword (+1 to CC and +1 S) Swords are considered 'Lethal'
Gear Adrenal Booster
Abilities: Hunter X, Berserk, Lethal
As for the rest of the Crew I'm going to use two squads of hired guns. I'm thinking of giving one group Med Packs. It's just a thought. Other than that I have no counters to deal with mentalists. Please feel free to comment and let me know what you think.
Cheers,
V.
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Post by dijit80 on Dec 4, 2010 16:27:52 GMT -5
A Cutter can get starting strength 2 +1 (adrenalin glands) +1 (sword) +1 (Hunter 'x') for 5+D6. Note adrenalin glands don't give +1Cc, but +1S and +1W. Lethal in the sword description means they can't be used for capturing models like shock gloves and unarmed attacks can. Plus a slug to the head is the best way to deal with a mentalist!
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Post by vexx on Dec 5, 2010 2:15:35 GMT -5
Awww - now it all comes together. A bullet to the head, you say. Hmmm (writes this down and hands it to my Hero-Veteran-Assassin Sniper with an affirmative nod).
Friggin' Mentalists.
I gotta say a lot of my friends are really excited about AE Bounty and TABS in Toronto specifically at MeepleMart is going to be running a league (fingers crossed).
So I'm happy with my Fresh Meat, Sniper and Assassin. I'm doing two squads of Hired Guns. I loaned my book out over the weekend but I'll have something together soon.
No doubt after my first few games everything will be tweaked.
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Post by dijit80 on Dec 5, 2010 6:23:21 GMT -5
I've been playing since i got the book in june and still tweaking/making crews. I think it's a fun part to the game and there's so many combos that have yet to be tried out. And show pictures when you've got them painted! Duncan
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Post by vexx on Dec 6, 2010 0:37:59 GMT -5
So here are my revised cutters.
M3 RC 5+ CC5 A3 S5 DR3 W2
Race: Human Weapon: Sword Gear: Adrenal Booster, Abilities: Hunter X, Berserk, Lethal: (Swords can NOT be used to capture personnel.)
The math makes a little more sense now. I'm a little unsure if the Aegis would have been a better choice. Though 1) I have some really awesome human models I want to use for Cutters (hint: they're ninjas). 2) Hunter X with the Factions options I feel gives my Cutters a better chance at slaughtering and surviving.
Hired Guns M3 RC 4+ CC3 A4 S2 DR3 W1
Race: Gaffii Weapon: Particle Beam Rifle Gear: Beam Booster
This is my first Squad of Hied Guns. I factored in the armor bonus into the stats and am using the enhanced particle beam rifle. I was going to give them the PB LRF and Med Packs instead I feel guns some potentially harder hitting than average gunners would work well.
My last regular group is going to be another Set of Human Hired Guns. For these guys I have no real ideas yet. Though I'm sure something brilliant will strike me.
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Post by varagon on Dec 6, 2010 1:12:27 GMT -5
I think this looks a lot better. I didn't check the math or the bonuses from things, but it looks a little more adaptive to your opponent.
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