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Warzone => Events, Army Ideas, Battle Reports => Topic started by: Moe on June 27, 2008, 04:58:01 AM

Title: help with capitol force
Post by: Moe on June 27, 2008, 04:58:01 AM
id like some ideas on a capitol ground forces 1200 point max force with good mobility and flexibility. something i could break down into smaller battle forces as well. i have every model and unit for the ground forces so go wild. thanks.
Title: Re: help with capitol force
Post by: luckyone on June 27, 2008, 05:20:20 AM
With 1200 I recommend a force with 3x grunt 3x elite and some support:

3x grunt I usually use the Heavy Inf for this (could sub in one squad of airborne rangers also) definately bring at least 2 rocket launchers with AP and regualr rounds.
3x elite I recommend 2x squad of Assault Marines - can't go wrong there with gunslinger and deadshot, the last squad could be Wailing Banshees or Free Marines (I like Free Marines with their abilities and the Free Marine Gunny Sgt for the leader of the army)
Support - definatelty 3x Orcas 2 regular and one flamer for close encounters.

A variation of this would be a force with enough officers to call in off board artillery and swap in a mortar crew fro support over the Orcas.

Use Army Builder to tweek the list and let us know how it does.
Title: Re: help with capitol force
Post by: Moe on June 27, 2008, 07:59:31 AM
i aprreciate the help lucky, but those arent ground forces, thats a navy force  ;)
Title: Re: help with capitol force
Post by: luckyone on June 27, 2008, 08:40:19 AM
Got something against the Navy do you?

Well OK. I guess I should have read the damn thread title thing anyways.

For Elites use Rangers, Sunset Strikers, Desert Scorpians - Martian Banshees are difficult to use IMHO. No specialists make you really use them in a very limited role. Playing across from a capital ground force the Sunset Strikers and Rangers were the better elite units.

Pop out and shoot with the Rangers, pull back when necessary and charge in with the strikers. The Hvy Inf covers the other side of the board and with the Orcas ensure you bring all 3 HMG's to dismount for three additional actions.
Title: Re: help with capitol force
Post by: Archer on June 29, 2008, 05:47:10 PM
id like some ideas on a capitol ground forces 1200 point max force with good mobility and flexibility. something i could break down into smaller battle forces as well. i have every model and unit for the ground forces so go wild. thanks.

Ok....

  @ 1200 points, this is what I would do.

2x Squads of Light (5-7 models + LMG or GL SPec; use these as flanking units)
2x Squads of HI (5-7 models. Specialists to taste)
Rangers (5x, lmg or Gren, Sgt)
Rangers (5x, lmg or Gren, Sgt)
Scorpions (6x +Sgt)
Ranger Captain
Ranger Captain
HI Captain
Colonel

If Points allow, add Great Greys

Tactica (ie- How I'd use it):

  LI act as Flankers- there 4 move will allow them to get into decent positions early to support the Rangers who are busy being the tip of the spear.  The Scorpions are the Ranger Back Up, racing out to a point they can reinforce the infiltrators.  The HI's job is supporting Rifle fire to help keep the Rangers from being flanked or jumped via aimed or Wait fire.

The Ranger Captains are to help keep the Rangers from Beating Feet (which has happened to me), as is the job of the HI Captain for the HI's.  The Grey's hunt enemy squads, which they are awesome at.  The Colonel is there for the Leadership and Init Value (and his shotgun- which is handy against them horde armies)
Title: Re: help with capitol force
Post by: Moe on July 01, 2008, 08:03:56 AM
thanks to both of you for the help. just one question, wouldnt it be impossible to field 3 orcas in lucky's force? dont you need 2 grunt squads for each support unit? so with only 3 grunt squads then i could only field 1 orca. correct me if im wrong please.
Title: Re: help with capitol force
Post by: aoi cobalt on July 01, 2008, 08:52:43 AM
thanks to both of you for the help. just one question, wouldnt it be impossible to field 3 orcas in lucky's force? dont you need 2 grunt squads for each support unit? so with only 3 grunt squads then i could only field 1 orca. correct me if im wrong please.

Orcas can be fielded in squads of 1 or 2 Mk III, and with 2 you can field a support Mk IV or MK V, for a total of 3 orcas.
Title: Re: help with capitol force
Post by: Dragon62 on July 01, 2008, 08:59:06 AM
Here's a 1198 pt Ground Force

Grunt-Light Inf 1 Sgt+ 5 Troopers+ 1 LMG
Grunt-Light Inf 1 Sgt+ 5 Troopers+ 1 LMG
Grunt-Heavy Inf 1 Sgt+ 5 Troopers+ 1 Sniper
Grunt-Heavy Inf 1 Sgt+ 5 Troopers+ 1 Sniper
Elite-Rangers 1 Sgt+ 5 Troopers+ 1 Sniper
Elite-Rangers 1 Sgt+ 4 Troopers+ 1 Sniper
Support-Great Grey
Support-Great Grey
Ind-Infantry Colonal
Ind-Ranger Captain
Ind-Jake Kramer
Title: Re: help with capitol force
Post by: Enker on March 17, 2009, 03:33:21 AM
I'm not very happy with the ground forces.

Rangers: Good troopers, but why do they have assault rifles? If I infiltrate the enemy SMG's would be better.
Desert Scorps: SMG's and Move 3? How do they get to the enemy? Only usable in a defensive role with limited LOS.
And there the Assault Marines or Free Marines rocks.
Banshees: Maybe usable, but the Wailings I like more.
Sunsets: Bull****. No real ranged combat troop and no close combat troop. Real close combat troops have 2 wounds.

So play with Navy!
Title: Re: help with capitol force
Post by: Melanieshaman on March 25, 2009, 03:00:55 PM
I'll have to pass on these ideas to my brother who was planning on getting back into this VERY soon.
Title: Re: help with capitol force
Post by: Archer on March 27, 2009, 06:52:47 PM
I'm not very happy with the ground forces.

Rangers: Good troopers, but why do they have assault rifles? If I infiltrate the enemy SMG's would be better.
Desert Scorps: SMG's and Move 3? How do they get to the enemy? Only usable in a defensive role with limited LOS.
And there the Assault Marines or Free Marines rocks.
Banshees: Maybe usable, but the Wailings I like more.
Sunsets: Bull****. No real ranged combat troop and no close combat troop. Real close combat troops have 2 wounds.

So play with Navy!

Funny thing....

Rangers.  Take a position and make them dig you out or take a flank and make them ignore the death in front of them for the death to the side of them.
Scoprions.  I agree... but with SMG's, they are great fighters in the canyons and Cities of Mars, the streets of the Capitol Sector of Luna or even the Jungls of Venus.  Just need a new name.
Banshees.  Designed to be Flankers, objective takers and bait.
Sunset Strikers.  Just plain crap.... though the Katana makes up for a bit.
Title: Re: help with capitol force
Post by: Topkick on March 28, 2009, 10:37:28 AM
Sunset Strikers are vital for the "Protect Col. Trang -- Form a Human Shield" defense  ;D
Title: Re: help with capitol force
Post by: Melanieshaman on March 28, 2009, 12:52:45 PM
good info i will send this info to my brother as this is goiing to be his army when we get going on our armies *looks at TK*
Title: Re: help with capitol force
Post by: Archer on March 28, 2009, 02:48:08 PM
Glad I and the other could help.
Title: Re: help with capitol force
Post by: Topkick on March 29, 2009, 04:50:25 PM
good info i will send this info to my brother as this is goiing to be his army when we get going on our armies *looks at TK*

Uhm....errrr.....wweeelllllllllll.....yes Mistress  ;D
Title: Re: help with capitol force
Post by: luckyone on March 30, 2009, 08:43:46 AM
I'm not very happy with the ground forces.

Rangers: Good troopers, but why do they have assault rifles? If I infiltrate the enemy SMG's would be better.
Desert Scorps: SMG's and Move 3? How do they get to the enemy? Only usable in a defensive role with limited LOS.
And there the Assault Marines or Free Marines rocks.
Banshees: Maybe usable, but the Wailings I like more.
Sunsets: Bull****. No real ranged combat troop and no close combat troop. Real close combat troops have 2 wounds.

So play with Navy!

What I was trying to tell you in the first place.

I have all the Capital groung forces, but choose to play the Navy forces in most games.
I would play the ground forces in scenerio based games where they would do better than the naval forces.
I have always had beeter success with the naval forces or the regular (Hvy INf/Airborne Rangers)
Title: Re: help with capitol force
Post by: masherking on May 11, 2009, 05:16:59 AM
I'm not very happy with the ground forces.

Rangers: Good troopers, but why do they have assault rifles? If I infiltrate the enemy SMG's would be better.

you try to make this work for you by inflitrating at range to a unit with poor range weapons and/or pick position that provides cover and target rich eniviroment.
If I remember right inflitrate allows you pick where to place after everyone else outside your deployment zone (with extra rules noted)
thats a awesome skilll in any unit.

Quote
Desert Scorps: SMG's and Move 3? How do they get to the enemy? Only usable in a defensive role with limited LOS.
Armor 20....take advantage of cover and run up to them.
god if only half the squad lives to short range it doenst matter they all have SMGS.....and goddamn SMGS are awesome.

Quote
And there the Assault Marines or Free Marines rocks.
Havent seen Free Marines used yet but have heard their pretty good.
Assault Marines are rock solid.

Quote
Banshees: Maybe usable, but the Wailings I like more.
Sunsets: Bull****. No real ranged combat troop and no close combat troop. Real close combat troops have 2 wounds.

I'm also not fan of either.


NOTE: damn I see archer has replyed already to this.....same/close answers too.
Title: Re: help with capitol force
Post by: dmcgee1 on May 11, 2009, 03:21:58 PM
I'll be back to you on this, tonight.  Stay tuned, boys and girls.
Title: Re: help with capitol force
Post by: Dr. Nick on May 12, 2009, 10:48:40 AM
id like some ideas on a capitol ground forces 1200 point max force with good mobility and flexibility. something i could break down into smaller battle forces as well. i have every model and unit for the ground forces so go wild. thanks.

and i just saw this posting yet.... oh army building.

my proposal A+B

A = may tent to cheese a bit, but 2 flyers are a good thing. lacks a little in the gimmic-department, but lots of models, lots of heavy guns, range & some flexibility.

B = More points in Elites, less in Grunts/Support.


-----------------------------------------------------------------------------------------
A  -   Capitol: Navy Army

1* Blood and Guts Lt. Colonel @ 48 Pts
1* Major Maria Del Torres+Laser Sight @ 42 Pts
1* Sgt. Carter+Laser Sight @ 36 Pts

3* 4 Heavy Infantry @ 135 Pts
     1 Heavy Infantry Sgt. @ [24] Pts
     1 Heavy Infantry Sniper @ [35] Pts

3* 4 K-9 Unit - Dog @ 85 Pts
     1 K-9 Unit - Handler @ [17] Pts

1* 2 Orca MK III @ 279 Pts
         1 Orca MK IV @ [97] Pts
       3 Orca Heavy Infantry HMG @ [27] Pts
           
2* Great Grey @ 65 Pts

Total Army Cost: 1195

-----------------------------------------------------------------------------------------

B - Capitol: Navy Army


1* Assault Marine Captain @ 45 Pts
1* Wailing Banshee Captain +Laser Sight @ 54 Pts
1* Major Maria Del Torres+Laser Sight @ 42 Pts
1* Blood and Guts Lt. Colonel @ 48 Pts

1*4 Assault Marines @ 166 Pts
     1 Assault Marine Sgt. @ [29] Pts
     1 Assault Marine Grenadier @ [33] Pts

1*4 Wailing Banshees @ 192 Pts
     1 Wailing Banshee Sgt. @ [29] Pts
     1 Wailing Banshee Grenadier Specialist @ [33] Pts

2*4 Heavy Infantry @ 135 Pts
     1 Heavy Infantry Sgt. @ [24] Pts
     1 Heavy Infantry Sniper @ [35] Pts

2*3 K-9 Unit - Dog @ 71 Pts
     1 K-9 Unit - Handler+Laser Sight @ [20] Pts

1* Great Grey @ 65 Pts
1* 2 Orca MK III @ 182 Pts
       2 Orca Heavy Infantry HMG @ [54] Pts

Total Army Cost: 1174
-----------------------------------------------------------------------------------------

any feedback?

Title: Re: help with capitol force
Post by: luckyone on May 12, 2009, 11:00:43 AM
id like some ideas on a capitol ground forces 1200 point max force with good mobility and flexibility. something i could break down into smaller battle forces as well. i have every model and unit for the ground forces so go wild. thanks.

and i just saw this posting yet.... oh army building.

my proposal A+B

A = may tent to cheese a bit, but 2 flyers are a good thing. lacks a little in the gimmic-department, but lots of models, lots of heavy guns, range & some flexibility.

B = More points in Elites, less in Grunts/Support.


-----------------------------------------------------------------------------------------
A  -   Capitol: Navy Army

1* Blood and Guts Lt. Colonel @ 48 Pts
1* Major Maria Del Torres+Laser Sight @ 42 Pts
1* Sgt. Carter+Laser Sight @ 36 Pts

3* 4 Heavy Infantry @ 135 Pts
     1 Heavy Infantry Sgt. @ [24] Pts
     1 Heavy Infantry Sniper @ [35] Pts

3* 4 K-9 Unit - Dog @ 85 Pts
     1 K-9 Unit - Handler @ [17] Pts

1* 2 Orca MK III @ 279 Pts
         1 Orca MK IV @ [97] Pts
       3 Orca Heavy Infantry HMG @ [27] Pts
           
2* Great Grey @ 65 Pts

Total Army Cost: 1195

-----------------------------------------------------------------------------------------

B - Capitol: Navy Army


1* Assault Marine Captain @ 45 Pts
1* Wailing Banshee Captain +Laser Sight @ 54 Pts
1* Major Maria Del Torres+Laser Sight @ 42 Pts
1* Blood and Guts Lt. Colonel @ 48 Pts

1*4 Assault Marines @ 166 Pts
     1 Assault Marine Sgt. @ [29] Pts
     1 Assault Marine Grenadier @ [33] Pts

1*5 Wailing Banshees @ 192 Pts
     1 Wailing Banshee Sgt. @ [29] Pts
     1 Wailing Banshee Grenadier Specialist @ [33] Pts

2*4 Heavy Infantry @ 135 Pts
     1 Heavy Infantry Sgt. @ [24] Pts
     1 Heavy Infantry Sniper @ [35] Pts

2*3 K-9 Unit - Dog @ 71 Pts
     1 K-9 Unit - Handler+Laser Sight @ [20] Pts

1* Great Grey @ 65 Pts
1* 2 Orca MK III @ 182 Pts
       2 Orca Heavy Infantry HMG @ [54] Pts

Total Army Cost: 1200
-----------------------------------------------------------------------------------------

any feedback?



I like the second army. Looks like 4 officers which brings a lot more fun to the game. (Offboard).

I think you need to drop a Banshee or add 1 heavy inf to the list to make it legal. The list looks like something I would like to try.
Title: Re: help with capitol force
Post by: Dr. Nick on May 12, 2009, 11:08:37 AM
Quote
to the list to make it legal
yeah, you are right.. (edited)




i, personally like the 1. better, esp. because the 2 GG.

i would perhaps try 3 GG (Heavy Guns: Army A: 5; B:3)
-> lesser firepower but  more flexibility

and convert one HI to AM


the dogs i donīt know.. for -1MV you get LI... and FB is even -1 P ....
Title: Re: help with capitol force
Post by: Dr. Nick on May 12, 2009, 11:55:54 AM
i would perhaps try 3 GG (....)

Army - C

Even more units, even a elite! the Orcas (with extHMGGunner) are _EXPENSIVE_


1 Assault Marine Captain @ 45 Pts
1* Major Maria Del Torres + Laser Sight @ 42 Pts
1* Blood and Guts Lt. Colonel @ 48 Pts
1* Sgt. Carter @ 33 Pts  (No LS  :-[)

1*4 Assault Marines @ 166 Pts
     1 Assault Marine Sgt. @ [29] Pts
     1 Assault Marine Grenadier @ [33] Pts

3*4 Heavy Infantry @ 135 Pts
     1 Heavy Infantry Sgt. @ [24] Pts
     1 Heavy Infantry Sniper @ [35] Pts

3*4 Freedom Brigadier @ 88 Pts
         1 Freedom Brigadier Sgt.+ Havoc Supression Grenade @ [24] Pts

3* Great Grey @ 65 Pts

Total Army Cost: 1198

=> if i could get 1 support / 2 units not only grunts i could make a less repetitive army.. oh well..
(or 2 GG / slot  :o ::))
Title: Re: help with capitol force
Post by: luckyone on May 12, 2009, 05:25:03 PM
I like army C alot. GG can shoot and move very well. Lots of bullets down range. Off-board also.


P.S. Wasn't trying to bust you on the army B composition (legal) just an observation. Great forces BTW.
Title: Re: help with capitol force
Post by: Archer on May 12, 2009, 06:38:19 PM
Fellas....

The M-50 cannot take load-outs.  So no laser sights.

Factor this in and re-compute; its at least some body armor for a unit.
Title: Re: help with capitol force
Post by: luckyone on May 13, 2009, 09:56:32 AM
Fellas....

The M-50 cannot take load-outs.  So no laser sights.

Factor this in and re-compute; its at least some body armor for a unit.

edited

You are correct no optional load-outs on the M-50.