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Warzone => Events, Army Ideas, Battle Reports => Topic started by: Steel Rabbit on September 23, 2005, 10:44:43 AM

Title: Capitol army help
Post by: Steel Rabbit on September 23, 2005, 10:44:43 AM
Hey-hey! I'm notoriously bad at designing armies and I've asked the communities help once before and now I am here again. SO, without further ado, can you Djinns of army Design help me with a Capitol army.

I have one Heavy infantry Captain, Two squads of six heavy infantry both with sergeants, one with a sniper rifle, and one with an HMG, and one squad of six Rangers with a Sniper Rifle and Sergeant. I want to build a 1000 point army and would like to know what to purchase next... I think I have about 450-500 points right there.

Thanks in advance.
Title: Re: Capitol army help
Post by: PFC joe on September 23, 2005, 10:50:11 AM
another ranger squad.
Infantry Colonel.
Great Grey.
A squad of Light Infantry so that the Rangers aren't high and dry whilee the HI wade up.

and individual or two.  such as a ranger Captain and Major Maria Conchita Alonso Del Torres.

-PFC joe
Title: Re: Capitol army help
Post by: Topkick on September 23, 2005, 10:51:08 AM
Banshees or Airborne is my suggestion if you are looking to field a classic Hammer and Anvil force
Title: Re: Capitol army help
Post by: Coil on September 23, 2005, 11:41:29 AM
That's 466 points you have so far (more if you buy upgrades)

Going for a 1000 I would get at least one more Grunt Squad, I'd go with Heavy Infantry to keep the look consistent but Light Infantry works as well.

I second Pvt Joe's suggestion of a Ranger Captain. I also think that you should get either a force commander or division commander. This could be either a major or colonel or one of the personalities. While we are talking about individuals I would suggest you take a look at the Covert Ops Specialist, she can do some pretty nifty stuff.

For support I think that Great Greys or Purple Sharks work well and so do Orcas.

Banshees have a rather high point cost but I find them quite good. Sunset Strikers could be an option if you want to add some CC ability to your army. The flamer specialist and the flamer on the Captain is quite nice as well. :)

/Andreas
Title: Re: Capitol army help
Post by: Ruther on September 23, 2005, 03:20:34 PM
What i like most about the CA Ground Forces is that you can play them as a fast moving Army. Light Infantry, Freedom Brigs, Sunset Strikers, Banshees and Rangers have a high MV and teamed up with a Shark (Grey or Purple) for Support can be a very nasty Reaktion Force. Rushing in taking Objektives and be out bevore the other Player even gets his guys in position  :). 

So a Ranger Capt., Sunset Strikers + Capt. (Flammer) and one of the fast support Vehicles (i like both Shark variants) could be a nice Option.
Title: Re: Capitol army help
Post by: MartianBanshee on September 24, 2005, 08:59:51 AM
Anything with a flame thrower.  You're very shooty.
Title: Re: Capitol army help
Post by: Steel Rabbit on September 25, 2005, 06:25:08 PM
How's this?

Grunts
6 Heavy Infantry (1 Sgt, 1 HMG) - 124
6 Heavy Infantry (1 Sgt, 1 RL w/AP rockets) - 144
6 Airborne Rangers (1 Sgt, 1 LMG) - 161

Elites
6 Rangers (1 Sgt, 1 Sniper w/ Data-Scope) - 172
6 Rangers (1 Sgt, 1 Sniper w/ Data-Scope) - 172

Support
2 Orca Mk3 w/HMG Gunners - 182

Individuals
1 Infantry Colonel - 45

Total: 1000

I'll use the Heavy Infantry and the Orcas as a firebase, advancing as needed (the HMGs need to be within range) with the RL for AT, and the Orcas and the combined firepower of the two squads to soften up the enemy. The Rangers will deploy up and harass the enemy with small arms fire, picking out those units that need a good snipin'. If any unit needs help dealing with another I'll use the Airborne Rangers to flank an enemy or as support for the Rangers so they aren't left high and dry. The Infantry colonel will stick close to my firebase and keep the morale up. I chose Data-Scopes over Folding bipods because they're two points cheaper and I'll just rely on the high RC modifier of the Manstalkers and the high RC of the Rangers themselves to do the shooting. Granted an action must be spent to do so but for +2 DAM why the hell not? Make sure they're dead!
Title: Re: Capitol army help
Post by: Pietia on September 29, 2005, 06:24:48 AM
I'd drop the Airborne Rangers - they're really not worth their cost, and one of the Rangers squads. Make the Heavy infantry squads larger, instead (6+1+1) - one with RL, another with sniper (or another RL) - they'd be the "sit back and shoot" component.
Make the Ranger squad larger - add another Ranger and either LMG or Grenadier, as a second elite squad get Sunset Strikers with flamer and captain - as the Rangers will be in front of them, you'll be able to approach the enemy relatively unmolested. Maybe replace the Colonel with somebody more useful too - Kowalsky with smoke grenades seems like a good option. High initiative is good, but some smoke to cover the rangers would be better. If there are any points left, add another Orca - either with a flamer or RL+AP. This force will be more flexible, use one of the most efficient weapons in the game (Flamethrowers!), and still will be quite resilent.
Title: Re: Capitol army help
Post by: Gallagher_Standard_Barer on September 30, 2005, 11:08:48 AM
I agree, drop the Airborne Rangers, they're a one trick pony and its difficult to pull it off with a favorable and point profitable outcome.  Depending on the battlefield your infiltrating Rangers could end up relatively unsupported,  To make up for this I would probably take some fast to move up and provide fire support, like light infantry.  Nothing is more frustrating than seeing your elites gunned down because they were ahead of your core force.
Title: Re: Capitol army help
Post by: PFC joe on September 30, 2005, 01:36:13 PM
I'd have to agree, Capitol Airborne just don't have the Specialist support required to provide staying power in anything other than a snatch and grab scenario.

The one nice thing about them is that their Demo Specialist has a Remote Detonator that he can use off of wait.  But good luck gettin him in the right place to drop it.

Honestly, if two squads of Rangers can't hold out long enough for backup to arrive, you're doing something terribly terribly wrong.


-PFC joe
Title: Re: Capitol army help
Post by: Pietia on September 30, 2005, 01:50:40 PM
Honestly, if two squads of Rangers can't hold out long enough for backup to arrive, you're doing something terribly terribly wrong.
Or playing against a guy, who took a lot of flamethrowers. "Necromutant Rush"* will make a short work of such an army... The snipers simply will not be able to pick them off quick enough.
* - 9 squads of 4 necromutants+Tormentor specialists and Valpurgius with Apocalypse.
Title: Re: Capitol army help
Post by: Gallagher_Standard_Barer on September 30, 2005, 02:01:08 PM
I find Valpurgius best in defensive scenarios, even with 4 actions he's a slow bugger to try to get into postition, which means in a Nerco rush strategy he's going to get outpaced very quickly, making him vulnerable to any paratroopers your opponent my drop behind your rush.  But in a defesive fight Val with Apocalypse is an incredible asset.

But yes Pietia is correct the weakness of any forward deployed infiltrators is a fast opponent with templates, like necromutants or Bushido Samurai.  But careful placement can usually prevent this from becoming a serious Issue.
Title: Re: Capitol army help
Post by: PFC joe on September 30, 2005, 02:08:48 PM
Geez.

That is a scary scary force.  I would hope that all the Tac sense and Sniper fire went towards Valp first and that everyone else just had decent cover and a good firing position.

seriously.

wow.


-PFC joe

(I could take em.  Might smell like burnt dog fer a week or two, but I could take em.)
Title: Re: Capitol army help
Post by: Gallagher_Standard_Barer on September 30, 2005, 04:51:21 PM
While we're on the subject of capitol Army building, I recently came into a lot of capitol minis, unfortunately they're all elites and support, so I need to go about buying a ton of grunts.  Before I do that I would like to have a good idea how I will field them.  What I have is:

5 Assualt Marines, 1 RL, 1 HMG, 2 Grenadiers, 1 Sergeant and 1 Captian
4 Airborne Rangers
1 Sunset Striker Captain, 1 Flamer
1 Sea lion Captain
7 Free Marines, 1 Tank buster, 1 Sergeant, and 1 Gunnery Sergeant
5 Rangers, 1 Sniper, 1 Grenadier, and 1 Sergeant
10 Wailing Banshees, 2 Grenadier, 2 LFT, 2 Sergeants, and 1 Captian
2 Great Grey
4 Purple Shark
3 Orcas
Edit: I forgot, I also have a LI sergeant and LMG

So I need to figure out what grunts to buy to make an effective army.  First thing is clear, If I want to work with what I've got I clearly need to go Navy.  Playing a fast attack theme using Light Infantry, Wailing Banshee, and Purple Sharks seems like a good way to go.  What does everyone think, what grunt units should I buy and how should my army look to work with what I've got?
Title: Re: Capitol army help
Post by: PFC joe on September 30, 2005, 05:13:31 PM
personally, I'd get a pile of LI and HI with specialists.  Enough to make two eight man squads each.   

You really have enough to field two squads of banshees and two infantry squads.  The banshees can secure obkectives and scoot around while the infantry dig in and protect the back.  Go with Grays over Purple sharks unless you're using the Shark as a mobile FO.  The Grays have better everything, for a cheaper cost.

Or just use the Orcas as mobile bunkers.  I didn't care much for the cost, don't forget that each one has to buy an HMG guy if they want one, until I saw a kid at DragonCon just mop the floor with them.  He just marched those MAC's across the hill and mowed down everything.

The force I would make would be

2 HI squads with Sniper Specialists

1 AssMar with RL w/AP (add an HMG if the Grunt squads are big enough)

1 Banshee with FT spec  (add a second FT if the Grunt squads are big enough)

Banshee Captain

AssMar Captain

Infantry Colonel

Great Gray

I don't know the points off hand, but they shouldnt be too terrible.

For a faster smaller force

2 LI with GL specs

2 Banshee's with FT specs

banshee capt

Infantry colonel

Maria Del Tores

Great Gray.


IF yer expecting CC take the Free Marines, they're possibly one of the best CC units available and come on, who doesn't love a little madman beat down action every once in a while,


-PFC joe
Title: Re: Capitol army help
Post by: Pietia on October 01, 2005, 12:42:28 AM
Joe, as for the Necromutant Rush - every army can be beaten easily, if it is too specialized  - by another specialized army. The ranger-based Cap army would be wiped out by NR (especially an improved one - drop one squad of necros, add 3 or 4 Gommoreans), NR can be wiped out too... this is the reason I proposed army with Rangers and Sunsets - its a "generalist" army, which may survive such situations. It won't be perfect under every condition, but it relies on more than one trick.

The two navy armies from the last post are fine, although I'd drop the GLs from LI, add few more riflemen instead. GLs in LI hands are not too effective (poor RC).
Title: Re: Capitol army help
Post by: PFC joe on October 01, 2005, 04:20:35 AM
It's  toss up between the GL's and LMG's for the LI.

Generally, I'm about even for wounds inflicted with those guys.  One has a template that does damage on anything below a 13, the other has a multi ROF  so its either or dependin on how Lady Luck is playin the dice.

-PFC joe
Title: Re: Capitol army help
Post by: Gallagher_Standard_Barer on October 01, 2005, 04:09:08 PM
I usually prefer GL to LMG, but most of my experiance has been with imperial, and that 1 RC difference between the trencher and the LI might make all the differnce in the world.
Title: Re: Capitol army help
Post by: LAWwaldo on October 02, 2005, 12:10:25 AM
From your original list, you have an army similar to one I used to win a 750pt tourney at So.Cal GenCon.  Use the Colonel for his ridiculous leadership.  A Covert Ops specialist is great in many situtions (going after objectives, laying mines on objectives, sniping, spotting).  Take a unit of Orcas with a RL and AP shells.  Those walking tubs of doom will help a lot.  With another 250 points I would add in another elite unit, most likely Sunset Strikers to provide a sort of counter-charge if ever needed.  Really though, with this army you would use the Orcas to advance and fire on positions while the Rangers hold an advanced or flanking position.  CC is only for desperate measures as you will have lots of accurate firepower in your force.