nothing beats the pure AM superiority
Umm I beg to disagree.
thats very OK! here the fun of unit discussion only begins!
(..)
So deadshot would not be very useful but ferocity can be used both offensively and defensively.
true, but then:
- DS is useful in RC rather than CC, since it can be used on other units in CC, making the AM a CC winner all around them (litterally! GS)
- Fer is only useful in CC, but AM can use their DS as soon as other troops, possibly with MV4/5 are in CC
- Fer only improves a medicore CC potential. the real deal is the FT. (i would never buy an elite LMG, btw..)
- (perhaps only a "practical" advantage) they donīt need to move to attack "in CC"-> you donīt loose a good shooting corridor/cover position & you donīt cluster around a modle that survived 1 SS (-> shotguns/FT/GL, i had that a lot with my maschinators&BBcap..)
-(perhaps only a "practical" advantage) the flamethrower needs to move very close and can shoot only once or twice then. HMG or AMC would possibly not be affected. these could wipe out the SS+Char by losing their troopers -> tactical win. AM would shoot at 18īwith RC11 D11 (same as FT)
(..&mod)
Ass Marines
-have a SA that isnt always useful *comment: but it offers security against CC troops all around!!
-Cost 2pt less with 3pt more AR
-are gunslingers
-HMG Char
-RL w rc 11 (->9/7/7!)
-the armor is quite a factor. D10 kills a SS 55% AM 40%, D13 kills SS 70% AM 45%
-gunslinger is good against surprises and allow you to be more free about fig positioning and Arcs, but i agree, not the biggest factor..
-HMG char increases the potential of the DS. apart from this, a FT char is also neat
-The RL, while extremly expensive (50P) makes them the ideal support troop. i would perhaps use it and live with the captains hmg alone, without a tropp hmg.
(...&mod)
Sunset Strikers
-SA can be used both for offense and defense
-Better CC and Dam in CC
-MV 4
have 11 LD so not as good a chance to not panic
CC training 2
higher LD
-can be used, but then only in CC and not in RC
-CC is not the place for AM. if they end up there itīs the captain/hmg that saves the survaivors.. also, in PB: they shoot at 10 (SS CC11) with D11 (SS D10) -> the same.. but if they donīt hit, they arenīt in CC like the SS
-MV4 is just necessary. a MV3 FT carrier unit would be no candidate for best capitol unit.. nevertheless, an advantage
-Leadership is only 1 point higher than the AM cap (whats wrong with the SS capt anyway???). better but not so much.. may be the case a LD 15 or 16 Char is close to my supporting AM anyway..
So IMO Ill take the unit that moves faster, hits harder doesnt panic as easilly and has an SA that I can use all the time along with my 13DAM charge to your 22AR.
i would take the good priced all support unit with big guns and good armor..
instead of charging i like to shoot and reload
So bring your Ass Mars on.. I will enjoy the challenge
whereīs a Void gate if you need one..
But, at a "normal table", like this, for example, what 1000 P army would you use? incl. SS of course
.
i would, if i donīt totally max, use this lot o guns. no orcas here.
1000 Pts - Capitol: Navy Army
1 Major Maria Del Torres LOGS @ 42 Pts
1 Blood and Guts Lt. Colonel @ 48 Pts
1 Assault Marnie Captain @ 45 Pts
5 Assault Marnies+Sgt+RL_AP+Gren @ 242 Pts
6 Heavy Infantry +Sgt+Sniper @ 181 Pts Extra Ablative Armor
4 Heavy Infantry Sgt Sniper @ 135 Pts
2*4 Freedom Brigade+Sgt+SuppGren @ 88 Pts
2 Great Grey @ 65 Pts
Total Army Cost: 999