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Newbie looking for faction information and traps


sergentzimm

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So we are starting up a campaign in the fall and I want to get in on it. Have only seen a few games played so I am still looking into the rules. What I could use help with is what to look for in each group and what to watch out for as traps or 'cheese' type units.

 

Right off the bat, I love the models for just about all the Pan-o knights and such. They look like they are all medium to heavy infantry, so I would have to figure out some light infantry to start the campaign off with. 

 

Generally I am not a fan of smaller models and models without a helmet. The exception has been the combined army races look good without their helmets.

 

I am really looking for suggestions on a direction to go for aesthetics I like that could make for decent games during the campaign. I dont want to purchase the Knights, for example, and find not only can I not play them for a bit, but they have a reputation for being over the top or something. Honestly, I would love to just play games with their giant mech suits, but I might be better off looking at Relic Knights for that lol.

 

Any assistance is appreciated.

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I don't think you're going to have to worry about anything being too overpowered.  Knights are strong, and can be a low-model-count army, but just like anything in this game, a lucky shot can come from just about anywhere and drop those guys fast.

 

You're generally looking at high armor (3 or more) Religious (won't flee) troops with a tendency towards Frenzy (once they start killing, they get more aggressive).  You've also got some pretty cool characters to draw from.  Joan of Arc is a serious contender for Lieutenant of the year, can join link teams of other knights, and is a beast in both close combat and at medium range with a Spitfire.  Father De Ferezen is a pretty good hacker.  Neither of those fit your all-helmets rule, but you've got plenty of others to fit that role.

 

Plus you've got a decent enough drop troop in the Crusader Bretheren, for when you want to get in behind somebody with an HMG.  He'd be better if he came with a specialist close combat weapon, but it's always good to have that combat drop option in this game.

 

Order Sergeants are your backbone if you don't want to go all heavy armor.  They've got a ton of versitile options including a WIP 13 hacker (you're probably going to want a hacker somewhere in your army if for nothing else but defensive hacking.  Your primary weakness on your heavily armored dudes is that some hacker or a remote controlled by one will get too close and just turn your armor off).  Order Sergeants have also got a spitfire (great combat rifle) with a visor that can see through camo and smoke clouds and other low visibility areas.  These guys are not the cheapest options points-wise, but there is a 13 point Order Sgt to round out your link teams and provide your army with cheap Orders.

 

In between the Order Sgts and the heavy knights you've got the Magister Knights.  These are your high-mobility high-armor guys.  They're Impetuous, which makes them a little harder to control, but in a link team of 3 or more they calm down a bit.  They've got both good armor and a bonus to dodging, and are armed with high-powered close combat weapons and a limited-use missile launcher on the shoulder.  They're designed to charge in close as a group, split up, and go crazy.

 

Knights are cool.

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I'd suggest borrowing or proxying some models for some games at DTG. The game is really dependent on having the terrain set up the right way. The wrong table layout can give a really (misleadingly) negative impression. I know nothing about the Knights, but if you're going heavy infantry heavy, a hacker for defensive hacking is a must!

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