Hax here.
For my 10 man Death Company Kill Team, I prefer the simple boltgun because you can get two shots off, then charge in with relentless for 3 more attacks... giving each bloodthirsty madman 5 chances to inflict a wound in my player turn and then (on the off chance the enemy has survived) inflict 2 more in my opponent's player turn.
I tend to give my guys Universal Special Rules that will get them in position quickly: scouts, infiltrate, and fleet are popular with me. This ability to position also helps alleviate some of the effects of rage; i.e., I can simply line them up on the enemy that I want to trigger their rage.
However, flexibility is still key. I would consider running them with Bolt Pistols if I were up against a less mobile shooty enemy.
Hax out.
Exigence - or - Why I Felt the Need to Create this Blog
12 August 2012.
Wow. 6th Edition is here, and I feel like it incorporated many facets of our house rules here are the Lower Register.
Go us. GW, you can have those for free.
Plz look for some updates soon as I try to figure out how my precious BA will fit in to the world of Overwatch and Random Charging distances. Gotta say, so far, I am loving the idea of 5 attacks per Death Company Marine (2 base, 2 for charging, 1 for extra weapon).
-Hax out-
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Why Lower Register? Pedro and I started playing various wargames about five years ago, but found that we just didn't have time to complete standard games. We, along with our limited pool of playing partners, decided that we would become good at skirmish games that we could enjoy on a regular basis. So, over time we amassed a body of experience in Kill Team, Warmachine, Infinity, and other such games. This blog is the natural outgrowth of that experience, and our desire to share it with you all.
Sunday, July 10, 2011
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