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Disproportionation
Feb 20, 2011

Oh god it's the Clone Saga all over again.

I'd say they're quite decent for what you get, but as well it's worth comparing the starter with two army boxes; as the difference between the starters and two army boxes of the factions in the starters is that the army boxes have a couple/few more models (the north/south army boxes have a kodiak/king cobra respectively, plus a couple more bits) whereas the starter set has a physical rulebook. Either option though will likely give you enough stuff to play 100TV games at the very least, likely more (my army box builds ended up at 150TV exactly, which afaik is the "maximum" point value for a normal game). As far as faction locking goes - most factions can be pretty versatile and usually have subfactions that can take units from another faction, but the two in that starter (Peace River and NuCoal) are probably the easiest to mix and match units from - especially NuCoal, which depending on sublist can take north, south and CEF units in addition to their own.



On good units - I haven't played a lot of games but generally as long as your list has at least some anti-armour, anti-infantry, anti-air and e-war equipment you have a decent starting point, with AT and e-war the most important since you'll likely be using mostly gears/frames/etc to start; AI and AA are reasonably simple to manage, frag cannons and especially flamethrowers make for good infantry killers while still having utility for heavier targets, and basic autocannons can be upgraded to AA versions cheaply. For AT, I've heard having at least one or two guns at damage (strength) 9 with some AP is a must, because tanks will give your walkers a bad day if you have trouble getting through their armour.

I just have the north/south army boxes so far; trying to balance the two against each other I ended up with a north list that was pretty specialised (with a lot of can-opening guns in particular, having a south box so i could take a LBZ to make a Hunter Zerstorer was very useful), but potentially more restrictive with its range bands vs a south list that was much more generalist, with a focus on volume of fire to make up for fewer truly big guns (Black Mambas in particular have some absolutely ridiculously good loadouts for ripping through medium armoured targets).

Disproportionation fucked around with this message at 19:08 on Jun 13, 2023

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Disproportionation
Feb 20, 2011

Oh god it's the Clone Saga all over again.
Is it best to go for the smaller infantry packs that have the specialist troopers or the larger ones that are just regular troops? I'd probably aim to get some extra hex bases with the former instead of using the 40mm round ones so i can swap/split different infantry types around but that'd likely leave some bases under the "recommended" model count.

Disproportionation
Feb 20, 2011

Oh god it's the Clone Saga all over again.
I can't say that my north army was particularly built with any kind of meta viability in mind (tbh I figure the game is a little obscure for that to come into play too much) but the North gets some very big guns that other factions don't have as much. Snub cannons are great, they're viable on hunters and while they might not get to fire more than once they'll probably make a mess. The Grizzlies also get access to some D9 guns but the crossbow is probably the better pick for versatility. Since you have the starter set that also has the South you can steal LBZs from that to make Hunter Zerstorers (and i guess you could try and play off the MGLs as LGLs to make rabid hunters too) which have field armor which makes them nearly as durable as jags. Strike cheetahs can be fun too, the rapid fire bazooka is essentially a MAC+ with a little less range.

Basically North is a little less generalist than South, maybe a little less survivable but they also get much better specialised tools, especially can openers.

Disproportionation
Feb 20, 2011

Oh god it's the Clone Saga all over again.

Slyphic posted:

They sound like they'll be closest to Black Talons crossed with Eden on the table, but that "single main weapon" comment is probably important. Not much yet, but the whole line was slated for "after 4th ed RPG comes out" and that's happened so I'm expecting more and soon.

It's probably very likely since (4th ed rulebook spoilers) the last fiction piece of the 4ed rulebook has a NJ (formerly CEF) ship arriving through one of terra nova's gates

Disproportionation
Feb 20, 2011

Oh god it's the Clone Saga all over again.
New version of the companion (optional and in progress) rules have come out, looks like flex actions (save an action for next turn, or use next turn's action early) will make less survivable units and weapons that don't throw a lot of dice like bazookas or snub cannons more viable.

Disproportionation
Feb 20, 2011

Oh god it's the Clone Saga all over again.
My stuff is from shiny, they're fine - they're the european distro for HG rn so anyone over here selling it is getting it from them. They don't stock everything; it's generally better if you're running North as they have the most selection there - South is second but you're missing the larger tanks or anything that isn't a stock hun rn, and stuff like infantry is slightly more expensive. Never had any issues with shipping or whatever though. They also hand write thankyous on their receipts which is nice.

(NB: I'm in the UK where shiny is based, idk how their european shipping is).

Disproportionation
Feb 20, 2011

Oh god it's the Clone Saga all over again.
So I bought some caimans and they're very charming little minis; but I'm not really sure how I would model the command upgrade or the medical version. I'm planning to magnetise everything, I guess the medical caiman would just have the plate on top? (I'm not sure how good that looks though). There's also some antennae but there doesn't seem to be anywhere obvious where they would fit, and the little dome thing that looks like comms equipment replaces the turrets, which I guess is how things probably used to work.

Disproportionation
Feb 20, 2011

Oh god it's the Clone Saga all over again.

Slyphic posted:

The medical version you just use the plate that covers the top turret mount and paint a cross on it. The command version uses the satellite dish, which is a nightmare to build. It's a dish with a center post and three tiny resin supports. I think I broke both my masts while trying to replace the supports with wire. And iirc, it mounts between the two roof rack looking things on top.

Ohhh, now I see. I thought the dish was the a base for some generic looking comms stuff cause of how well it fits onto the regular turret mount. Thanks, that makes a lot more sense.

Edit: thinking about it, I wonder if I could just kitbash a mamba satup from my army box bits - might save me some trouble and it wouldn't block the turret from the back.

Disproportionation fucked around with this message at 23:03 on Feb 19, 2024

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Disproportionation
Feb 20, 2011

Oh god it's the Clone Saga all over again.

Slyphic posted:

Last game was a total blowout loss as the EAZ (CEF occupied South) vs NuCoal and Eden/Caprice. Between struggling with how-to-camera and the rolling disaster of my strategies, I only got pics from the start of the game.

How is the EAZ subfaction? It's something I've been considering for my south stuff because shiny isn't currently stocking much in the way of southern tanks and I was planning on getting a CEF starter box down the line at some point anyway.

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