Preferred loadouts

By Squibble, in DOOM: The Board Game

So I was wondering:

The manual seems to give some flexibility for weapon selection if you don't want to choose a pre-built marine profile. What is everyone's preferences for starting loadouts?

The super shotgun carries one hell of a punch but doesn't offer much for mobility, and seems to be a bit of a favourite with my group. The static rifle conversely doesn't seem to get much love (I think they favour stopping power over mobility)

Any thoughts gang?

Hey!

When I play with Marines, I prefer Delta's default loadout. He's got the Super Shotgun and Heavy Assault Rifle. Plus his class card "Vanguard" works well too. If it all plays well, good close range or long range damage.

As the Invader, I prefer to see the enemy have the Plasma Rifle and Combat shotgun. They don't have a lot of stopping power and stun isn't good against hordes or even 4+ models.

I have mixed feelings about the stun mechanic. It obviously shouldn't be too powerful, but typically it comes at the trade off of one of your dice to prevent the opponent having one dice on their next attack. Having always subscribed to the belief that it's better to explode the problem into meat chunks rather than defer it, stun seems to slow down the play more than serve as an effective strategic option.

SS and HAR are my preferred ones too if I'm honest. The repeat attacks combined with strong dice to start with more than offset the reduced mobility. The burst rifle's magnum shot is a nasty little beggar to be caught off guard by, but damage output seems to be king in this game.

2 hours ago, Squibble said:

I have mixed feelings about the stun mechanic. It obviously shouldn't be too powerful, but typically it comes at the trade off of one of your dice to prevent the opponent having one dice on their next attack. Having always subscribed to the belief that it's better to explode the problem into meat chunks rather than defer it, stun seems to slow down the play more than serve as an effective strategic option.

SS and HAR are my preferred ones too if I'm honest. The repeat attacks combined with strong dice to start with more than offset the reduced mobility. The burst rifle's magnum shot is a nasty little beggar to be caught off guard by, but damage output seems to be king in this game.

Personally, I think the more powerful use of the Stun is to use it against an enemy that has already activated on this turn, so then later on, when another Marine has the opportunity to attack it, the demon will not be able to draw a defense card. This is especially useful against the Revenant, as you're ensuring the Rev will not be able to catch a lucky Dodge. If you're able to Stun a demon, then follow that Stun up later with a heavy-hitting attack, you could delete a high-health demon in a single activation.

On 03/03/2017 at 9:24 PM, Squibble said:

I have mixed feelings about the stun mechanic. It obviously shouldn't be too powerful, but typically it comes at the trade off of one of your dice to prevent the opponent having one dice on their next attack. Having always subscribed to the belief that it's better to explode the problem into meat chunks rather than defer it, stun seems to slow down the play more than serve as an effective strategic option.

SS and HAR are my preferred ones too if I'm honest. The repeat attacks combined with strong dice to start with more than offset the reduced mobility. The burst rifle's magnum shot is a nasty little beggar to be caught off guard by, but damage output seems to be king in this game.

I agree I don't like the plasma rifle, stunning is something the invader is best at.

My favourites personally are heavy assualt rifle and the static rifle . Especially the static rifle, it really gives you that extra mobility.

My preferred loadouts will vary depending on the type of mission that I'm playing. My favored loadout would be the Static Rifle & Burst Rifle.

The Static Rifle serves 3 purposes at once. First, it lets me dig through my deck for another action card that I might want. Second, it lets me move a LOT. Third, the Charge > Charge > Discharge combo makes this weapon hurt as much as a single Rocket Launcher blast (albeit without the nasty splash damage).

The Burst Rifle helps out with serving 2 purposes. First, its Three-Round Burst cards have a range of 6, which allows you to attack a Possessed Soldier without worry of triggering its Overwatch ability. The second purpose is the Magnum Shot; there's nothing like giving a big F.U. to the dirtbag demon that decided to attack you! >=D

If the mission calls for Guard Duty or something where more firepower is needed over movement speed, then I'll go for either of the Shotguns in my first weapon slot. My second weapon slot will depend on what my other marine buddies are toting. If someone's already got the Heavy Assault Rifle or Super Shotgun, then I'll grab the Plasma Rifle (yeah team combo attacks!). If not, then I'll settle with the Heavy Assault Rifle or Burst Rifle.

Depending on the scenario you'll need firepower or mobility.... Having the big guns is not enough if the enemy shoots and gets out of the way. Whith the SS an HAR combo you're a sitting duck in a maze scenario... If you have big halls and lots of squares of clean LOS you'll need more range and dice power than mobility....

Regards from Buenos Aires, Juan.

Ahhh.... I just want to add that the less mobility, the harder to get glory kills and it's rewards.

Indeed. Mobility is key to the Marines' ability to survive. As an invader, I have killed many a Marine who couldn't make a run for the nearest health pack or staggered demon because they chose to stay put and dish out some heavy damage. Action cards like Reposition, Charge (from the Static Rifle) and Spin-Up are crucial to any Marine with a heavy weapon and an itchy trigger finger.