Expanding from the Revised Core Set

By Dogwood2, in Dust Warfare

If I want to sell my friends on this game, I'll need to have a couple of small armies that are big enough to demonstrate how he game works. I'm getting the Revised Core box, but my impression is that the two armies aren't really big enough to show off the game. I'd like to buy the original box to expand, but I'm not willing to pay the overinflated price it's going for these days.

I bought the command squads for Allies and Axis to paint up a while ago, but they don't expand the RCB forces very neatly - they basically give me an alternative command section. So what us a reasonably economical set of purchases to expand the RCB forces to 150-200 points?

grim reapers for allies and gorillas for axis would be a good choice.

I'd grab the medium walker boxes, and at least one unit of each faction listed in the 1st section of each of the platoon types. This will give you the versatility to demo each platoon type. I'd also consider the Special Ops units, as they add quite a bit to the game, and you'd be able to add them to the first and third platoon types (based on the 4 command squads you already own) as an additional support piece on top of the ones granted by every two sections you have in your platoon. A Beobachter Team in a platoon with the Hans makes him one Bad-A$$ Walker. demonio.gif

I was in pretty much the same boat recently -- I had the RCS and "The Boss" command unit and was reading the platoon lists and trying to figure out what units to buy that would let me make an army that used the most of what I allready had.

For the Allies, the "Grim Reapers" show up as options for a lot of platoon sections in all three platoon types. "The Recon Boys" do also, but I decided that the Armor 3 troops would be more to my liking.

I also went with the Spec. Ops squad (since those can be support units or added special support if the right command section is used), and the Medium walker (not only do these walkers look cool, but you basically get 4 variations in one set -- I figured that would give me some good flexibility).

Shadow4ce said:

I'd grab the medium walker boxes, and at least one unit of each faction listed in the 1st section of each of the platoon types. This will give you the versatility to demo each platoon type. I'd also consider the Special Ops units, as they add quite a bit to the game, and you'd be able to add them to the first and third platoon types (based on the 4 command squads you already own) as an additional support piece on top of the ones granted by every two sections you have in your platoon. A Beobachter Team in a platoon with the Hans makes him one Bad-A$$ Walker. demonio.gif



On topic, I think you did the right thing getting the command squads. I'd back that up with a medium walker for each faction and one more thing each, whatever takes your fancy.

Guidebot said:

Shadow4ce said:

I'd grab the medium walker boxes, and at least one unit of each faction listed in the 1st section of each of the platoon types. This will give you the versatility to demo each platoon type. I'd also consider the Special Ops units, as they add quite a bit to the game, and you'd be able to add them to the first and third platoon types (based on the 4 command squads you already own) as an additional support piece on top of the ones granted by every two sections you have in your platoon. A Beobachter Team in a platoon with the Hans makes him one Bad-A$$ Walker. demonio.gif



Sorry for being a bit dense, but how does a beobachter team benefit a hans? Thanks.

On topic, I think you did the right thing getting the command squads. I'd back that up with a medium walker for each faction and one more thing each, whatever takes your fancy.

Gives the Grenatwerfer weapon on the Hans the Indirect Fire ability. Anything the Beobachter team can see, the Hans can kill, regardless of range. See Grenatwerfer on pg. 111, and Artillery Rules on pg. 57.

He can fire indirectly like an artillery with bobatchers.

I would consider getting at least 1 sniper/spotter box for both factions, 'cause there is a rule you can add them as additional support, also I think I would get 2 medium walkers for axis, 'cause they have platoon upgrade allowing them to take one extra. One light walker for allies because they can only field either light or heavy walker in assault platoon. Next I would get heroes for both factions, allies can have one additional hero just like axis can take a walker and for axis you would need them to have a hero for zombies. If you can't get hold of Markus I would avoid apes unless he will be released as a separate expansion (his in tactics exp.). Grimm reapers look usefull as well for allies and red devils would go beautifully with hero pack. No need for command squad, you have assault platoon commanders in rev core box.

And that's how you could use them:

Allies:

-extra hero

comm: hell boys + priest
1st: grim reapers
2nd: hammers + rhino
3rd: red devils + action jackson

support:
1st: sniper team
2nd: blackhawk (light walker)
3rd: honey (light walker)

= 247 points no artillery but plenty of anti tank firepower in rocket punches, phasers, flamers and granades great with assault platoon smoke screen order, fast moving, and you can airdrop those paratroopers gui%C3%B1o.gif , also sniper team to pin down enemy units.

Axis:

-extra panzer support

comm: sturmpioniere
1st: heavy flak grenadiers
2nd: axis zombies + Totenmeister
3rd: heavy laser grenadiers

support:
1st: observer
2nd: hans (light walker= artillery)
3rd: luther (medium walker)
4th: ludwig (medium walker)

= 247 points no snipers but artillery from hans. I would sugest changing heavy lasers for recon and battle grenadiers if you can afford two more boxes.

What do you think?

Indirect Fire lets you fire using the radioman's LOS. It doesn't give unlimited range though. It has to be an artillery weapon to gain unlimited range.

That's how I've understood it at least - if I'm wrong, can someone point me to where in the rules it says otherwise?

long story short the granetwurfer can be fired indirectly - indirect fire has no limit on its range except that the target must be 12 inches or further. Weapons like the petard mortar reference a max range even when indirect, so a limited range in indirect fire mode would be specificly mentioned in the weapons entry.

tl;dr - unless it mentions a range limit in its description when fired indirectly, it goes on and on and on

felkor said:

Indirect Fire lets you fire using the radioman's LOS. It doesn't give unlimited range though. It has to be an artillery weapon to gain unlimited range.

That's how I've understood it at least - if I'm wrong, can someone point me to where in the rules it says otherwise?

pg. 111 of the rulebook…

"Indirect Fire: A Granatwerfer may be fired using Indirect Fire as if it were an Artillery weapon (see page 57)."

Pg. 57 of the rulebook…

"For Indirect Fire, line of sight and range from the firing miniature is ignored. Line of sight is instead drawn from any miniature with the Artillery Strike special ability, and the weapon effectively has unlimited range. The attacking unit cannot attack a unit within 12” when using Indirect Fire."

Thanks guys. Guess I've been playing that wrong! That does give a nice boost to the Hans…

So is that true for Steel Rain's Petard Mortar then? Does it gain unlimited range when used with Indirect Fire?

Pg 84 Indirect Fire: A Petard Mortar may be fired using Indirect Fire as if it were an Artillery weapon; see page 59 for details. Its range is limited to 24” even when using Indirect Fire.

No petrard still has limited range

Hans pilot radio traffic when asked his 20 by an enemy radioman - "I'm in my base killing your doodz!" partido_risa.gif

FWIW, I consider the Hans to be the best 25 pt model in the game. cool.gif

no question shadow - it is.