Axis "LASER-JAGDGRENADIERE" (Card)
I don't know, I think I'll stick with the Heavy Laser Grenadiers. 3 shots instead of two, although range 6 is nice, and the ability to take 2 wounds without losing any effectiveness…hmmmm
fhaugh said:
I don't know, I think I'll stick with the Heavy Laser Grenadiers. 3 shots instead of two, although range 6 is nice, and the ability to take 2 wounds without losing any effectiveness…hmmmm
So you think this can take 2 wounds and fully function with 1 operator? How did you get to that conclusion? Just curious.
Because it has 3 wounds, not 3 figures with one wound each. Because they have said it will take damage like a Hero. Unless you plan on taking figure off the base whenever the unit takes damage, I don't see another way to do it.
Another case of suspension of reality for rules simplicity.
fhaugh said:
Another case of suspension of reality for rules simplicity.
Yeah I hear you. Just wanted to get your reasoning as i use a different approach for crew served weapons.
I dont have a lot of play time with these units I made but I have been keeping a small dice next to each to track wounds. For the pak 40 if it gets two wounds it can only fire every other turn. For the machine gun it can operate with one guy but cannot move and the same for the AA gun. Seems to work ok but im not the guy making the rules we all pay for.
Is it just me, or do these guys make the Hermann walker completely obsolete?
Hermann walker was already made completely obsolete by Heavy Laser Grenadiers.
LotusPwn3r said:
Is it just me, or do these guys make the Hermann walker completely obsolete?
Hermann has never not been obsolete.
Tough choice between these guys and the Heavy Laser Grenadiers - at least in my opinion. But I somehow wonder why they introduce this kind of squad where all members share one base instead of using the "standard" mechanic of removing killed soldiers and thus reducing a squad's power.
And I just thought of another point: I suppose no hero can join this squad. What do you think?
??! said:
And I just thought of another point: I suppose no hero can join this squad. What do you think?
Why not? Per the revised core rulebook: "Before the first round of the game, a hero can join a squad as long as the hero shares
the squad’s armor class. (A 2 hero may only join a 2 squad.)" pg18. No other limitations apply unless the squad or hero has a skill that says otherwise. (zombies or gorillas) Of course, right now your only choice is Lara.
IMO I think this unit is a more balanced unit than heavy laser grenadiers and have a higher survivabilty. If this unit is attacked by a flame type weapon you are only going to take 1 point of damage rather than a possible loss of unit. Also with the mg-44 it gives some balance gainst armor 2 troops.
I never thought about the weapon like flamethrowers or the petard mortar. They target according to the number of miniatures. Maybe they'll be more useful than I thought. Of course this means the Allies new marines can't get wiped out in a single artillery strike either.
Humm, interesting issue. Do these 3-men-in-a-single-base squads count as one figure or three figures when rolling flame weapons?
Loophole Master said:
Humm, interesting issue. Do these 3-men-in-a-single-base squads count as one figure or three figures when rolling flame weapons?
See Like I posted above I always counted these type units as three or four men crews and took hits as individuals instead of like a vehicle. The same was true when I played AT43. AT43 did not have rules for units like this so I naturally treated them as 2-3-4 man crews each taking individual hits or the weapon taking hits.
But in this case you clearly cannot remove the figures as they get eliminated, so the squad must remain at full strength until it is destroyed, just like a vehicle.
They must count as a single model as no models are removed and loss of wounds does not effect the unit at all, I see it as no different than flaming a multi-wound hero.
We'll have to wait for the rules, but I can see how they could be a sort of a hybrid. They count as three figures when rolling damage from X/+ weapons, but they take damage just like a single hero.
Loophole Master said:
But in this case you clearly cannot remove the figures as they get eliminated, so the squad must remain at full strength until it is destroyed, just like a vehicle.
What I do is keep a small dice and log the hits that way. This way I and my opponent can track the hits and readily see if the unit is working at say half speed or cannot move, etc…… I do the same for my vehicles. Seems to work well and is easy to follow. However i am not the rule maker for the game but probably will adjust this rule once the minis come out.
fhaugh said:
I don't know, I think I'll stick with the Heavy Laser Grenadiers. 3 shots instead of two, although range 6 is nice, and the ability to take 2 wounds without losing any effectiveness…hmmmm
Well, one big advantage this unit has over Heavy Laser Grenadiers is that you don't have to buy an expensive core box to get them!
Check E-bay. There is always at least one auction for the heavy lasers parted out from a core set.
fhaugh said:
Check E-bay. There is always at least one auction for the heavy lasers parted out from a core set.
Not the premium versions.
Kriegschatten said:
fhaugh said:
I don't know, I think I'll stick with the Heavy Laser Grenadiers. 3 shots instead of two, although range 6 is nice, and the ability to take 2 wounds without losing any effectiveness…hmmmm
Well, one big advantage this unit has over Heavy Laser Grenadiers is that you don't have to buy an expensive core box to get them!
One big advantage the HLGs have over the JagdLasers is that for $30 more you get 2 light walkers, 2 heroes, and 5 more squads. There's absolutely no reason not to get the RCS. That said, I'm still getting these guys and the Marines, even though they look like they'll be a ***** to paint.
Mattador Actual said:
Kriegschatten said:
fhaugh said:
I don't know, I think I'll stick with the Heavy Laser Grenadiers. 3 shots instead of two, although range 6 is nice, and the ability to take 2 wounds without losing any effectiveness…hmmmm
Well, one big advantage this unit has over Heavy Laser Grenadiers is that you don't have to buy an expensive core box to get them!
One big advantage the HLGs have over the JagdLasers is that for $30 more you get 2 light walkers, 2 heroes, and 5 more squads. There's absolutely no reason not to get the RCS. That said, I'm still getting these guys and the Marines, even though they look like they'll be a ***** to paint.
Yeah, but if you're a premium-only player like me, then the difference is more like $200.
On top of that, the only other unit in the revised core set that I really like is Lara. (The Heavy Flak Grenadiers are pretty good, actually, but seem to be easily replaced by the Heavy Recon Grenadiers…who are a better match for Lara anyway.)
Nothing against the Heavy Recon Grenadiers, but the Heavy Flak are one point cheaper, and can do damage to both armor class 3 ground vehicles and level 3 air vehicles, (which the Heavy Recon cannot) which does give them some added punch. Granted, the Heavy Flak have to use an action to reload, which can certainly be problem at times, but I think this is compensated for by their "burst weapon" classification that lets them double the dice on a target that has not moved, thus getting a shot on the Hellboys before they have moved nets you a huge 18 dice, compared to the still respectable 9 dice for the Heavy Recon Grenadiers. I think there is certainly a place for both units.