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![[Post New]](/s/i/i.gif) 2013/02/23 17:58:09
Subject: Please critique my 150 point Merovingian list!
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Fresh-Faced New User
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FORCE DE RR MEROVINGIENNE
──────────────────────────────────────────────────────────────────────
GROUP 1 (Regs: 8/Irrs: 0):
112 Light Shotgun / Pistol, CCW (12)
MOV:4-4 CC:13 BS:11 PH:12 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
Doctor, V: Courage
LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife (21)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
LOUP-GAROU Sniper Rifle / Pistol, Knife (24 | 0.5)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife (19)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
MÉTRO Lieutenant Rifle / Pistol, Knife (8)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
Multiterrain, Lieutenant
LOUP-GAROU Viral Rifle, Flash Light Grenade Launcher / Pistol, Knife (22 | 1.5)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
MOBLOT AP Rifle, Light Shotgun / Pistol, CCW (34)
MOV:4-4 CC:15 BS:13 PH:13 WIP:12 ARM:3 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
Shock Immunity, Jungle Terrain
MÉTRO Rifle / Pistol, Knife (8)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
Multiterrain
148 Points | SWC: 2
ARMY CODE: eNozNla1VDNQM6wxhpLGYNIQSBqqmYPZRkDSFEwagtQAABajCwM=
Army Infinity v.3.0. - http://www.devilteam.com
I have not played any games yet nor bought any models, but I am wondering does this list have any significant weaknesses? Should I shoot for more orders?
Any comments are greatly appreciated!
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![[Post New]](/s/i/i.gif) 2013/02/23 19:31:16
Subject: Re:Please critique my 150 point Merovingian list!
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Martial Arts SAS
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8 orders isn't that bad but if you can get 10, you should.
And at first, I would encourage you to play without the link team rules as it's a complicated rule especially if you are still learning the other rules.
And if I were you, I would start with a couple basic line troopers just to get a good feel a of the rules and slowly add more.
150 points isn't a lot and I don't think it's worth paying 34 points for what a single moblot is bringing. Unfortunately.
You lack long range weapons so watch out for open fields and try not to minimize the engagements where your opponent is in a bonus zone and you are in a minus zone.
They are not yet in Devil's team army builder but don't forget the new units : http://www.infinitythegame.com/infinity/downloads/army-lists/[en]ArmiesCP.pdf
(I won't use these for you right now )
With only 2 metros acting as Lieutenant/decoy, a single well dropped AD trooper can ruin your day.
Here's what I would go for if you really want to keep the doctor ( who might have an hard time trying to follow that link team )
FORCE DE RR MEROVINGIENNE
──────────────────────────────────────────────────────────────────────
GROUP 1 (Regs: 10/Irrs: 0):
MÉTRO Lieutenant Rifle / Pistol, Knife (8)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
Multiterrain, Lieutenant
3x MÉTRO Rifle / Pistol, Knife (8)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
Multiterrain
112 Light Shotgun / Pistol, CCW (12)
MOV:4-4 CC:13 BS:11 PH:12 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
Doctor, V: Courage
LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife (21)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
2x LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife (19)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
LOUP-GAROU Viral Rifle, Flash Light Grenade Launcher / Pistol, Knife (22 | 1.5)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
LOUP-GAROU Sniper Rifle / Pistol, Knife (24 | 0.5)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
149 Points | SWC: 2
ARMY CODE: Army Infinity v.3.0.
Or if you don't mind losing the doctor to add a little versatility ( the Chasseur is a god among men =P )
FORCE DE RR MEROVINGIENNE
──────────────────────────────────────────────────────────────────────
GROUP 1 (Regs: 9/Irrs: 0):
MÉTRO Lieutenant Rifle / Pistol, Knife (8)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
Multiterrain, Lieutenant
2x MÉTRO Rifle / Pistol, Knife (8)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
Multiterrain
LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife (21)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
2x LOUP-GAROU Boarding Shotgun, Adhesive Launcher, Flash Grenades / Pistol, Knife (19)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
LOUP-GAROU Viral Rifle, Flash Light Grenade Launcher / Pistol, Knife (22 | 1.5)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
LOUP-GAROU Sniper Rifle / Pistol, Knife (24 | 0.5)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife (20 | 0.5)
MOV:4-4 CC:14 BS:11 PH:13 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
CH: Camouflage, Infiltration, Sixth Sense L1, Minelayer
149 Points | SWC: 2.5
ARMY CODE: Army Infinity v.3.0.
And ultimately, here's a list I would use to get a better access to heavier weapons, more mobility and mindgames (and less link team focused if you drop the rule for now)
FORCE DE RR MEROVINGIENNE
──────────────────────────────────────────────────────────────────────
GROUP 1 (Regs: 9/Irrs: 0):
2x MÉTRO Rifle / Pistol, Knife (8)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
Multiterrain
MÉTRO Lieutenant Rifle / Pistol, Knife (8)
MOV:4-4 CC:13 BS:10 PH:11 WIP:12 ARM:1 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
Multiterrain, Lieutenant
PARA-COMMANDO HMG / Pistol, Knife (32 | 1)
MOV:4-4 CC:13 BS:12 PH:11 WIP:14 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube
CH: Mimetism, AD: Parachutist
2x LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife (21)
MOV:4-4 CC:14 BS:12 PH:11 WIP:13 ARM:2 BTS:0 W:1
Regular, Not Impetuous, No Cube, Linkable
V: Courage, X Visor
2x CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife (20 | 0.5)
MOV:4-4 CC:14 BS:11 PH:13 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
CH: Camouflage, Infiltration, Sixth Sense L1, Minelayer
112 Light Shotgun / Pistol, CCW (12)
MOV:4-4 CC:13 BS:11 PH:12 WIP:13 ARM:0 BTS:0 W:1
Regular, Not Impetuous, No Cube
Doctor, V: Courage
150 Points | SWC: 2
ARMY CODE: Army Infinity v.3.0.
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This message was edited 1 time. Last update was at 2013/02/23 19:33:45
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![[Post New]](/s/i/i.gif) 2013/02/23 20:22:43
Subject: Re:Please critique my 150 point Merovingian list!
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Fresh-Faced New User
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Thank you very much for the advice!
I suppose it would be wise to ignore the link team rules for right now as I am not as well versed in the other rules as I should be yet. Although when I do end up using Link Teams are loup garous worth it?
How useful are doctors actually though? A big part of the reason I want him is because I think the model looks so cool!
How would I use the 3rd list you suggested? I like the look of that one because it seems like the mines the chasseurs would put down could be very useful and more mobility sounds good. Also what are the strengths of the merovingian sectorial? I am wondering because it would seem smart to make use of those.
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![[Post New]](/s/i/i.gif) 2013/02/23 20:45:11
Subject: Re:Please critique my 150 point Merovingian list!
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Martial Arts SAS
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The loup garou link team is very very dangerous, thanks to the nature of the viral rifles. And it's very cheap for what it can do to your opponent =)
As far as I can say with my limited experience, doctors are quite useful if you can spare the points. Just their presence on the board means your opponent has to put an extra bullet in that unconscious body just to make sure he won't get back on his feet eventually. The thing is you need to carefully evaluate if it's worth spending orders to reach the body and if you do so, there's no guaranty the doctor will heal him. Most of the time, you will roll really bad when it comes to healing a model.
Using that 3rd list : with the camo markers, I would scare the opponent and push him into a zone where the HMG drop trooper will make a mess of his models =P And the loup garou could get up to the midfield and still be able threaten a rather good area thanks to their X-Visor.
I haven't played enough FRRM to really say what their real strenghts are but they seem to focus on lightly armored but mobile troops (no one moves at less than 4-4) and they have many deployment abilities.
- Chasseurs are incredibly good for their point cost and versatility and so are the Paratroopers. (who even makes great line troopers if you don't want to AD)
- The new briscards are very interesting and the Zouaves have the ability to start up to midfield.
- Loup Garou with great weapons.
- Metros with good cheap options and the new character has a molotok =).
- Duroc and Margot are also quite nice, giving you the ability to AD a dual chain rifle werewolf and the best shot in all Ariadna with Margot sporting a AP rifle and grenade launcher with BS 14.
- People seems to see the Moblots as overpriced but I still haven't played with these enough to judge so. ( but they do cost a lot for what they bring )
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![[Post New]](/s/i/i.gif) 2013/02/24 18:49:49
Subject: Re:Please critique my 150 point Merovingian list!
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Fresh-Faced New User
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Thank you very much for your help! I greatly appreciate you taking the time to answer my questions and it seems like the Infinity community as a whole is very helpful!
What are some general guidelines I should keep in mind when I'm making a list. I've heard there isn't a "bad" list, but what are some pitfalls I should try to avoid?
Also as far as short ranged weapons such as flamethrowers, assault pistols, and melee weapons; how are these used within the game as it seems that a model with those would be gunned down before he could use them.
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![[Post New]](/s/i/i.gif) 2013/02/24 21:13:06
Subject: Re:Please critique my 150 point Merovingian list!
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Leaping Dog Warrior
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Sandinistato wrote:
What are some general guidelines I should keep in mind when I'm making a list. I've heard there isn't a "bad" list, but what are some pitfalls I should try to avoid?
Uneven combat groups or your high damage show stoppers being in an order pool where they will not have sufficient orders to do anything worthwhile. In FRRM most of our troops can be cheap for what they do (loups, chassuers, Paras etc...) so we can easily bring 15-16 models to the table a 300pt game. The aim when creating these big lists in to ensure the damage dealers are well-fed with orders to be able to achieve something when they activate. I like to have a main combat group of 10 (the max) filled with good troops and a few cheerleaders to bulk out the order pool while the second order pool will primarily tasked with providing support via suppression lanes, or to provide orders for para-troopers when they arrive. A bad order pool example would be a support group with 4 orders, but 3 of them are para-troopers, meaning the turn they arrive (if they arrive together) they would only have 1 order to spend between all 3! Bad idea!
Sandinistato wrote:
Also as far as short ranged weapons such as flamethrowers, assault pistols, and melee weapons; how are these used within the game as it seems that a model with those would be gunned down before he could use them.
Camo markers prevent units from being shot at until discovered. This provides some safety when moving through the battlefield until the time is right. Assault pistols on the Zouave are handy when he is in unfavourably close range bands and needs all the range benefits he can get. Melee is a dangerous prospect, especially for FRRM as we do not have any real CC threats (modesl with Martial Arts abilities or the like) so I'd avoid CC where humanly possible.
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Tacticool always trumps tactics
Malifaux: All the Resurrectionists
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![[Post New]](/s/i/i.gif) 2013/02/24 23:28:27
Subject: Please critique my 150 point Merovingian list!
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Nimble Pistolier
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I wouldn't take a doc in 150 points. In fact I wouldn't take a doc unless it was a campaign game. I have found that you tend to waste orders trying to save a guy only to fail the WIP role.
I personally would not take the Moblot either as they are expensive for what they provide. I would consider a zouvres and another metro in its place. I would cut down on the Loups and take a minelayer Chausser too.
I like to use camo where possible as the unknown element will effect your opponents decision making. This probably isn't to everyone's taste
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