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Re: infantry proposal fix v2.0

Posted: Sun Dec 21, 2014 5:06 pm
by Galdred
Xadie wrote:
Galdred wrote:So whatever the consensus on balance, the nonsensical infantry loadouts remain an issue.
That's why I requested a "squad weapon"-trait so modders can define weapons that don't scale with unit size (like officer weaponry, Power Sword and the like, and, well, squad weapons like heavy bolter) You can check out the thread via: viewtopic.php?f=235&t=54937 to see what else been proposed.
Indeed, but however, heavy bolter platoons should have several heavy bolters, and they should not all be carried by the last guy standing :)
But that would work well for officer weapons (and we would avoid all Yarrick's bodyguard firing their baleful eye).
That is why I am advocating for deeper changes to the way infantry squads are represented.

Re: infantry proposal fix v2.0

Posted: Mon Dec 22, 2014 7:06 pm
by Dragoon.
I'm starting to like infantry too now where I'm playing an all Space Marine core.
First thing I noticed is that SM snipers cost only 25 req more (both Blood&Ultra) than SL snipers, 250 vs 225 req, but have 100/90 vs 70 accuracy. 2 HP vs 1HP, 35 vs 30 armor and 13 vs 9 ini. Plus they have fearless trait.

Ultramarine are really cost efficient because they also got the discounted Rhinos for 80 instead of 180 reg. But the real winner are UM Terminators. They have like the Blood Angels the Landraider transport, but theirs have 80 instead of 70 armor :!: That for the same cost. I found 80 armor is somewhat the breaking point for negating most of the damage, considering most of the Ork weapons you face. On top of that, Landraider transports have 6 instead of the regular 5 movement. :!:
In fact I'm now abusing UM Terminators with Cyclones as my supplement tank force. I buy them for their Landraider transports and consider the Terminators a bonus.

Re: infantry proposal fix v2.0

Posted: Thu Dec 25, 2014 5:47 am
by JimmyC
Somewhat off topic, but i'm part way through the 2nd act and am struggling a bit with requisition due to me going all trigger happy on getting access to the super heavies and marines.

So im now trying to balance the force by including more Steel Legion Units - specifically infantry units. I currently have a Steel Legion Command Squad in Chimera, a Mortar team (these guys are so awesome around cities) and Rough Riders. I want a couple of cheap filler units that can soak up some damage but don’t necessarily cause much in return. Just wondering which is better for the role – the standard infantry (with slightly better armour) or the conscripts (with a larger unit count)? My feeling is that due to the advanced Orc units I am now facing, the difference in armour doesn’t matter so much and therefore its better to have the larger unit size. But its just a feeling… Any tips on the better way to go?

My intended use of these guys is to lure out entrenched Orcs or otherwise fill gaps in my line. I fully expect them to take a bunch of casualties and probably be wiped out each scenario – but as they are cheap, I’m ok with that. I’m just trying to get a feel for which is the better option – standard or conscript?

Re: infantry proposal fix v2.0

Posted: Thu Dec 25, 2014 11:17 pm
by Razz1
Conscripts move slow so I use them for Defense. Either infantry is good. Depends upon the turn of the scenario.

I've had a conscript last for two scenarios before being killed on the third.