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#61 vejlin

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Posted 10 February 2007 - 07:38 AM

The dragonfly is definitely a good buy these days. 81 points is cheap.

Target lock and Salvo to hurt hard targets at 36 inches with +7!!! nasty. Ofcourse it does die quickly, but I like to compare it to a Strike points and effect wise.
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#62 papabees

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Posted 10 February 2007 - 11:31 AM

The dragonfly is definitely a good buy these days. 81 points is cheap.

Target lock and Salvo to hurt hard targets at 36 inches with +7!!! nasty. Ofcourse it does die quickly, but I like to compare it to a Strike points and effect wise.


Yeah but it's fast enough that you should be able to move-fire-move and avoid most DAs.

* Note - Since most people learn best from their own mistakes, I try to make as many as possible, so hopefully I'll learn a lot quicker.


#63 cristomeyers

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Posted 16 February 2007 - 10:16 AM

*moved post to Recruiting Hall*
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#64 merlonc

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Posted 06 March 2007 - 05:42 PM

Here is my 3000 point combined arms force for independent play.

Mech infantry section
Hedgehog
Armored Infantry
Armored Infantry
+1 tran
Satchel Charge
Shock
Fist

Strikes: I like airstrikes
Smoke x4
Airstrike x5

Recon gunship section:
Longbow
Longbow

Specialist section:
Bishop
FRS
Adj M
Heavy Mortar
Heavy Mortar
Heavy Mortar

Armor section:
Rhino OEM (rugged)
Falcon
Sabertooth
Tiger
Nomad
To the everlasting glory of the Infantry

#65 Storminator

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Posted 10 March 2007 - 08:49 AM

Here is my 3000 point combined arms force for independent play.

Mech infantry section
Hedgehog
Armored Infantry
Armored Infantry
+1 tran
Satchel Charge
Shock
Fist

Strikes: I like airstrikes
Smoke x4
Airstrike x5

Recon gunship section:
Longbow
Longbow

Specialist section:
Bishop
FRS
Adj M
Heavy Mortar
Heavy Mortar
Heavy Mortar

Armor section:
Rhino OEM (rugged)
Falcon
Sabertooth
Tiger
Nomad



Are your only FiST models the ones in the Hedgehog? Are you worried about losing those before you use all your Strikes?

PS

Rolling bad is NOT a counter-strategy for rolling good!

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#66 merlonc

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Posted 10 March 2007 - 09:12 PM

Nomad and Longbow also have fist, giving me 5 fist units.
I am swapping out some Air strikes for pinpoint orbital barrage as well.

I also found in play testing I don't like the tiger so will drop it and take the Rhino to a faction Rhino
To the everlasting glory of the Infantry

#67 Sergeant_Crunch

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Posted 11 March 2007 - 04:55 AM

So, for poops and giggles I decided to see what I could come up with for an Indy force using Free-Form Organization (thereby limiting me to only OM models) and all the models I own. Without any upgrades I come out to 13 sections and 12,381 points. If I wanted to I could expand it to 15, maybe even a little more if I kept armor sections to strictly four models. Anyway, here's the list:

Armor Section - 1259
Dictator 60 x3
Falcon
Kahn

Armor Section - 858
Starhawk V x2
Wraith
Talon EOM

Armor Section - 1235
Vanquisher x4
Ghost
Puma

Armor Section - 933
Jaguar
Tyrant x2
Kahn

Armor Section - 1664
Hunter x2
Lance x2
Despot x2

Fire Support Section - 1973
Conqueror x4
Specter
Raptor

Mortar Section - 423
Armored Heavy Mortar Team x3

Mechanized Infantry Section - 818
Rifle Team x6
Hedgehog x2

Mechanize Infantry Section - 933
Armored Rifle Team x3
Badger x3

Rifle Section - 504
Rifle Team x6 **This section would most likely get some weapon upgrades, airborne, and oribital drop training**

Specialist Section - 904
Tsuiseki x4 :devil:

Specialist Section - 556
Kharl x4

Specialist Section - 357
Kikyu x2
Kharl

I'm not so sure I'd want to get hit by a missile with a "dog brain" AI.
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#68 Spartan6

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Posted 11 March 2007 - 08:21 PM

Here's my Spartans roster I mentioned before:


Revenant
Ogre OEM
Butcher
Spectre


Chancellor
Mantis
Mantis
Mantis


Tiger
Wraith
Sultan
Jaguar


Sovereign III
Sovereign III
Sovereign III
Sabretooth


Scorpion
Scorpion
Spider
Spider
Spider


Knight
Spartan
Spartan
Spartan
Sabretooth


Rhino
Rhino
Rhino
Rhino
(OEM's)


Chieftain
Chieftain
Chieftain
Chieftain


Chieftain
Chieftain
Chieftain
Chieftain


Fenri
Fenri


Fenri
Fenri


Fenri
Fenri


Kharl
Kharl


Ghast
Ghast


Lynx
Lynx


The Fenri's could either be flights or part of a mech infantry section, I haven't decided yet.
Chris SPQT PSYOPS.... Because physical wounds heal. "...smells like wet dog in here to." Crazy8 Black Lightning KS004

#69 Storminator

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Posted 12 March 2007 - 07:37 AM

The Fenri's could either be flights or part of a mech infantry section, I haven't decided yet.


Here's the cheesy plan: Get a mortar section. Include as many Gunship/Transports as mortar models.

Leave the mortars to their own devices, and fly in huge packs of gunships together...

PS

Rolling bad is NOT a counter-strategy for rolling good!

Black Lightning #MA003


#70 Spartan6

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Posted 12 March 2007 - 07:37 PM

The Fenri's could either be flights or part of a mech infantry section, I haven't decided yet.


Here's the cheesy plan: Get a mortar section. Include as many Gunship/Transports as mortar models.

Leave the mortars to their own devices, and fly in huge packs of gunships together...

PS



Oh yes, I've thought about it. :devil:
Chris SPQT PSYOPS.... Because physical wounds heal. "...smells like wet dog in here to." Crazy8 Black Lightning KS004

#71 merlonc

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Posted 18 March 2007 - 06:50 PM

Terrans with the Merlin transport can do this extremely well. Range 32 smart Piercing 3 guns on the transport. Throw AT 23's on the mortars and it gets interesting.
To the everlasting glory of the Infantry

#72 Mike

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Posted 24 March 2007 - 09:57 AM

I like Infantry especially against CAVs. The look on your opponents face after 6 Infantry squads kill His Dictator 70 and his 60 in one turn.( 3 squads on each CAV)

#73 Storminator

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Posted 26 March 2007 - 01:31 PM

I like Infantry especially against CAVs. The look on your opponents face after 6 Infantry squads kill His Dictator 70 and his 60 in one turn.( 3 squads on each CAV)


Yeah, now I spend all my time thinking about how to knock transports out of the sky... <_<

PS

Rolling bad is NOT a counter-strategy for rolling good!

Black Lightning #MA003


#74 merlonc

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Posted 26 March 2007 - 01:46 PM

Try a specialist section as follows

2xArmored Rifle
Drop SA
FiST SA

and 2 orbital pinpoint barrages.

Drop 1 unit 12.1 inches from the transport you want dead and hit it with 5 str4 attacks (2 MG's, 1 Strike) or if it is a DV 14 transport drop both and then move them iniside 12 for 4 str 6 shots.

Its real nice for taking out the ECM/EST bubble unit hiding behind other CAV.

You can do the same barrage trick with a longbow flight section if you like.
To the everlasting glory of the Infantry

#75 Sergeant_Crunch

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Posted 26 March 2007 - 04:44 PM

Don't forget that you have to pay for the Airborne Training SA as well before you can get the Drop Training SA.

I'm not so sure I'd want to get hit by a missile with a "dog brain" AI.
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