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Dust Tactics
A tactical miniatures board game in the world of Dust
Moderator: FFGAntonGeckoGood_TravelerThe Spaniard Topics: 897 | Posts: 8277
SSU army question
Published on 24 June 2012 - 11:41:23
Page 2 of 2 (25 messages) « First page... 1 2
Reply #16 | Published on 24 June 2012 - 21:58:34

LotusPwn3r said:

And an hour later, your zombies would be hungry again.

But then again, aren't they always?

Heh.

Ba-dum tish!

Without Signature

Reply #17 | Published on 26 June 2012 - 03:30:15
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Right lads, I was thinking how would I start SSU army and here is my list (300 points limit):

1. Yakov - unfortunately almost a MUST HAVE choice in SSU, allows you to strike first before enemy

2. Fakyeli - decent choice, Yakov gonna join them.

3. 2x Snipers - they will try to pick out enemy specialist from units.

4. Rifle Squad - I'm not great fun of them but I think they are better than Battle Squad)

5. Nastasia - good dakka-dakka walker with good range

6. Natasha - grenade weapon with All In One? Oh yeah…

7. 2x Burner - they will try to inflict as much damage as possible before shot down and allow to rest of the army reach the enemy.

300/300

I'm kind of afraid if there is enough anti-tank punch here but looks solid for SSU standards.

 

Without Signature
Reply #18 | Published on 26 June 2012 - 07:42:35

daniello_s said:

Major Mishap said:

 

 The infantry are actually very good as every one can take on A3 enemy and dish out a lot of hurt to A2, it's the walkers that are rubbish.

 

 

Are we talking about same stuff? :D

1. Chinese Volunteers - Range 2, full squad 10d/A2 and 5/A3 - due to the lack of range will die before shoot at enemy and CC specialist are far more mobile than them so they will strike first and kill them instantly.

2. Drakoni - reasonable good against A2 but crap against A3. And they are expensive.

3. Fakyeli - the only decent option for SSU infantry but only close range unit. And slow… really slow. I would trade Assault plus add 5/6 points if I could have them with FAST.

4. Frontoviki - good at close range against A2 and sucks against A3 at range more than 2. No thank you.

5. Snipers - ok.

6. Observers - as above.

7. Ohotniki - same as Frontoviki.

8. Medvedi  - standard (almost) command squad. Decent if you need it.

 

So at the moment how do you want to deal with enemy A3 infantry and walkers with above choices. Even enemy A2 infantry can be a problem as it has far greater range.

 

 

Yeah… i believe you have not played them.

The SSU does not have a lot of range for any of it's units, be it infantry or walkers. However, they are the only faction that have adequate transports. You HAVE to play that to your advantage and you definitely need to take that into account.

The Frontoviki and the Ohotniki can both be dropped smack down in the middle of a fray with the troop transport, making their lack of range a side note. I have seen an allied player's plan completely crumble when some Chinese volunteers landed right next to their BBQ squad with Bazooka Joe attached…

The BBQ squad fled into a building rather than face the volunteers. They were stronger than the Chinese, but if they stayed there to fight them, they would've had to face what was left of them PLUS the transport itself which would have plowed through them.
There was no point in risking about 50 points of troops (BBQ + Joe) to fight the 12 points (from memory) chineese volunteers…

The SSU infantry currently don't have any problem, even against most armour 3.
They DO have a problem in the anti-walker department. They really need the Gunship to stand a chance against the axis and allies heavies and the airborne walker transport (and it's walker).
The Gunships are going to be very difficult for the allies and the axis. The SSU artillery is going to be the best one there is among all three factions: strong firepower and no reload from what i've seen.

 

As it is *right now* the SSU can fight a good match against a core set's axis or allies. It's going to be much tougher against a customized army.

Reply #19 | Published on 26 June 2012 - 08:08:38
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deedob said:

daniello_s said:

 

Major Mishap said:

 

 The infantry are actually very good as every one can take on A3 enemy and dish out a lot of hurt to A2, it's the walkers that are rubbish.

 

 

Are we talking about same stuff? :D

1. Chinese Volunteers - Range 2, full squad 10d/A2 and 5/A3 - due to the lack of range will die before shoot at enemy and CC specialist are far more mobile than them so they will strike first and kill them instantly.

2. Drakoni - reasonable good against A2 but crap against A3. And they are expensive.

3. Fakyeli - the only decent option for SSU infantry but only close range unit. And slow… really slow. I would trade Assault plus add 5/6 points if I could have them with FAST.

4. Frontoviki - good at close range against A2 and sucks against A3 at range more than 2. No thank you.

5. Snipers - ok.

6. Observers - as above.

7. Ohotniki - same as Frontoviki.

8. Medvedi  - standard (almost) command squad. Decent if you need it.

 

So at the moment how do you want to deal with enemy A3 infantry and walkers with above choices. Even enemy A2 infantry can be a problem as it has far greater range.

 

 

 

 

Yeah… i believe you have not played them.

The SSU does not have a lot of range for any of it's units, be it infantry or walkers. However, they are the only faction that have adequate transports. You HAVE to play that to your advantage and you definitely need to take that into account.

The Frontoviki and the Ohotniki can both be dropped smack down in the middle of a fray with the troop transport, making their lack of range a side note. I have seen an allied player's plan completely crumble when some Chinese volunteers landed right next to their BBQ squad with Bazooka Joe attached…

The BBQ squad fled into a building rather than face the volunteers. They were stronger than the Chinese, but if they stayed there to fight them, they would've had to face what was left of them PLUS the transport itself which would have plowed through them.
There was no point in risking about 50 points of troops (BBQ + Joe) to fight the 12 points (from memory) chineese volunteers…

The SSU infantry currently don't have any problem, even against most armour 3.
They DO have a problem in the anti-walker department. They really need the Gunship to stand a chance against the axis and allies heavies and the airborne walker transport (and it's walker).
The Gunships are going to be very difficult for the allies and the axis. The SSU artillery is going to be the best one there is among all three factions: strong firepower and no reload from what i've seen.

 

As it is *right now* the SSU can fight a good match against a core set's axis or allies. It's going to be much tougher against a customized army.

 

If the Allied player was so kind enough to outstreched his troops without dealing with chopper first then that his problem.

Any smart player would destroy chopper first as it is still godd dakka-platform and can damage a lot any infantry unit without a doubt.

Without Signature
Reply #20 | Published on 26 June 2012 - 20:31:19
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deedob said:

The SSU artillery is going to be the best one there is among all three factions: strong firepower and no reload from what i've seen.

 

I hope the reverse the ruling, but the FFG rules guys has stated that the Nikita does have the reload since it is an artillery weapon.  (See the thread "Nikita nerfed" in the rules section of the forum.)

No poor ba***rd ever won a war by dying for his country.  You win by making the other poor ba***rd die for his country - Gen.Patton

Reply #21 | Published on 28 June 2012 - 10:27:49

fhaugh said:

deedob said:

 

The SSU artillery is going to be the best one there is among all three factions: strong firepower and no reload from what i've seen.

 

 

 

I hope the reverse the ruling, but the FFG rules guys has stated that the Nikita does have the reload since it is an artillery weapon.  (See the thread "Nikita nerfed" in the rules section of the forum.)

Officially yet or just from some guy saying some guy from FFG told him that?  Do I have to explain about "friend of a friend " for reliability of information?  Wait and see if the unit card has "RELOAD" on it or not.

I still want to see what the SSU are going to do about I3 models myself.  I'm hopeful because the transport chopper has "8 models" as its limit which points to a squad + hero of SSU i3.  Unfortunately we are at where I was afraid we would be after last Gencon if FFG didn't get off the stick with SSU.  IOW, a weak faction that has people tapping their toes waiting for the rest of the faction to drop and SSU struggling along at pre-Revised Core force levels.

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Reply #22 | Published on 28 June 2012 - 11:14:01

Algesan said:

Officially yet or just from some guy saying some guy from FFG told him that?  Do I have to explain about "friend of a friend " for reliability of information?  Wait and see if the unit card has "RELOAD" on it or not.

Well, we know the card doesn't have Reload on it. And we've had multiple confirmations that FFG says it doesn't need to have Reload printed on it, it needs to reload anyway because it's an Artillery weapon.

Suck my Mickey

Reply #23 | Published on 28 June 2012 - 11:31:40
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I was hoping that with the day 0 the SSU would be a fully playable army and FFG will release all boxes at one go.

Unfortunately FFG decided to get a bad habit of GW nad releases boxes in waves…

What's worse those boxes are more expensive than their Axis/Allied counterparts.

I think it will take at least about 6 months more for SSU to catch up with Axis/Allied forces.

Without Signature
Reply #24 | Published on 28 June 2012 - 11:33:17

Loophole Master said:

Algesan said:

Officially yet or just from some guy saying some guy from FFG told him that?  Do I have to explain about "friend of a friend " for reliability of information?  Wait and see if the unit card has "RELOAD" on it or not.

 

Well, we know the card doesn't have Reload on it. And we've had multiple confirmations that FFG says it doesn't need to have Reload printed on it, it needs to reload anyway because it's an Artillery weapon.

Loophole Master said:

Algesan said:

Officially yet or just from some guy saying some guy from FFG told him that?  Do I have to explain about "friend of a friend " for reliability of information?  Wait and see if the unit card has "RELOAD" on it or not.

 

Well, we know the card doesn't have Reload on it. And we've had multiple confirmations that FFG says it doesn't need to have Reload printed on it, it needs to reload anyway because it's an Artillery weapon.

The Steel Rain does not have to reload it's artillery.

Reply #25 | Published on 28 June 2012 - 11:41:23

daniello_s said:

I was hoping that with the day 0 the SSU would be a fully playable army and FFG will release all boxes at one go.

Unfortunately FFG decided to get a bad habit of GW nad releases boxes in waves…

What's worse those boxes are more expensive than their Axis/Allied counterparts.

I think it will take at least about 6 months more for SSU to catch up with Axis/Allied forces.

 

What's left for the SSU to have "catched-up" really?

The Hero Pack,

The commissars,

The Gunship,

The walker Transport…

 

And that's it really. With those, the SSU are going to be "on par" with the other factions.
They are going to have 7 variations of walkers, 4 heroes (+ the 5 commissars), 2 transports, 4 gunships and tons of standard troopers.
Sure, they won't have armour "3", but that's not really a "lack" of something more than a difference in the factions (which is good). They won't have heavy armour "7" walkers, but their gunships definitely make up for that IMO.

The commissars are coming next week, maybe with another box with it… I expect that in a month, they will have released everything (if still going at the same rate as the rest of the SSU, that is a "wave" every two weeks.

My prediction: They want the SSU completly out before Gen Con, where they might announce the next big "wave" of Dust Tactics miniatures, with the next "operation" box (which might start the Vrill).

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