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  1. In addition to reactivate units, the Boss can bring back one destroyed walker AND one destroyed squad per game if the dice are with you. These are powerful options that the Corps officers lack. On top of that, even the possibility of a reactivation will often make your opponent think twice about the way the use their units and give you an advantage, even if you later fail the roll or use another Command ability. That said, I think you should get the Boss (or maybe both).


  2. That's a cool character! If he was made a DT hero, how would his skills translate into the game? I wonder if this character would be better suited for "Operation Tannhäuser" because each character can have a lot of skills and tokens in that game, compared to only one or two in DT.


  3. There's not only a 2 to 1 favor for the Coil being not disposable, it would in fact make Zor'ka more powerful if she could drop the Coil. She could just search crates for automatic weapons or exchange the Coil for a weapon from a teammate if the Coil was disposable. So it would be quite easy to give Zor'ka some ranged combat capabilities.


  4. Miah999 said:

    But my theory is he's like the Phantom, with the Wolf name being passed from Father to Son.

    Sounds like a great idea for a new mercenary character! Wolf's father, who has retired from merc business long ago because of his age, returns to the war because his son is in danger, the siuation gets worse and worse or whatever. His stats and tokens would of couse have to reflect both his age and his lifetime of experience as a fighter and mercenary.


  5. While I didn’t have any time to think about interesting TH characters for some time now, I retrieved this one that had been collecting dust on my desk. It is actually one of the first characters I ever thought of. I wanted to create kind of an occult version of the Hound Dog, an extra character for the Reich that is controlled by another character or token. I thought of a genie (“Djinn” in German) that is trapped in an oil lamp and bound to do the bidding of the person holding the lamp, just like the genie in the tale of Aladdin and his enchanted lamp (“Aladins Wunderlampe” in German). Hope you like it.

    Reich bonus token:
    “Aladins Wunderlampe”(disposable): Hardware, Occult. You control Djinn. Djinn enters play when you spend an action to place him in a circle adjacent to you. Djinn activates immediately after your activation. Djinn moves like a normal character, but may only perform an action if you did not perform an action in your activation.
    This token may only be given to a Reich-affiliated Hero.

    Djinn

    Faction: Reich
    Skills: Athletics, Hand-to-Hand Combat, Sneak

    AV: 6/6/4
    SV: 4/4/2
    MeV: -/-/-
    MoV: 8/8/4

    Djinn special rules:
    Djinn is neither hero nor trooper and does not count as one of your five characters. Djinn does not have regular equipment packs. Instead, he is equipped with two equipment tokens chosen from the following list. Djinn may not be given bonus tokens. Djinn may not be healed.

    Celerity: Ability. Add +2 to your current Movement value.
    Limited Visibility: Ability. Add +2 to your current Stamina value.
    Ethereal Scimitar: Weapon, Hand-to-Hand.
    Bodyguard: Ability. If Djinn’s controller is declared the target of an attack, you may choose Djinn to be the target instead, if he is a legal target for the attack.
    Spectral blast: Ability. As an action, inflict four automatic attack successes to every character other than Djinn’s controller adjacent to Djinn. Remove Djinn from play.
    Flight: Ability. Djinn may move through enemy characters without needing to Bull Rush. Enemy characters may move through Djinn without needing to Bull Rush. Djinn may neither Bull Rush nor be Bull Rushed.


  6. I can only agree. The customs look great, especially the command squads. Thanks for posting! Additional info that I'd really be interested in would be the armies that were played in the tournament. Is there any chance that you'd post them or maybe at least post those that were very successful?


  7. daniello_s said:

    Lara with laser boys, Stefan with Grenadiers. Loads of fun.

    Without a doubt! I like Lara + Heavy Laser Grenadiers too, and I'm really looking forward to playing Stefan + Sturmpioniere as soon as I get the Hero packs. I got note today that the packs are finally in the mail.


  8. This is probably quite a basic question for many of you, but I'm just not sure on it: As you all know, Rhino can only attack adjacent enemies. If Rhino has joined the Tank Busters and the Tank Busters shoot at a non-adjacent enemy with their bazookas, may they use Rhino's Berserk skill even if Rhino himself doesn't attack?


  9. I am new to DT as well and I have ordered the 2 Hero packs because the included Heroes are quite cool - at least that's what I think. If you really want to make use of the Heroes, you should get the Red Devils for the Allies and the Zombies for the Axis because Action Jackson (one of the allied Heroes) can only join the Red Devils while 2 of the Axis Heroes can only join the Zombies. Furthermore, the Red Devils bring some ranged combat power to the Allies that the units in the RCS lack while the Zombies are a cool melee squad.


  10. Loophole Master said:

    That might be effective as hell, but man, what a dull army!

    I'd rather put it the other way: That might be a dull army, but it's effective as hell! I'd really like to try this army, but I don't think I'll ever buy all those Beobachters. But maybe I can afford two ...

    However, thanks for presenting this army. What exactly did Manfred do, by the way? Did he join one of the Recon Grenadier squads?


  11. I excuse for digging up an old topic again, but as a newcomer to DT, I'd be very interested to see lists of successful armies and read about strategies for them. So if you are willing to share any of your successful creations, you'd have at least one interested reader (but I'd bet there would be more!). Thanks for posting!


  12. Kry said:

    If I am next to a doorway of a building, and an enemy unit is inside.  Can i use my Grenade/Knife attack to "Clear/soften" the enemy unit before actual entry into the building through the doorway?  Hence, I am tossing a grenade inside the doorway?

    You should try "Operation Tannhäuser" to use grenades this way.


  13. Maybe they'll have to errata Rosie so that she either repairs a fixed number of damage points (probably a maximum of 3 damage) or maybe half the damage that the walker has been dealt. Both options would deny a player the possibiliy to fully repair a heavy walker that was almost destroyed without making Rosie totally worthless.


  14. Just to answer the question about one old core set vs. two revised core sets: If you buy 2 revised sets, you'll get 2 of everything - 2 of the same playing mats (okay, they are usable, but a bit boring), both heroes 2 times (you can use only one of them) and 2 of every squad and walker - and there are some units included in the RCS that you won't want to have more than once. In fact, there are units included that you won't want to have at all!


  15. I have to admit that both my miniature pool and my playing experience are limited, but I've had great success with OZZ and the Tank busters. They just jump into the fray, attack an adjacent unit with everything they have or split their attack to shoot at another unit and stay safe thanks to the Heroic attack. For the Axis, I really like Lara and the Heavy flak grenadiers. They just gun down everything in sight and Lara can protect the grenadiers from infantry when they have to reload.

    As soon as I get my hands on the hero packs, I'II definitely try the Priest with the Hellboys and Stephan with the Sturmpioniere. The Sturmpioniere could really use the second flamethrower and the assault (and the 4 health of course).


  16. As I said before, I am also thinking about buying new DT troops, and I would certainly NOT buy units just because I like the way they look. I rather read about good units or combination of units here on the forums and look at the stat cards that are shown here or on www.dust-models.com. That's a way to find balanced units or units that have certain abilities that my troops lack.

    And as I also said before: I think you should choose the hero packs. I had the chance to buy Operation Seelöwe quite cheap and I think OZZ and Markus are great heroes, but the hero packs just offer you more army building options.


  17. I'd also say that there's no shaking off wounds without a shock roll so the said liturgy is quite powerful. If I remember correctly I even sent FFG some question about how it is supposed to work exactly some months ago but never recieved an answer.


  18. I am by no means a DT expert, having only played a few games with my RCS and now thinking about how to expand. But I'd say take the hero packs plus the 2 matching squads. The 6 heroes will give you several good options for army building, while you have only 2 heroes and fewer options with Markus and OZZ.


  19. That's so unfair - I neither have time to play nor to deal with Tannhäuser Online. I really need some holidays soon!

    However, interesting analysis on the troopers. I also thought the shooting instead of moving ability sounded good but was of little use in actual game play. I never thought about giving away the supplier, but it's a great idea and you could do several good combos with it. On the Flamethrower I'm a bit surprised because I thought it sounded quite cool in the rule book.

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