So
the Revised Core Set is available. Zombies, Apes, Burst Weapons, Power Armour,
and more! A growing variety of units for each player to choose from. Such a wide variety that I believe we are
ready for more factions to join in the war for control of the world. Soviets?
Japanese? Vrill? I believe these are all integral parts of the world wide war
(maybe not the Vrill, at least not quite yet). The Allies and Axis have enough
to work with… Now it’s time for the rest of the countries to be made available
for players to Enjoy. Until then, I can only reflect on what we currently have
available to us.
Seems
as if the Revised Core Set really tipped the scales in favour of the Axis Army.
Heavy Laser Grenadiers that will overkill any walker that runs across its path.
Laser weapons with the ability to shrug off damage with the damage resilient
power armour. Heavy Flak Grenadiers with a devastating Burst Weapon that
virtually guarantees to eliminate any infantry unlucky enough to be within range
and not in cover, also equipped with damage resilient power armour. The Axis answer to the BBQ Rangers, The
Sturmpioniere Grenadiers with a flame thrower, some STG 47’s, and a few
Panzerfaust’s. The Hans with the ability to destroy any walker released to date
with one shot and simultaneously cause massive damage to any squad within its
limited range. Yes, many of these units are answers to some kick ass Allied
units, but the Allied units with this set don’t really add too much to the
Allied front lines, especially considering all the new Axis units with the
Damage Resilience skill. Yes, the Hell Boys are quite devastating with their
dual flamethrowers which can be aimed at different targets, as well as shotguns
and fast ability. The Hammers are a decent enough unit to add since they are
just as devastating in attacks as the Axis Gorillas. Especially considering
that most Axis Armour 2 Infantry have no Close Combat Weapons that can
retaliate. The Blackhawk looks like it can be quite devastating, but with a
range of 2, who really knows. Also, the Heavy Flak Grenadiers kind of put the
Blackhawk’s “All In One” ability to shame, since they basically have the same
effect as long as they target a unit that hasn’t moved yet. Then the so called
“Death Dealers”… Basically a joined Recon and Gunner Rangers squad. 3 M1 AR’s,
1 M-9 Bazooka, 1 Victory MG, and, of course, the standard Knife & Grenade.
How exactly are these Rangers dealing death? No U.G.L.’s (and therefore no
weapon that ignores cover), no abilities of any kind (having an element with
the spotter ability would help with the dealing of death they boast), not even
an updated Bazooka. Just the same old units with nothing added, and if
anything, stripped of any real ability at all. And 23 points? 1 point more than
the Bot Hunters that actually have a chance at destroying a walker in 1 action.
A full squad of Heavy Flak Grenadiers can throw 18 dice against an armour 2
infantry unit as long as it hasn’t moved (9 if it has), so I ask again, how are
these Rangers dealing death, especially against damage resilient enemies? The
spotter ability would have been a wise addition to this squad of Rangers and
made their moniker a bit more accurate to what they are capable of doing.
Granted
with the Grim Reapers and Tank Busters the Allies received a nice boost to its
infantry. Statistically speaking, a full squad of Tank Busters should be
killing any walker in a single attack action. A full squad of Grim Reapers will
throw 15 dice at any armour 2 infantry unit, and 9 at any armour 3 infantry
unit. With both of them having the Jump skill and a movement of 2, they are not
to be taken lightly or used without care. Markus and his Apes are much more
devastating than I had originally thought. The Charge ability that Markus has in
addition with the Fast moving Apes allow them to move 3 spaces and attack with
all weapons, EACH TURN. And once we get Totenmiester in a Hero Pack (or game
night kit if I can ever find one of those fucking things) will make the Axis
Zombies one hell of a force to be reckoned with. The damage resilience of both,
devastating close combat weapons, Totenmiester’s ability to heal herself, and
the fast movement of the zombies will make this combination quite possibly the
deadliest pairing to date. OZZ 117’s Heroic Attack ability will come in handy
when pairing with Tank Buster, Grim Reapers, or The Hammers, but that is once
per game and more of a way to get a kill in before the Hero & Squad is
taken out by enemy forces. Action Jackson (which I’ve only seen because of the
Unit Card Upgrade Pack) looks like he is exactly what the Allies need to help
bring some power back to their side of this conflict. Dual wielding Phaser
Weapons look quite devastating. Though the Axis Hero Lara is a good answer in
an Anti-Infantry manner, Action Jackson looks to be devastating to anything
that gets within his range of fire. Too bad it looks as if we will have to wait
for the Red Devil’s before he can be paired up with a squad, since Action
Jackson lacks the Jump skill. Looking ahead to Operation Cerberus, I am very
excited for the Allied Hero “The Cook”. Dual wielding flamethrowers? Hell
yes…!!! If he is Armour 2, then teaming him up with the Hell Boys will allow
for some serious short range devastation (4 Flamethrowers that can be aimed at
separate targets? Yes please!). Not sure what to think of the Axis Hero in the
same upcoming expansion, Angela. Looks fairly basic, but who knows how
devastating of a shot she is and what kind of close combat and skills she will
carry (if she’s anything like Sigrid, then we can expect a devastating close
combat weapon and a skill that can be very effective when used wisely).
Now
for some Rules…
Wiederbelebungsserum
is another tricky one. As far as I can tell, Totenmiester must first suffer
damage in a round of combat. Then in a following round, whatever she has lost
previously is available to be healed, should she survive combat. Also, it is
all very specifically singular to Totenmiester herself, and the rules do not
state that she shares this ability with her squad. I would guess that she does
not share this and her attacks need to be rolled separately to accurately track
her damage for the purposes of healing. Here is an example I believe is a bit
clearer than what we have seen up to date:
Example:
If TotenMeister engaged an enemy with full health and took 2 damage she cannot heal regardless of any hits scored. Engaging (or engaged by) the enemy again, she takes an additional hit taking her down to 1, but scores 3 hits on the enemy. Since only 2 health points were lost previously, she can regenerate those 2, but the hit taken this round must wait for another combat action to occur. She must also survive the combat action before healing any lost health points. (This skill is not shared with a squad.)
If TotenMeister engaged an enemy with full health and took 2 damage she cannot heal regardless of any hits scored. Engaging (or engaged by) the enemy again, she takes an additional hit taking her down to 1, but scores 3 hits on the enemy. Since only 2 health points were lost previously, she can regenerate those 2, but the hit taken this round must wait for another combat action to occur. She must also survive the combat action before healing any lost health points. (This skill is not shared with a squad.)
Well,
that’s about it for now. Still working on the Proof of Concept Campaign and
will definitely keep a play by play when that starts up. Also working on a larger
scale Beta Campaign that is more or less waiting for some of the concepts to be
worked out in the P.O.C. Campaign. Looking forward to some long term play and
adding an ever growing pool of units to my existing Allied Army.
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