Saturday 24 December 2022

Firefight: The Rat Before Christmas

Another week without a game just means more time to paint so I've been cracking on with more Veer-myn. I've now got a veritable horde of rats ready to hit the table.
As well as basic troops I've been working on the leaders for the army with the force box coming with two Progenitor models. Their command ability lets you move units an extra 3" without becoming activated. Considering most units will be charging 15" in the Veer-myn list this gives you an 18" threat range which seems to be the range of most small-arms. 


The first variant comes with a Spitter Rifle and I also bashed together a couple of Malignus with Spitter Rifles to go along with it as bodyguards. The Sniper Scope allows you to choose which model is removed if you get a kill (normally your opponent chooses which they lose). As most units seem to have options to bring special weapons the ability to force your opponent to remove them rather than the normal troops is a good bonus. Having a range of 36" is also great so they could hang right back to offer Inspiring to your backline troops and still contribute to the fight.



The other option is to take a Grenade/Smoke/Toxic Smoke launcher. This gives you an extra model to lay down some smoke for your melee troops to move up behind. I've gone with the Heavy Ray Gun's for the bodyguards as it keeps the unit cost down and because I had a couple painted up for my Deadzone strike team.



It seems popular for Veer-myn players to model the unit leaders up with 2 daggers so I took this a little further and used the swords from the Ratkin sprues I bought. In reality they will just be armed with the same weapon as the rest of their squad but it will make them easy to pick out. I think all of the measuring in Firefight is done from the leader model so having them easily identifiable is important.


Your standard Veer-myn comes in two flavours with the Stalkers being the melee variant. They trade off 6" in shooting range to gain a 4+ (on D8's) for fighting. They aren't particularly brave and they certainly aren't tough but they are fast and shooting orientated troops won't want them to get a charge in. They don't have any re-rolls or armour piercing but the Veer-myn have some command abilities that help with melee so they can be boosted.


These units are more likely to be used to screen other more dangerous units or to try and focus the enemies attention on themselves whilst other units get close. At only 85 points they are very cheap when compared to the 150-160 points for 6 Steel Warrior units the Forge Fathers are paying.


Most likely I will run the Stalkers without any special weapon but I did have the models spare so I painted up a couple of Chem Thrower Malignus' to add in if I felt the need. These can also be used in Deadzone as well so should feature in one game if not both. The It Burns! rule gives you the chance to activate an enemy unit so they not only miss a turn but it also restricts their reactions to being charged.




The Crawlers are the shooting variety of the basic Veer-myn who I painted up the launchers for the other week. They really don't shoot very well but the basic Crawlers are included mostly as fodder to keep the launcher ones alive. As mentioned before, laying down smoke should be a good tactic to get the melee units up field without taking casualties. It could also be used to hide units sitting on objectives and as the Toxic version can cause damage, forcing your opponent off an objective.






That's all the standard Veer-myn painted up now but I still have plenty more to do. The advantage of cheep Troop options is you can fit in more the Specialist and Support options so have some Nightmares to paint up and a few vehicles. I stuck the big Veer-myn vehicle together this week and it's a mighty model so that will take some work once I get to it.


I'll probably do that one last as I did for the Forge Fathers so plenty more to do before that one gets done!


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