The first model up this week is a CMON miniature that I got as part of a job lot of rats, it's a good size model and perfect to use a Mutant Rat Fiend.
I'm not sure what the Veer-myn did to produce a rat this large and it's probably best not to ask.
The unit itself really only has one job which is to get into melee and role it's 8 d8 hitting on 3+. It doesn't feel like many units will be able to beat it once it gets into melee so with a bit of screening it could end up being a fearsome opponent.
The model itself is plastic rather than resin so should hold up to some wear and tear.
The Brood Guard are sold in a set with the Brood Mother and are a bodyguard option for her, though I don't think that would be a good use for them. From their stats they want to be up close to the enemy and in places you probably don't want your Brood Mother to be. They do throw out some high qualirt assault dice though so they could be used as a small assault unit.
The Brood Mother is the only Veer-myn command I have that doesn't use the basic command dice so would be my choice if I wanted to increase the number of command points I have to play with during a turn. Her command order allows you to remove multiple Pin markers for one command pip (normally one per command pip) in a good sized radius. Being pinned means you lose a short action on your next turn and also less effective in assaulting.
Like in Vanguard and Deadzone each turn you role command dice to form a command pool. Firefight uses it's own colour dice but we will be using the Vanguard ones as we have plenty of those already. The three different colours have different combinations of the pips on them:
Vanguard/Firefight
red/black - 3 * 1, 1 * 2, 2 * 0
white/orange - 3 * 1, 2 * 2, 1 * 0
blue/green - 2 * 1, 3 * 2, 1 * 3
You can then use the pips during the round to activate orders, it looks like these are only during your own unit turns.
The Veer-myn orders are generally centred around getting into melee or being more effective once you do. The exception to this is the Master Creeper's Exploding Rats aura which can also give ranged attacks a nice little bonus. AP 1 probably won't make a massive difference on it's own against enemies with decent armour but the bonuses do stack with existing values so it could tip the balance in some cases.
A case has also been made on the Facebook group for fielding large numbers of Progenitors so as to spam the use of Scurry in the first turn of a game. As a unit can be moved multiple times by this command you could advance quickly across the table in one round. The army in question fielded six Progenitors so could advance and extra 18" in a turn if the command dice allowed. This combined with a 15" charge range would make for a lot of turn 1 charges.
At present the Mantic Companion app is missing the command order for the Pack Leader but it is:
Leader of the Pack [Aura] (1): All friendly units with 12" gain Vicious (Assault) and Frenzy (1)
So that's almost all the Veer-myn done now, just the tank equivalent to go now.
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