It's not a drill, but in fact lots of drills. Thanks to some lovely time off over Christmas I've been able to fit in lots of painting as well as a couple of games. As such even more Veer-myn have left the painting table to join the ratty ranks.
This time it's the Nightmares who have had their time on the table. I have a couple of these in my Deadzone list where they are a Troop choice. Big and beefy they certainly dish out reliable melee damage and being a Troop choice they also unlock, you can expect to see some in every Veer-my Deadzone list.
This meant I already had two I could field and then I got four in the army box and picked up another two as part of a Facebook purchase. Eight Nightmares in total is a decent number and as they are melee focused I didn't worry about any of the shooting options and just went with the twin drills and the big drill variants. In Firefight they can be recruited as the bodyguard for the Pack Leader or as a Specialist choice.
First we have the bodyguards for the Pack Leader who I painted up a while back as he came in the Deadzone 2 player box. Whilst I don't have a space in my DZ list for him he will most likely find a place in the Firefight list. When combined with his two Nightmare bodyguards the unit can roll fourteen D8 in an assault, that feels like a lot of dice from a small unit. What they need is a safe way to get into combat, more on that in another post later on.
This leaves six Nightmares who could be formed into one unit and who would be rolling twenty D8 in an assault. Fourteen D8 sounded pretty scary, twenty could well be a massive overkill. I would imagine that there aren't many units that could survive the impact of this unit so as well as being an actual threat in combat they could (and should) demand a lot of attention from your opponent which could give other units openings to exploit.
I already had one Tunnel Runner painted up for Deadzone where it provides a good ranged and melee threat on a fast and tough platform. The Firefight unit looks to give the same flexibility with a unit equally at home up close or at range.
It's real ace is the Subterranean Deployment rule which allows you to bring the unit onto the table from reserve pretty much anywhere on the table. Reserve deployment generally happens from your own base edge so being able to potentially pop-up behind your opponent on round 1 or 2 and still have activations for a shot or advance into melee will give the enemy plenty to worry about.
These are good models and very easy to put together and it didn't take long to get them into shape, as each unit needs a leader model I painted one up in red to lead the others.
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