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New Capitol Player, advice and army mechanics?
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Author:  duck_bird [ Tue Apr 07, 2015 12:16 am ]
Post subject:  New Capitol Player, advice and army mechanics?

Hey folks,

My FLGS is going to be running a WZR escalation league starting next month and I've just picked up the Capitol starter box to get ready. It was a tough call on which faction to pick up, but ultimately the aesthetics of Capitol won it out. Pretty much everything except the purple sharks look awesome!

Anyway I'm still very new to the game, and aside from a quick starter-box match vs a friend's Imperial box, I don't have any experience with the game. I'd like to go over the various units and see if my understanding of the faction is accurate! Again I'm a huge noob so if I'm wildly off on anything please let me know!

Light Infantry: Ok so these are our guardsmen. Cheap, same basic gun as everyone, but get the option to take different ammo types instead of special weapons. Is it possible to make an army with lots of these guys? I'd love to base an army around lots of just basic, average soldiers. OK, so if I understand it, their ammo types allow...

-Entire squad basically has shotguns?
-Gain 4 inches of range but give up 2 strength. Is that worth it?
-Give up 1 strength for 1 anti-vehicle bonus. Does 1 AVV make a big difference?

OK so the whole squad can also become airborne cav? And the whole squad shoots missiles on the way in? But then after that, you need to burn resources to shoot them again? Is this the best source of rockets to kill vehicles?

Heavy Infantry: I love these models. Big, heavy armor, big gun, scary CCW. Simple it looks like.

Free Marines: OK so these guys are specialist types? They look very very good. Regular light infantry seem pretty weak in comparison. So many options here for rockets or HMGs, and free medic, infiltrate, fearless... I am very confused. They seem so much better than the troops! Am I missing something?

Sea Lions: Space navy seals. I love it. But again, for not so many more points than light infantry, they seem very strong.

Martian Banshees: Elite troops with jetpacks. I see very good stats but not really any fancy weapons? What are these guys good at? Very cool models so I'll probably grab some, but I am not sure what their purpose is.

Dogs: Crazy close combat strength. Wowwy.

Purple Shark: Glass cannon jetbike. Hard to hit but even regular guns can kill them. Huge guns, but very ugly models. Could a list without any of these work well?

Orca: Light walker with lots of guns. Does not look like anything too special. Looks like good way to deal with tanks because we don't have many rocket launchers.

Leviathan: Big scary tank. I don't know if our games will get to this size, but if the game takes off at our store I might get one some day. Looks like normal shot for anti-tank, and executioner to kill infantry?

OK so that's units. Then for basic army stuff. We can pick a buff for the whole army by what warlord type we choose. I like this option a lot. A lot of these options look very interesting.

Overall I am a bit confused by our troops though. Light infantry seem to pale in comparison to everything else we can take. I would love to field a list with a lot of basic troops but free marines and such just seem so much better. Let me know if I am missing something.

Finally, does anyone have recommendations for other mini manufacturers to potentially use for custom warlords? I've never liked named characters in tabletop games and absolutely love the idea of designing my own characters (huge selling point for me on this game).

Any tips are much appreciated. Thanks!

Author:  Raven911 [ Wed Apr 08, 2015 4:09 am ]
Post subject:  Re: New Capitol Player, advice and army mechanics?

Hey man. I'm far from an expert, but Capitol are my main go to guys, so I can try to help out.

Your ammo types are dependant on your Warlord choice. I usually run a custom CC WL, so I like taking the shotgun ammo with airborne light infantry. Take the training "Rocketeers" and you roll for your full LD to rapid deploy. Drop in behind the other guys troops and shotgun them in the back. Love it. Don't forget you have grenade launchers on the rifles too! I tend to use these guys to bulk up my numbers and provide resource cards. The other two ammo types aren't worth it to me.

Heavy Infantry are awesome. Take them.

Sea Lions dig in like ticks. Great infiltrators.

Free Marines- Awesome. Ask Diggitydug how well the throwing C4 works. These guys are 80s action star tough.

Martian Banshees- I think these guys should be armed with something other than a freaking combat knife, like maybe a chain ripper sword, but they are fast and with anti vehicle granades can mess up vehicles and walkers really good.

K9s- I just played with them for the first time last week and really liked them. fast cheap CC unit that doesn't need LOS.

Orcas- tough heavily armed walker. These things can level squads with rocket launchers. turn to burn for 4 small blast templates, boom goes the bad guys. Use a card to add another ROF for 5 templates. Use troops to cover and support them so they don't get engaged in CC. The rocket launcher is strictly anti personel. The auto cannon and HMG have AVV and can hurt vehicles.

Leviathan tank- I think it should have a higher RS than 13, or the main tank guns should have crit damage 2, but its a good heavy unit. Turn to burn to use flachette ammo and get 8 ROF, turn to burn again and the are AVV1 but cause crit damage 3.

Sharks- Personally I almost never use them. I haven't had much luck with them and I tend to run mostly troop centered lists, but ocassionally I'll try them. The ROF got reduced to 4, but even when it was 6 they couldn't hit the broad side of a barn for me. I think my tactics work better for me without them, but others love them. They are super fast.

Hope that helps.

For some other figures for custom WLs, check out the Reaper Bones line, I used a couple of theirs and they look great.

There are also some really cool looking WZR models for capitol coming out soon for the Mutant Chronicles RPG game, one is a airborne infantry, one is a free marine, and one is a police detective. I think you can see the models on the facebook page. They will make awesome WLs.

We usually play 1500pt heavy OOC games, so we can play around with the big stuff and really play around with squad types.

Author:  ADG_Wraith [ Thu Apr 09, 2015 2:13 pm ]
Post subject:  Re: New Capitol Player, advice and army mechanics?

Hi Duck,

Overall, I find it most useful to pick a theme that a force will run with and build from there. For example, a recent list I used was as follows:

Big Bob
6x Free Marines with Rocket Launcher (troops as per BBW's ability)
6x Free Marines with Rocket Launcher (troops as per BBW's ability)
2x Sharks

It was a little light on for troops, but as we were playing a basic game it didn't matter all that much. The concept was that I had a pair of infiltrating units that would hold fast in the centre, and a pair of Sharks that would dash up to join them before acting as a flanking unit. The Orca and BBW were then able to move up to put as much fire support down range as they could.

I've also seen the potential in aiming for a core of heavy infantry, supported by an Orca and with some Banshees to flush out enemy ranged troops (Iron Lady is a must here!). There's also an all-RD force of pretty much anything, or an Air Cav force that will disrupt the enemy hard. It also fills the 'basic soldier' army concept you were looking at.

Free Marines are great, and probably a little undercosted for what they can do. However, they are support units not troops (unless you have BBW).

Author:  duck_bird [ Mon Apr 13, 2015 6:55 pm ]
Post subject:  Re: New Capitol Player, advice and army mechanics?

Heya, thanks for the tips!

Looks good. I've got my starter set painted up, and just picked up some heavy infantry and a model to act as a fancy custom warlord. I'm really torn on what kind of warlord to field though! So many options.

I still can't get over the difference in abilities between regular light infantry and free marines. The latter just seem so much better. I do like the idea of the frag ammo, which essentially gives the whole squad shotguns. I didn't realize they could also use those in close combat! Gives them a useful attack.

So... if I am understanding correctly, the free marines can throw C4? Burn a resource, and throw a S17 LARGE blast up to 9 inches away? That's crazy powerful lol. I love it. And they're the only infantry that can take special weapons? Sheesh, so good.

I'll try to get some more games in and see how I feel!

Author:  ADG_Wraith [ Sun Apr 26, 2015 3:42 pm ]
Post subject:  Re: New Capitol Player, advice and army mechanics?

Yep, it beats the hell outta grenades. Have a read of the CTC Magazine issue #5 (when it comes out), as it talks about this tactic as used by Michael "The Blue Shark" Sanders in his tourney-winning performance at LVO.

Author:  duck_bird [ Mon Apr 27, 2015 8:22 pm ]
Post subject:  Re: New Capitol Player, advice and army mechanics?

Hah, very cool. Reading it now!

However I am very curious, he claims to have given all his banshees shotguns?

How is this possible?

Author:  ADG_Wraith [ Mon Apr 27, 2015 10:44 pm ]
Post subject:  Re: New Capitol Player, advice and army mechanics?

Peppershot setting card.

Author:  duck_bird [ Wed Apr 29, 2015 3:38 pm ]
Post subject:  Re: New Capitol Player, advice and army mechanics?

Ahhh, gotcha. Haven't played with cards yet, but that makes sense.

Alright random rules question regarding Capitol. So airborne cav pretty much have to use up their rocket launchers if they rapid deploy. Is this also true if they do not rapid deploy?

Seems like a good way to bring a bunch of rockets to deal some vehicle damage early on!

Author:  Raven911 [ Wed Apr 29, 2015 5:25 pm ]
Post subject:  Re: New Capitol Player, advice and army mechanics?

Don't quote me on this, but I read somewhere on here that if airborne cav do not rapid deploy then the launchers don't count as fired, so you should be able to use them. There is also a card that i was not aware of until I saw the cards PDF which you can use to give them plasma warheads which was really good against armor.

Author:  ADG_Wraith [ Thu Apr 30, 2015 11:47 am ]
Post subject:  Re: New Capitol Player, advice and army mechanics?

The Hail Mary rule states that they count as having fired if arriving by rapid deployment, so I would take that to mean that no RD means no fire. In either case, though, there is this-

Passive: Need More Ammo: Each model must 'Turn to Burn' 2 Resource Cards in order to make a Shooting Action using the Missile Launcher after it has been initially fired.

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