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Topic: Need help with building my Grymn force list...

Hello everybody.  I am a long time lurker, first time poster.  I picked up a copy of DVG about 2 weeks ago and am impressed so far.  I am working on a list for my Grymn army and I have a few questions...

I am really impressed with all the possiblities in the army list construction.  It is incredible.  That said, I am little confused by the CDW weapons options.  I can see them as suicide troops wrapped in explosives (i.e. Void suicide bombers or WZ martyrs) or aliens with bioplasm attacks.  I am having trouble thinking of things that the Grymn would have...or most armies would have actually.  Any ideas would be great appreciated.  I want to make use of all the options I can.

I am also wondering about peoples thoughts on the lack of a shooting skill relating to a trooper.  Most of my wargaming has invloved the models having a shooting skill that determines how well a model hits.  I am having a litte trouble getting around not having one (just too used to it I guess).  Due to this, I have been building the guns with this in mind.  I see the Grymn as good shots.  However, with the roll for damage and to hit combined, by making them "hit" better I am also making the gun more powerful.  Maybe I am looking at this all wrong and need to someone to hit me with a wrench or something.  People's thoughts on this mechanic would be appreciated.

How well do small squads last on the battlefield before deciding to run?  I would like the Grymn to operate in small squads but the rules seem to favor larger units (just an impression I get from the rules).  I am wondering what peoples thoughts are on this.  I realize that I will learn a lot playing and I will probably change some things then, I was just thinking some input from those in the know might save me rehashing the whole list at some point.

These are the questions that I can remember, although I am sure I will have more. Any help and/or ideas would be appreciated. 

Elton.

Re: Need help with building my Grymn force list...

--- In mj12games@yahoogroups.com, MJXII Defiance <forum@m...> wrote:
>
> Hello everybody.  I am a long time lurker, first time poster.  I picked up a copy of DVG about 2 weeks ago and am impressed so far.  I am working on a list for my Grymn army and I have a few questions...

---I'll see what I can do to help.

> I am really impressed with all the possiblities in the army list construction.  It is incredible.  That said, I am little confused by the CDW weapons options.  I can see them as suicide troops wrapped in explosives (i.e. Void suicide bombers or WZ martyrs) or aliens with bioplasm attacks.  I am having trouble thinking of things that the Grymn would have...or most armies would have actually.  Any ideas would be great appreciated.  I want to make use of all the options I can.

---By  default a CDW is not a suicide weapon. They could be claymore mines strapped to power armour and detonated OUTWARDS (shaped charge) to deter close assault, they could be an "aura", or a cloud of toxic symbiotes that live on the  trooper. They are one shot unless extra is paid for the unlimited ammo option, and are not suicide weapons unless you make them so (which is cheaper).

>
> I am also wondering about peoples thoughts on the lack of a shooting skill relating to a trooper.  Most of my wargaming has invloved the models having a shooting skill that determines how well a model hits.  I am having a litte trouble getting around not having one (just too used to it I guess).  Due to this, I have been building the guns with this in mind.  I see the Grymn as good shots.  However, with the roll for damage and to hit combined, by making them "hit" better I am also making the gun more powerful.  Maybe I am looking at this all wrong and need to someone to hit me with a wrench or something.  People's thoughts on this mechanic would be appreciated.


--- I think Demian takes the view that if you get hit with an assault rifle, you get injured. Well actually, he probably considers the overall chance of injuring an opponent to be what matters, not how many dice you roll. Think about it this way: hitting in a more vulnerable spot makes the weapon more dangerous. Being more likely to hit makes the weapon more dangerous too. If you want something more specifically related to "skill" there is an option in the customiser called "EXTRA TRAINING".


> How well do small squads last on the battlefield before deciding to run?  I would like the Grymn to operate in small squads but the rules seem to favor larger units (just an impression I get from the rules).  I am wondering what peoples thoughts are on this.  I realize that I will learn a lot playing and I will probably change some things then, I was just thinking some input from those in the know might save me rehashing the whole list at some point.


----Small squads tend to break earlier, so need higher morale and better leaders. The minimum squad size for any given morale rating is the lower limit for the size of a squad fielded at game start, if I recall. Elites and Linked troops can act much like individuals or in 3-man fire teams, respectively, whatever the size of the squad.


--- Grymn are almost all standard infantry, so I'd purchase the "terrain mastery" army advantage to maximise their survival and represent them being small and hard to hit.


> These are the questions that I can remember, although I am sure I will have more. Any help and/or ideas would be appreciated. 
>
> Elton.
> --
> www.basementminis.com
> _________________________________________________________
> Message sent from mj12games.com/forum

Re: Need help with building my Grymn force list...

Hmmm...smokingwreckage seems to have covered most everything.  I'll add:

1) You shouldn't obsess too much with using CDWs (suicide or otherwise) if you don't like the concept.  They certainly don't fit every army/troop, and *not* having them isn't crippling.  The points you don't spend on them will go nicely toward buying other things.

OTOH, using suicide CDWs with, say, a troop of combat-drugged expendable convict troops might be appropriate.  You could even call them "slayers" or somesuch.  smile

2) That Extra Training skill is darn handy for representing above-average shooters, as even a +1 is pretty big in Defiance.  Spending the army design points on high-quality, high-power weapons also seems to fit the Grymm/Squat motif.  You'd expect them to have good gear, right?

3) If you're going to go with small squads, you'll need high morale and good leadership to compensate.  Elites are always good...and once again, being outnumbered by lower-quality foes seems to fit the army idea.  Good leaders will also help with accuracy, conveniently enough.

Rich

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Re: Need help with building my Grymn force list...

Thanks guys.  That helps.

I will try and keep the squads small by keeping morale and leadership high.  The terrain mastery is something I hadn't thought about...that is a good idea.

Thanks for the help on the CDWs.  I realised that they didn't have to be suicide weapons, that is just the way I see me using them  big_smile

I also have to decide how to use the sniper models.  Should they operate in small teams?  Maybe add on to a normal squad as a hero that can leave the squad to set up in a god position?  Hmmm...

Thanks again...back to the spreadsheet to rework the costs...

Re: Need help with building my Grymn force list...

Hey BD: as others have said, terrain mastery and powerful weapons (plus weapon training for specific squads) seem the best way to represent how you envision the Grymn.

I think that their "average" quality should probably be Veteran, with elites and heroes filling in the gap.  With a leader, a Veteran unit can be as small as 3 figures without needing to take morale tests, though you might want to hedge your bets by starting with 4-5.

I look forward to seeing what you create.  I've been a big fan of the Grymn line since its inception.

-Demian

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Re: Need help with building my Grymn force list...

I think uping the average squads to Veterans is a good idea.  I also think most squads will be 6 Grymn strong...a sgt, a specialist/heavy weapon trooper and 4 regular guys.  This can be varied a little of course so there will be some larger squads and some smaller squads.

Once I get my first draft complete I will post it here so people can offer any suggestions or ideas.

Re: Need help with building my Grymn force list...

This is a bit subjective, but here goes: if you're expecting to be outnumbered, remember your spread-fire option, and don't neglect area-of-effect weapons. AoE weapons not only give you a chance to hit more than one target, they force more morale checks on your foe, which is going to be doubly advantageous if his troops' morale is inferior. I was musing over the Grymn when they first came out, and thought that a fragmenting round would be a great excuse to make the chain gun a combo weapon with a "cone" option. Cone weapons can cover a lot of ground, hitting multiple figures without the fear of botching ever-harder to-hit rolls, and forcing additional morale checks.


Just some thoughts.

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Re: Need help with building my Grymn force list...

Maybe a cone shot option for the plasma rifle...that might not be a bad idea and add a little bit of variety to the army.

Re: Need help with building my Grymn force list...

Cones are great for tunnel clearance, too.  Vital for clearing those darn xenos out of your asteroid mines...  smile

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Re: Need help with building my Grymn force list...

Speaking of pesky Xenos...I am trying to decide on some alien models.  I love the starship trooper bugs but they are large.  The new tyranids actually look really good from GW...but the price is always a problem.

I looks like I will be playin with my Grymn against some IG on Monday so I should stop thinking of other projects and get the list built!!!!

Re: Need help with building my Grymn force list...

looks like I will be playin with my Grymn against some IG on Monday

Hey cool, let us know how it goes.  Battle reports (even brief ones) are always a plus...

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Re: Need help with building my Grymn force list...

I will try and put one up with my first draft army list next week...if I lose real bad I'll just "fix" the battle report  :twisted:

Re: Need help with building my Grymn force list...

http://www.kryomek.com/kryomek.asp


More xenos. One day I'll own some of these.

Re: Need help with building my Grymn force list...

smokingwreckage wrote:

http://www.kryomek.com/kryomek.asp


More xenos. One day I'll own some of these.

They're nice looking figs, very detailed, but handicapped by an atrocious "home" rules system...not that that matters for Defiance, thankfully.  I've got some of these in storage I wouldn't mind parting with.  Want me to dig them out and give you a price list?

Rich

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Re: Need help with building my Grymn force list...

If wreckage isn't interested in them, I might be. Depending on price and how much shipping would cost of course, but I'm thinking it's probably worth looking into. Let me know what you'd be willing to part with them for.

Re: Need help with building my Grymn force list...

Uh, my mini budget is over for the next month or two. If the 'nid farmer is keen to buy, I'll cede any "dibs" I may have smile


But I'd still like to see that price list, if it's not too much bother.

Re: Need help with building my Grymn force list...

smokingwreckage wrote:

Uh, my mini budget is over for the next month or two. If the 'nid farmer is keen to buy, I'll cede any "dibs" I may have smile


But I'd still like to see that price list, if it's not too much bother.

Okee doke, I'll fish 'em out of the storage shed the next time I go by...I don't remember having a ton of them, but I may be wrong.  Somebody asked me about Clan Wars figs the other day and I almost gave myself a hernia moving them out to the car.  Where do I get all this stuff???

Rich

Re: Need help with building my Grymn force list...

OK we officially need better security and a hitman. If we can't keep spammers out, we can at least TAKE 'em out.


on another topic: Hundvig: stand by.