How's your experience of the campaign been? Any wisdom to pass on to us beardlings?
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For my part, I've had a good time with everyone having mesh
CM - PF, Bolt Pistol, Bull Charge
DM - Mining Laser, Headbutt (fun more than serious skill, Dependable Like Kin makes more sense)
DM - PF, Bolt Pistol, Nobody Pushes Kin (thinking him & a Digger go after awkward objectives: up high, on bridges, etc)
Kin Specialist - Autogun
Digger - autopistol (& Power Fist modelled, say he's "uncertified" to use it though!)
Digger - autopistol & empty hand
Digger - stub & "Power Fist" (as above)
Digger - stub & empty hand.
I've also found the Blasting Charges tactic appealing, but usually favoured Veteran of the Wastes & the one that gives a re-roll to hit.
Not hugely successful, as I'm still new to the actual game, but it's been doing what I wanted.
That is:
- not being a total walkover to outflank due to few bodies (8 to start campaign, got a free Digger with the settlement, and just captured Fighting Pits, so I can add an extra autogun and lasgun scum for "generic" fire support, or shotguns etc as needed)
- gives me options for running about the board
- as early as I could realistically, get Suspensors for the ML. (Could've bought at start. Maybe should have. Without Suspensors, it's really tough to actually do anything if you're not starting already exposed, any pinning scuppers him etc. In hindsight, one less juve and Suspensors is better than eight and an trivially easy to avoid big hitter.)
- isn't totally boring for my opponents dealing with a sheer gun line. (I'm not sure dealing with a shield-gun wall of pistols is *much* better, but if feels like a more hopeful puzzle, and means I have to have an eye on getting a bit closer than I might otherwise.)
I've found it nice and fun so far. And my opponents don't seem to mind it either - the T4 has been a pleasing puzzle too, a few less serious injuries suffered even though they've spent a good long time pinned or pummeled with radphage (in skirmish-practice games, at least!) etc.
But I'm still a bit puzzled for gang tactics, and how to best apply things.
I feel like I should stop fishing for lucky combos (Veteran of the Wastes has always given me the single not even vaguely useful skill of six each time I've tried it!), and instead get used to trying to use the Blasting Charges one, the Assault Tunnel, the one off 're-roll' one (for if I can do a wee alpha strike with the mining laser), and the "strike if someone's taken OOA" (there's two Nachtguls out there, and a few Overseer Catapults hurling *way* out of range templates into shockingly Close range, so taking at least a single loss is probably unavoidable, but accepting hat at least means I can put their sacrifice to some use!).
I've also glimpsed the mid-campaign opportunity of Juves with Grapnel Hooks to get some extra 12" moves into unanticipated positions, which is nice. Not as violent as Infiltrate or Needleways or whatnot, but feels like a useful avenue (rooftop?) to explore.