Well, let's get to the stars of the show. The Minnesota Tribe. We don't know a ton about them, the best resources being Operation Klondike, Betrayal of Ideals, and the 1st and 2nd Succession War Books, as well as Sarna.net. But, as they are a raiding force, they gotta move fast and hit hard, relatively, as they are up against a pretty heavy Kurita force. I also didn't want to bring any of the Slings/Pulverizers/Stags to the party as well, it would be all too obvious to ANYONE that they were "definitely not from around here."
So, what did I come up with? Let's start with the Recon Lance, I decided on a 2 Light and 2 Medium mix, and weighted the tech heavily towards Royal tech, as I wanted to get that Star League flavor, but not totally outmatch the Kuritan defenders (aka, this isn't the Clan invasion a few centuries early).
So, I ended up choosing a Stinger-3Gb, a Firestarter-9H, a Sentinel-3Lb and a Phoenix Hawk-1b "Special", all of them are reasonably fast, the Stinger exceptionally so, and three of them are jumpers. This is a lance that is going to give the Kuritan player fits, and it should, if played right.
The Skirmish Lance is also a reasonably mobile force, mostly jumpers, and has a good base of fire. I chose a Dervish-6M, a Kintaro-19b, a Wolverine II (Like any Clan Wolverine force would be without one?), and an Exterminator 4Db. I do like this force, as I said, good base of fire, good mobility, and a solid punch.
The Brawler Lance has got some depth to it, and while it is a bit slower than the other two lances, it again, has a good base of fire, and some jumping mobility. Three of the 'Mechs have respectable long range fire capability, and while there aren't any assaults, they should have enough firepower to put the hurt on one at range. I chose a Thunderbolt-5Sb, a Warhammer-7A, a Grasshopper-5H, and a Marauder-2R (who has a nasty ability to really reach out at touch people at long range along with the Thunderbolt).
Skills in this Company are pretty nasty, with nothing higher than a 3, and with the level of firepower present, it's going to be a case of firepower and mobility, versus Combine staying power in this scenario. We also might see the tanks of the militia get into the act, and at 533 points, it's a nasty brew for the Combine to face off against. Here's the AS Cards for the whole shebang.
Now to figure out victory conditions, and a map for this puppy. But that is next time.
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