how to make an effective starting judge force?..

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mattausten86
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how to make an effective starting judge force?..

Postby mattausten86 » Thu Dec 05, 2013 8:41 pm

Ive ordered the judge box, and am looking at starting a 500 cred gang, but with the judges being expensive, how do you make an evfective starting crew?
Greg Smith
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Re: how to make an effective starting judge force?..

Postby Greg Smith » Thu Dec 05, 2013 10:35 pm

2 Street Judges, one Psi Judge.

Then chose your talents: Accurate is almost manadatory. Other good starting ones: Academy Star, Luck of Grud, Skilled & Deadly. Ectoplasmic shield is a must for the Psi Judge.

Don't forget to add stat bonuses for level one heroes: +1 agility and +1 shoot are usually the best option. Although a +1 will is good for Psi judges.

You may want to tweak this slightly: you could forego the Psi Judge and add a jetpack. Or have 2 Street Judges and a Riot Judge.
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DrDuckman
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Re: how to make an effective starting judge force?..

Postby DrDuckman » Fri Dec 06, 2013 3:40 am

Remember you can downgrade your Lawgiver MK2s to MK1s, for some quick discounts early on. Just upgrade back to MK2s afterwards. At early levels you wont be shooting anything over 15", anyways.

How I personally started was:

Judge with Dual Lawgivers MK1s, +2 shoot, Dual Shooter, Voice of Command

Psi Judge with Lawgiver MK 1, +2 Will, Mind Shield, Daze

Riot Judge with Shield, Lawgiver MK , +1 Melee +1 melee dice, Shield Bash, Shield Wall.

This might seem unconventional, until you realize that actually, running single lawgiver street judges is never optimal(unless you are leveling them on the way to something else, like a Lawmaster, or flying squad, or Stub gunner). You want to level up the dual wielding judge ASAP, as he's basically the deadliest medium range shot in the game. He will also get shot a LOT, so aim to give him Loyal Bodyguard with the Riot Judge at Level 2, who will be sitting pretty at 14 armor in hard cover with Wall of Steel up. This basically makes for an amazing point man fire team, that is immune to shooting. He does not need Agility while he's with his bodyguard, but you'll want +1 of that anyway, for the Dual Pistol Master skill. After that, Gunslinger will make him a monster, able to pump 3 High Explosive shots with Rapid fire etc.

You could give that Riot Judge some Melee skills, probably of the Martial Arts variety, as the judge's main weakness is melee. This happens AFTER you get Wall of Steel at Level 2, ofcourse. You kinda need someone to take out those early melee killers, or you'll have to be very careful. Eventually you are going to get some better melee guys through permanent secondment though, so it's also viable to give him +2 shoot instead, and focus on getting the Shoot to Wound skills instead, which are great. Eventually the Riot Judge should have both, as he WILL get charged, once the enemy realizes he is basically immune to shooting.

The Psi Judge will be kinda useless at Level 1-2, but you are aiming to level her to Mental Sting and above ASAP, as well as give her +3 Will. Also make sure to give her Shroud of Death at level 4-5, as it makes her extremely difficult to kill. Eventually, she will be the one that takes out extremely high agility or armor targets.

After that you cant really go wrong with judges, but this basic team will be your core. The Dual Wielding judge in particular is a monster... you can even give him Gunkata eventually, which will mean he can kill entire mobs in melee.

Other options for early acquisitions is a Stub gun Gunslinger judge, which is good for high armor targets, and a flying judge with the Shoot to Wound skills, and Agile... with his high mobility, he can flank targets, hitting them with Stun shot. After that, their agility rolls are always 1 for that turn, which means you can shoot them to death with impunity. A Widowmaker/Lawrod judge with Sniper Artist skills also brings another toolset to the table. Finally, Lawmasters are amazing, but expensive(as they need constant maintenance).

The main problem you'll face is melee. Unfortunately, you need mercs to deal with that, which you'll later want to recruit with Permanent Secondment or Loyal Follower skill(just hire a rookie, give him Brave and Inspire, at Level 2 you get a free permanent merc! Use it for that Holocaust Judge you got to use once! :D). Your priority here is a Cal-Hab Judge with a Claymore and the Up Close and Personal skills, and a Med Judge. A Texas Judge with a Laser Cannon/Rifle is also a good idea, as they are one of the few long range weapons judges can get. After that you should be doing fine whatever you do.
mattausten86
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Re: how to make an effective starting judge force?..

Postby mattausten86 » Fri Dec 06, 2013 10:03 pm

Judge with Dual Lawgivers MK1s, +2 shoot, Dual Shooter, Voice of Command

Can you use both your initial points on the same stat?
chaoschild
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Re: how to make an effective starting judge force?..

Postby chaoschild » Sat Dec 07, 2013 12:10 am

mattausten86 wrote:Judge with Dual Lawgivers MK1s, +2 shoot, Dual Shooter, Voice of Command

Can you use both your initial points on the same stat?
No, you can't. Your initial upgrades have to be on different stats. I'd recommend +1 Agility, +1 Shoot, then the second +1 shoot at level 2. And Dual Pistol Master at the earliest opportunity.
DrDuckman
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Re: how to make an effective starting judge force?..

Postby DrDuckman » Mon Dec 09, 2013 2:27 am

Oooh, good catch, need to remedy that. But yes, if so, generally +1 agility, +1 shoot is the way to go, unless you wanna go +1 melee +1 melee dice for your martial artists.

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