Grizzly Weapon options

Vegabond

Mongoose
I just bought a box of Grizzlys and and Officer. I don't have the MI book.

What are the weapons they came with and what configuration can I use on each figure?

From the pics on the MP webpage it looks like each unit can only have two weapons. What good is the Atlas rack then?

I have
6 rotary guns
3 shorter guns
2 long claw / arm things (really interested in these)

Oh and are the cougar and grizzly arms the same?
Also do the daggers do anything?
 
Hope I'm not breaking ettiquette by saying that each model can have two weapons, including two the same. The rotary guns are Sixguns, the three shorter guns are actually firestorm missile launchers and the 'claw things' are thermic lances (short range stream weapon). The officer cannot have the Thermic lance, otherwise assign weapons as you see fit. The Atlas rig allows the Exosuit to fire both weapons with one shoot action and so does have a point.

Cheers
Mark
 
I used two thermic lances on one exo-suit and lo -- A tanker/plasma/big-bug killer is borne. THEY SHALL KNOW FEAR! :D
 
Stealing the topic a bit: what exactly are those neat small triangle-like claws? Purely ornamental or is there any real use for them?
 
thier thermo lances

but to be honest it all means nothing, without the mi boox all you have their is some bits of metal with no destiny.

get the boox trust me, then you can deside on weapon fits that suit your style of play.
 
Makoto said:
Stealing the topic a bit: what exactly are those neat small triangle-like claws? Purely ornamental or is there any real use for them?

If you mean the thingy on the Coguar Officer, than as far as I know they're purely ornamental... Some kind of a neat bayonet-thing.
 
it's a laser knife,not useless whatnot. it's supposed to give the Pierce/2 that cougars have :wink:
 
imo it's useless salvo from two 6guns/FMS is more davastating and cheaper and safer! the low range will cause reaction. This weapon sucks, although it looks cool
 
TL is supposd to be used against heavies - tankers, bunkers, this kind of things, so that it'll cause no reaction, either because target is dead already, or cannot react at all (like the tankers)
 
Makoto said:
TL is supposd to be used against heavies - tankers, bunkers, this kind of things, so that it'll cause no reaction, either because target is dead already, or cannot react at all (like the tankers)
remeber, there's a rule that ANY unit in 10" can react :wink:
what are the chances that the tanker/brain/whatever won't be near warriors/some other reacting thinigies?
 
The Thermal Lance is a highly specialised weapon - as you guys said they're very good againts Tankers, buildings and tunnels, and the main problem is that you can have them only in 3+ man Exo squads - that way you either split your weapon options, making one Grizzly with lances and two with Sixguns/Firestorms, which in most cases will make the lancer useless and lessen the firepower of the entire squad; or take all 3 with twin lances, which makes the unit insanely expensive while very vulnerable (because of the 8" range), and with 6xD10 + D6 that kind of a team would be an insane overkill against anything short of a Queen Bug or some kind of a Forth battle-fortress-mega-whoopass-killer-machine.

It would all look better if Lances could be used on independent models - either officers or some kind of detachable Sargeants (like the Skinnies do with the Loner trait)

All in all, IMO it's not the Lances which are broken (since they DO have their uses), but the MI tactical organisation of troops.
 
Just stick one in a unit, use them if you need to pop open a bug tunnel marker.
If the units were perfect then the game balance would suffer. MI already have lots of advantages in their flexibility, making them any better would be ridiculous. The thermal lance is a super weapon, it should be pretty hard to field them, if you didn't have a difficult choice to make when using them, they'd be too powerful.
As for the 8" range thing......... use them on the jump. That gives them an effective range of 20" if you jump in and jump back out again. (jump 12" fire then move back out another 3" to prevent reaction) if the rest of the unit has sixguns, then you aren't going to too worried about a warrior bug charge. It works really well if you have a screen of pathfinders for the exos to jump behind 12" reaction range and give them 3 flamers and an armorer. Warriors can't get near so he has to bring up something big, that's when the thermic lances come into their own.
I've also used them as drop troops, not much stands up to a fully loaded exo squad dropping on top of it. But IMHO, exos are just a good way of losing points, yes they dish out the damage, but one lucky attack from the bugs and most of your points are gone.
 
Poko said:
remeber, there's a rule that ANY unit in 10" can react :wink:
what are the chances that the tanker/brain/whatever won't be near warriors/some other reacting thinigies?
That depends on the preparations - clear the immediate area with other units, then jump on the tanker, not the other way around -^
Plus right now it's "any model", not "any unit"

Just stick one in a unit, use them if you need to pop open a bug tunnel marker.
NEVER, ever do this kind of thing - basically it's saving bugs one ready action and often also some time to spill all the models on surface (holes have the 5 Warriors/turn capability, remember?). Only multihit weapons, preferably unable to breach the tunnel (firestorm for example) should be used for tunnellers blasting, this way every model gets hit, but they still waste time to dig upstairs.
 
Have you read your tunneling rules properly?
If you breach a tunnel marker you automatically roll a D10 against every model represented by the marker with no dodge or armour saves allowed. If it's warriors, they are gone, if it's tankers etc.. they are vulnerable to everything else you can fling at them.

E.g. thermic lance a marker...... if it's warriors then they are going to be slaughtered (d10 each, no saves so basically that's killshot vs warriors). If it's a tanker, then you've forced it to the surface and it gets no 'free attacks' as it would if it breached in your turn. Then hit it with everything you've got. A tanker underground being fired on by weapons that can't breach markers is IMMUNE TO DAMAGE.
Firing anything else at a tunnel marker won't even hurt a tunneling tanker as the most you'll inflict is D6's. You have to make them surface to hurt them. Far better doing it in your turn than letting the marker get under a unit and finding out he's got a camo entrance under you.
Also, there's the chance that the marker you take out is a brain.

If faced with tunneling models with targets over 6, the only MI weapons that can hurt them are reavers, nukes and thermic lances/bigfoot thermal weapon. Can't think of any more of hand.

So, check your rulebook...... a breached tunneling marker is a very bad thing no matter how it's accomplished. A swarm of 15 warriors who's marker is breached takes 15 d10 hits with no saves (killed on a 5). You won't get results like that any other way, even a multihit will only get you D6's Any survivors should be mopped up by the next unit to fire. Same for tankers etc....If I'm breaching a marker I do it with my first action, ensuring the models doing the breaching can jump a fair way back out.
That way whatever surfaces received whatever firepower I have left. Choices: intact tanker coming up where and when it wants then getting free attacks as it emerges in his turn or tanker forced to surface where you want taking a d10 hit with no save and then being stuck above ground in your turn.
Let me see?
 
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