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==Unit Analysis== ===Heroes=== *'''Master Brother:''' Your gold standard when it comes to Heroes. He's heavily customizable to fit out any mix of shooting or melee without any issue. Also, instead of choosing between either a captain, librarian, chaplain, or techmarine as separate units, they're all bundled together with the Master Brother who can pick any one of them as an upgrade (which does not effect your wargear options). Or none, to keep his cost down. **Specializations ***Preacher: Provides War Chant to generate more attacks in melee. Pairs well with Assault Brothers or melee-equipped Destroyers. ***Archivist: Provides Psychic 1. ***Engineer: Provides Repair. Don't be fooled by the name; these guys are your medics for ''any'' tough units you drag along, including other Heroes and Destroyers. ***Captain: Provides Advanced Tactics. Your most expensive specialization, but Advanced Tactics lets you move Your Dudes around faster once per activation. **Shooting: The basic heavy rifle (or pistol) pretty much give you only one shot, nothing else. If you stick with the default heavy rifle, you can buy it an attachment for gravity (for Rending), flamethrower (for a bunch of attacks), plasma (for AP) or fusion (for making something die hard). If you instead go for a pistol, you can replace that with a gravity pistol (for Rending), a plasma pistol (for good AP) or a storm rifle if you just want a doubled-up assault rifle. If you're going all-in on melee, you can instead replace that with a Shield for Shield Wall. **Melee: If you just don't care about shooting or defense, you can buy either a heavy chainsaw sword for a bunch of attacks at AP 1 or twin energy claws for a good number of AP 1 Rending attacks. If you're taking the pistol, you can then replace that CCW with either an energy sword (AP 1 and Rending), energy fist (for tank-piercing AP 3), energy hammer (AP 1 and Deadly 3 so you can flatten elites) or chainsaw fist (energy fist but you're doing four attacks instead of 3) **The destroyer armor gives very blatant defensive boosts with +3 to Tough and Ambush so your captain won't immediately get shot up. The jetpack gives Flying and Ambush, especially useful since Firefight focuses more on verticality. The combat bike is more mobile in the traditional sense, as it grants Fast and Impact 1 (good for melee) while also carrying a twin heavy rifle so you have some sort of shooting. **Veteran Infantry gives a bog standard +1 to hit in both melee and ranged. *'''Elite Pathfinder:''' Almost identical to the Master Brother, with most of the same options and upgrades, except that he's cheaper and squishier, and instead of the Jetpack, Destroyer Armor, Combat Bike and Veteran Infantry upgrades, he can get a Camo Cloak and/or Forward Sentry and has Strider. **The Elite pathfinder is a bit unique in that, unlike the rest of the Battle Brothers roster, he doesn't really have a direct generic counterpart in 40k. OPR instead took [[Torias Telion]], an Ultramarines special character, and turned him into a generic Hero unit, with vastly expanded options. ===Infantry=== *'''Pathfinders:''' A cheap unit, but also your flimsiest so you need Strider to get to cover quickly. Alongside all the basic weapon upgrades they can also buy either Camo Cloaks for stealth or Forward Sentries so they can ambush enemies. **Ranged Weapons: While one model can take any sort of melee weapon or rifle-mods like the heroes, any model can either swap their rifles for either Shotguns (Free for half the range and double the firepower) or pay a sizeable price for Sniper Rifles. In addition, another model can pick up either a Plasma Rifle (for cheap anti-armor), a Flamethrower (Rapid-fire at short range), Gravity Rifle (for mid-range rapid-fire Rending), a Heavy Machinegun (long-range firepower), or a Missile Launcher (Tank-busting but with Lock-On to take out aircraft and cover-campers). *'''Assault Brothers:''' Same cost as Battle Brothers, but with two CCW attacks and a pistol. These guys aren't as well-versed with their weaponry, but you can buy some extra melee weapons and some another plasma pistol. These brothers can also pick up jetpacks so they can get Ambush and fly as well, giving them good mobility to go with their punch. *'''Battle Brothers:''' The baseline for your force, meaning a walking tank. Your brothers have the widest selection of weapons available, spreading almost any manner of weaponry. On top of this, you can also buy either a Banner for Fear, making melee fights easier to win, or Medical Training for Regeneration, which is more expensive, but makes your boys a lot more durable. If there's any drawback on them, it's their size - five models for their price is limited, making any casualties keenly felt. **Ranged Weapons: While one model can take any sort of melee weapon or rifle-mods like the heroes, one single model can pick up either a Plasma Rifle (for cheap anti-armor), a Fusion Rifle (in case you need to pop a tank for cheap) a Flamethrower (Rapid-fire at short range), or Gravity Rifle (for mid-range rapid-fire Rending). For heavy weapons, you can pick up a Heavy Machinegun (long-range firepower), a Gravity Cannon (two Gravity Rifles slapped together), a Missile Launcher (Tank-busting but with Lock-On to take out aircraft), a Plasma Cannon (crowd control with armor crushing), a Heavy Fusion Rifle (Slightly longer range than a Fusion Rifle, and you now can guarantee that tank will blow up), or a Laser Cannon (good AP and Deadly, at long range). All these heavy weapons are quite expensive, requiring that you guarantee that they survive to make back their points. For the shorter ranged ones an APC or a Drop pod might be useful for delivering them as near as possible their intended target. *'''Support Brothers:''' These brothers lack the option for Veteran Training, but you do get Relentless and an entire squad filled with Heavy Flamethrowers where the base brothers only have one slot. That said, you can pick for whatever heavy weapon you want in case you need to take care of some major priority. Remember that Relentless triggers more often with high volume of fire weapons like Heavy Flamethrowers, Gravity Rifles or Heavy Machineguns. *'''Destroyers:''' Incredibly expensive and equally tough. Each one comes with Tough(3) to tank blows and you can use Ambush to protect them from heavy damage. Their weapons are no joke with a pair of Energy Claws for a flurry of Rending. If that doesn't suit your fancy, then you can buy the team Energy Hammers and Combat Shields for a well-protected pack of horde-crushers or quite costly Storm Rifles for some measure of shooting. One of those CCWs can then be swapped out for an Energy Sword, Energy Fist or Chain-Fist. You can also pick up a set of Cyclone Missiles for very long range bombardment, but this does cost a good lot to an already highly expensive unit. *'''Pathfinder Bikers:''' While Tough, these bikes remain as vulnerable as Pathfinders, defended by Scout and Fast. While the Pathfinders can only switch between either pistol+CCW or rifle, they do have bikes with Grenade Launchers for mob management. If you want something more capable of handling less mob-like foes that launcher can be replaced with a Twin Heavy Rifle. *'''Brother Bikers:''' Cheaper than Battle Brothers, but also in a smaller unit size. Each comes with Fast and Impact 1, so melee is a viable option. If you're going for shooty, you can give an extra attack to your assault rifles or upgrade some of them with more interesting guns. *'''Support Bike:''' A bigger bike strapped with a a heavy flame thrower and a Tough and Impact value of 3. Honestly, you shouldn't be using this for close combat, because that means you can't be firing the big gun (and if flamethrowers aren't your deal, you can take a heavy machine gun for long range or the fusion rifle so you can have fun with Deadly). ===Vehicles/Monsters=== *'''APC:''' The old reliable [[METAL BOXES|Metal Box]], you know it, you love it. While your cheapest vehicle, it's far from defenseless. Q3+, D2+, and Tough 6 makes it fairly survivable, and combined with the stock Storm Rifle, you can also buy another Storm Rifle and Hunter Missiles (for a not insignificant cost), and the Dozer Blade gives you Strider to run through obstacles. Transport 11 gives it enough space for two five-man squads (or one combined big one) along with an attendant hero. Especially useful for delivering high-damage fragile units like Support Brothers, or melee units that need protection and faster movement. Being Fast and lightly armed means you can Rush without feeling too guilty of wasting its firepower. *'''Attack APC:''' Slightly more expensive than the APC, this tank trades some space (Transport(6) instead of 11) for Twin Flamethrowers that you can swap out for either Twin Heavy Machineguns for AP(1) at long range, a rapid-fire Twin Minigun with more shots at slightly shorter range, a Laser Cannon and Twin Plasma Rifle for all anti-armor issues, or a Twin Laser Cannon for long-range tank-popping. An ideal transport for Support Brothers or even Destroyers, if you don't want to shell out for a Heavy Tank. *'''Drop Pod:''' While Immobile, it also has Ambush just so you can just dump your squads into the thick of it. While it is cheaper than even the APC, it's hard to call this a vehicle as its use as a transport immediately ends the moment the troops exit. At that point, it's a Tough(6) piece of terrain with either a Death Launcher turret for blasting mobs or a Storm Rifle to handle some other infantry. Land near an objective to make your opponent waste firepower to remove it, since it still counts as scoring. *'''Battle Tank:''' Combining the Predator, Vindicator, Whirlwind, Stalker, and Hunter all in one unit, a Battle tank can be built to fill just about any role you want, from AA and artillery, to infantry munching and tank hunting. It also comes stock with Twin Heavy Machine Gun sponsons and can upgrade those to Twin Laser Cannons no matter what main gun you choose, which can make for some interesting possibilities if you're building a tank specifically to make use of UPR rules rather than porting an existing one over that was built for 40k. *'''Heavy Tank:''' The BIG Metal Box. Your most expensive tank, but this thing's a monster with Tough(18) and Transport(11) to handle multiple roles at once as well as the basic APC options, including an optional Heavy Fusion Rifle. This comes with Twin Heavy Machineguns like the Battle Tank, but these can only be replaced with a Twin Minigun to better wipe out mobs. It also comes with Twin Flamethrower Cannons to handle crowds, which you can replace with either Twin Heavy Rifle Arrays or Twin Laser Cannons depending on what you plan on sending it against. *'''Artillery Gun:''' While ostensibly an equivalent to the 40k Thunderfire Cannon, a Battle Brother Artillery Gun plays quite a bit differently. It comes stock with a heavy flak cannon for AA (which the Thunderfire doesn't get at all), and instead of swapping between different ammo types mid-battle, you pick which gun type you want as an upgrade and you're stuck with it after that, so choose wisely. Also bear in mind that your engineer crewman (Who counts as a weapon rather than a separately useable or targetable model) has no gun of his own, only being able to punch in melee. Granted, with A3 and AP2 that's some pretty beefy punching if push comes to shove. *'''Attack Speeder:''' While more nimble with Ambush and Strider to get wherever you need it, the attack speeder is just as durable as your APCs. You can even give it Transport(6), allowing you to make it for a lightweight carrier to bring a squad over before letting loose. **Taken stock, the speeder comes with a pair of Heavy Flamethrowers to take care of any crowds it encounters. One of these can be swapped out for a Twin Typhoon Missiles, letting you take care of armored enemies with Lock-On to avoid cover. However, either flamethrower can be exchanged for a Heavy Machinegun or Minigun for long-range firepower or the Heavy Fusion Rifle to destroy tanks. *'''Heavy Exo-Suits:''' Superheavy infantry, packed with Slow and twin flamethrowers for an insane 12 attacks. Its other weapon options are a mix of either massive attacks or deadly attacks and you can buy either an assault rifle array (for 6 extra shots) or a grenade launcher for extra punch. If you're dead-set on melee, you could also buy combat drills for AP 4. *'''Attack Walker:''' The bigger and badder version of the Exo-Suit, capable of doing a bit more with a more variable loadout. Even if it cannot shoot by default, its fists can rip apart armor alongside its more modest stomps. It also has its own Veteran Walker upgrade, giving it the equally powerful 2+ to hit. **Fist Add-Ons: For your cheapest means of shooting, you can strap on guns to your walker's fists so you can maintain its melee proficiency. Each fist can grab either a tank-busting Fusion Rifle, a horde-burning Flamethrower, or a Storm Rifle for anything in between. **Fist Replacements: While the add-ons can give you some decent firepower, you can only get some truly powerful guns by replacing the walker's fists. One fist can get you either a Missile Array with Lock-On to negate cover and harass aircraft or a Twin Autocannon for costly long-ranged heavy fire. The other fist can instead be used for a wider set of weapons. The Heavy Fusion Rifle provides you a more reliable means to destroy tanks at mid-range. The Heavy Flamethrower gives you enough shots to drown most hordes. The Heavy Rifle Array and Heavy Minigun let the walker shred infantry with armor. The Plasma Cannon gives you anti-armor and crowd-control power perfectly suited for dealing with Battle Brother-like armies. The Laser Cannon, while expensive, gives you extreme range anti-vehicle power. ===Aircraft=== *'''Light Gunship:''' Despite the name, this is still quite a dangerous flyer with plenty of guns. By default, it carries a Twin Minigun to handle infantry while the Twin Typhoon Missiles take care of heavier forces with Lock-On to negate cover. This can be further supplemented by buying either the Laser Talon for something better suited for anti-tank or the Storm Cannon for more long-range anti-infantry. The missiles can be replaced by the Heavy Machinegun to handle smaller forces, the Twin Laser Cannon to demolish tanks, or the Hammer Missiles if you want to destroy tanks and just cannot be bothered with cover. *'''Heavy Gunship:''' When you need a Light Gunship to do more work, you take this. This gives the flyer Transport(11) and Tough(12) as well as adding Storm Missiles alongside the base gunship loadout, making it a death machine suited for whatever situation it comes across, though you can buy a Twin Rifle Array to make it even harder for crowds to exist near it. The Twin Minigun can be replaced with either a Twin Plasma Cannon to crack armored squads or the Twin Laser Cannon to blast tanks. The Twin Typhoon Missiles can be replaced with either the anti-infantry firepower of the Twin Heavy Machinegun or the Twin Heavy Fusion Rifle to destroy vehicles even further.
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