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Grimdark Future/Tactics/Feudal Guard
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==Unit Analysis== ===Heroes=== *'''Feudal General:''' The general is actually capable of combat with a 3+ quality. This guy has limited access to weapons, but standing out is access to both an energy lance and a feudal steed. The difference compared to the HDF commander is the lack of any unit synergy stock. You also get the option between a Purity Scroll, Bird of Prey, Psychic 1, a Tactical Console or Commander. It should be noted that those last two options are quite expensive which flies in the face of cheap heroes. *'''Elite Champion:''' Take your feudal general and swap their quality and defense while also granting both the pistol and rifle have AP 1. Aside from this, they do have all the options available to the general with the exception of the steed and energy lance. This would make them slightly better at tanking blows, offsetting the lower quality with the AP. ===Infantry=== *'''Feudal Guardsmen:''' The humble frontliner. While not so cheap as the HDF, you get the 4+ defense save. Alongside the melee weapons given to the heroes, you also have access to a special weapon, giving you a measure of flexibility, as well as your choice of either a Standard, Field Radio, or Regeneration. Unique to this unit is the ability to actually FIX BAYONETS and add AP 1 to melee. **'''Weapon Teams:''' Alongside the standard guardsmen is a pack of heavy weapons. Available as a squad or as a lone attachment to an feudal guardsmen/elites squad, these are essentially Tough 3 soldiers toting a single heavy weapon (Heavy machine gun, missile launcher, mortar, autocannon, laser cannon or the army-exclusive burrowing torpedo). Each of these are quite impressive with range, so it's better to keep them as far away as possible. This is especially true of an attached weapon, as you'll be vulnerable to Deadly and Sniper. *'''Feudal Specialists:''' Your soldiers can now grab whatever special weapons they want! At the cost of anything else. If you grab them, it's because you really need a certain weapon badly enough that one just won't cut it. Also helping matters is the fact that they have Relentless, making their dedication clearer. *'''Feudal Engineers:''' Your guardsmen all have shotguns, assault rifles with halved range and two attacks. Combined with Scout, this means that they must reach close range as quickly as possible. Your only option for weapons is a heavy weapons model with a burrowing torpedo. This gives you a slightly longer range weapon that has a very large Blast 6 and AP 1, though Indirect makes moving a difficult idea. *'''Feudal Elites:''' Your elite troops. Each of them comes with a 4+ quality and 3+ defense. Their base rifles and pistols also get AP 1, so they can take on infantry. Like the veterans, you can buy up to two special weapons, and while they can take the guns most soldiers can, they can also grab the heavy volley rifle - a 24" A3 AP 1 gun to give you some more attacks. Like the regulars, they can also grab a Standard, Field Radio or Regeneration. *'''Feudal Cavalry:''' Your troops are now Fast and have Impact 1 in order to give some better charges. They are incredibly melee-centric, with their only options being either buying energy lances (for more Impact value) or energy swords (for Rending) *'''Feudal Snipers:''' Whatever you do, DON'T LET THEM STOP SNIPING. These guys were actually even worse than conscripts outside of sniping. Make use of their Scout and Stealth rules and move to the best position possible. *'''Feudal Ogres:''' Big beefy walls of meat with Fearless, Furious and Tough 3 to soak up blows. Their SMGs are short-ranged, though you can grab grenade launchers for free if you feel so inclined. If you're dedicating to melee, then grab heavy batons. You can also grabs shields, be it the free light shields, which add +1 to defense in melee, or the heavy shields for a full-on 3+ save. ===Vehicles=== *'''Heavy APC:''' Unlike most armies, your tanks come with at least Tough 9. This particular transport has no frills about being anything but an assault transport, as you can buy missiles on top of the heavy flamethrowers it comes with. Those flamethrowers can then be swapped out with heavy or laser machine guns or you could get one as an autocannon or twinned heavy machine gun. *'''Heavy Support Vehicle:''' This tank has anti-air cannons. Their range is impressive and you have two AP 2 weapons tailor-made to sink planes. However, not all armies take planes. In those instances, you can instead buy one of a variety of different artillery options, each with some flavor of Blast and saddled with Indirect. *'''Heavy Battle Tank:''' Finally, something with more meat. Toting Tough 15 and a nova cannon to flatten mobs, this is a tank worth the combat potential. This cannon can also be replaced with a broad variety of weapons. On top of that and the auxiliary heavy flamethrower, you can also buy a matching pair of guns for additional pain (heavy flamethrowers, heavy machine guns, plasma cannons or heavy fusion cannons). *'''Heavy Walker:''' Unlike the HDF's light walker, this walker can actually hold its own in combat. By default it has two impressive heavy swords, each with AP 2, but you could instead buy a variety of heavy guns, a chainsaw, or a shield so you could bring something as tough as a battle tank.
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