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 Optimal Vs Fluffy Lists

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speshul



Posts: 24
Join date: 2011-02-03
Location: Midlands, England

PostSubject: Optimal Vs Fluffy Lists   Thu Feb 10, 2011 11:01 am

Hello again!

How many of you play a perfect list (i.e. Ork boys with just a club, naked workers etc, disposable meat sheilds) and how many of you start with fluffy lists.

Example I have a decent 12 man ork list but that involves 4 boys with just a club. Talking to the others I'm going to be playing with we dicussed this and agreed to play fluffly lists even if it means every one starts with 2 or 3 men less. If we all do it it should make for a reasonably balanced campaign, right? I expext we will do a few demo games before we start with out proper games.

Using the example above, I would atelast give the orc boys two CC weapons. I doubt I would give a BS 2 recruit a gun, bearing in mind the cheapest gun is 20 and that is almost as much as the recruit.

What is everyones thoughts on this?
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Laney



Posts: 2535
Join date: 2010-02-13
Age: 35
Location: Colchester, Essex, England

PostSubject: Re: Optimal Vs Fluffy Lists   Thu Feb 10, 2011 11:39 am

It depends what you mean by fluffy. If you mean each member of the squad is equipped (so no 'naked' squad members) then it should remain balanced between the squads in the campaign.

Remember that this is a possible WAAAGH! in its first infant steps. Meaning that the members will be poorly equipped initially and build up from there. I like to try and create a squad that encompasses both elements - competitive and fluffy (by my view). I may lose more games as a result, but the squad seems to develop just as well in the long run.

Laney cheers

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tendi



Posts: 183
Join date: 2010-07-11

PostSubject: Re: Optimal Vs Fluffy Lists   Thu Feb 10, 2011 12:21 pm

Fluffy or not i never go with naked models. It has no sens. The same with only one cc weapon and nothing else.

I usually from start decide cc or shooting orientation of model and stick to it so 2 cc weapons or rapid fire weapon.

Only with time and spare credits i give shooters some cc weapon and recycled guns for cc fighters.
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Laney



Posts: 2535
Join date: 2010-02-13
Age: 35
Location: Colchester, Essex, England

PostSubject: Re: Optimal Vs Fluffy Lists   Thu Feb 10, 2011 12:46 pm

What tendi said makes a lot of sense - though I do like a few blastas or sluggas in the ork armoury to give me some dakka! (My ard boy took out a pathfinder with a critical head shot - a couple of games ago - which was just an off chance effort!).

Recycling your weapons through the squad in a planned way allows you to get extra benefit from the weapons (no weapons should be redundant early on). This for me is a difficulty with the Heavy Weapon Specialist in the IG. Do I take a grenade launcher to replace it with a heavy stubber later, knowing that no-one else can use it? For me (even at 15 credits and some useful grenades), I'd rather give him an autogun that he can pass on to another recruit, when I buy him the heavy stubber Santa promised him!

Laney Very Happy

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I thought the acolytes of Khorne were supposed to be warriors, not a bunch of pansies.
— Commissar Ciaphas Cain, to a Khorne Berserker, during the Chaos attack on Adumbria
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Narcissus



Posts: 540
Join date: 2010-10-15
Location: Vancouver, BC

PostSubject: Re: Optimal Vs Fluffy Lists   Thu Feb 10, 2011 5:39 pm

I definitely do a mix of fluff and competitive gaming. I like including units that are fun for me and don't worry too much about min-maxing my warband. Adding a 3 credit club to a recruit is not too expensive whereas trying to equip everyone with a las-gun for the first game is pretty onerous. Part of the game is finding a balance that works for you. I like that DS is different from 40k in that there are not tried and true competitive combo-mega-lists. If something doesn't work you can always retool (or maybe even be underdog) in a game or two in a campaign.

Play some games and see how it goes! You are not going to cripple your campaign by taking 3 guns over 2 more recruits initially...
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speshul



Posts: 24
Join date: 2011-02-03
Location: Midlands, England

PostSubject: Re: Optimal Vs Fluffy Lists   Fri Feb 11, 2011 7:36 am

Perfect thank you. Understanding the optmial list is good, but having fun is better. I really want a grot sniper just there to annoy the enemy....

Hopefully we will get to play soon!
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Mordheimer



Posts: 8797
Join date: 2009-07-12
Age: 38
Location: Elizabeth City, NC (USA)

PostSubject: Re: Optimal Vs Fluffy Lists   Fri Feb 11, 2011 8:19 pm

I will have LOTS of Grot Snipers... but in due time. I mean, make a nice fluffy (yet stable) list... then work your way up. Having a naked Gretchin FEELS right... HAHAHA!! Does that sounds as bad as I think? Anyway, having naked Kommandoz... well, it is not.

Remember, this is not a binary (all or nothing) thing... it is a progressive evolution. Cheap Clubs, then Choppas, then Chain Choppas, then Big Choppas. Same thing with Armor... Mesh, then Flak, the Carapace. Do get an "edge"... but don't go too far. It will cripple your Squad design. Wink

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Sev



Posts: 47
Join date: 2010-11-12
Location: Kiev, Ukraine

PostSubject: Re: Optimal Vs Fluffy Lists   Sat Feb 12, 2011 1:14 am

my preference goes to fluffy rosters, which usually halves the number of squad members, but i simply can't bare my spacey elves running around naked - goes against everything known about them

then again: one should try different squad-building approaches for the sake of experience
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Ninja pidgeon



Posts: 8
Join date: 2011-01-23
Location: Glasgow, scotland

PostSubject: Re: Optimal Vs Fluffy Lists   Sun Feb 20, 2011 7:25 pm

My IR squad is very fluff based ( using them as Dark Mechanicus cult ) so each recruit is equipped no more than a skitarii or sevitor would. In a way I find this helps as it stops me putting trivial items on my guys for the sake of it. IR is one of those squads that other players use a LOT of naked members in but I found my squad to be just as good as or better than these squads ( not lost a game yet ), in the end it all comes down to what you as a player prefers, quality or quantity


Last edited by Ninja pidgeon on Tue Feb 22, 2011 12:02 pm; edited 1 time in total
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DoomOnYou72



Posts: 134
Join date: 2009-07-16
Age: 40
Location: Lost in the swamp Georgia USA

PostSubject: Re: Optimal Vs Fluffy Lists   Sun Feb 20, 2011 8:12 pm



That about sums it up Laughing
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Lydor



Posts: 87
Join date: 2010-11-10
Age: 24
Location: Roswell, New Mexico (USA)

PostSubject: Re: Optimal Vs Fluffy Lists   Thu Mar 17, 2011 2:52 am

I'm a fluff player.

Cadian FTW

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Gatlag Stonetooth



Posts: 674
Join date: 2009-07-15
Age: 33
Location: Ridderkerk, The Netherlands

PostSubject: Re: Optimal Vs Fluffy Lists   Thu Mar 17, 2011 7:13 am

Fluff's creating my squad/warbands/armies
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Mordheimer



Posts: 8797
Join date: 2009-07-12
Age: 38
Location: Elizabeth City, NC (USA)

PostSubject: Re: Optimal Vs Fluffy Lists   Thu Mar 17, 2011 10:03 pm

HAHA! Great pic, Lydor!

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The Mordheimer - Death Squads' Chief Editor & Ninja Designer. Bursting with ARACHAS' Dev-Powah™! Puke

Support Bacteria; it is the ONLY culture some people have!
Since I ask "What do you think?" to all Staff, I have included it here to save time.

DoZer Flamethrower Mordheimer Justice NEEDS to be Served! Maybe 3rd Degree burns will teach you not to Tom Sawyer me to work!

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Mordoten



Posts: 133
Join date: 2010-03-07

PostSubject: Re: Optimal Vs Fluffy Lists   Fri Mar 18, 2011 5:04 pm

Well, in 9 times out of 10 the advice on this section is "drop that xxx equipment and get more models with autoguns" whenever someone publishes an idea for a squad.
so, for me it seems that optimization is more important in most cases here.
A little weird since this is apparently a story telling skirmish game.... Laughing

But for myself I just want a maximum of 10 models to deal with, so I rather load up on funky gear and weird stuff than on maximizing my autogun grunts...

Did try the naked orc with clubs thingie once... Early campaign win for sure...
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Long_John_Silver



Posts: 78
Join date: 2011-02-01
Age: 28
Location: Akron, Ohio

PostSubject: Re: Optimal Vs Fluffy Lists   Fri Mar 18, 2011 5:08 pm

The liking how the models look directs my lists. If I have a cool conversion idea I want it to be in the game and will use it even if it does not make the most tactical sense.
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