Basic Infantry - What Are Yours Like? (and other questions)

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All-Bricks United
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Basic Infantry - What Are Yours Like? (and other questions)

Post by All-Bricks United » Tue Nov 30, 2010 2:28 am

After coming back to this game, re-reading some army lists, slapping together my own house-rules document, and sorting through a few forum battles, I'm curious to hear answers to a few random things from a few random people.

So, without further ado...

A.) What are your basic, run-of-the-mill, Infantry like? Looks, pictures, stats - the works. Not your specialists, or your snipers, or your heavy-weapons guys - just the most basic grunts you field. If you assigned them a CP value (estimating, if you have to), what would the total cost for one of them be (equipment included)?

B.) How would you describe the theme/design of your army? Is it Fantastical/Realistic? Is it Past/Present/Future? Is it Futuristic/Sci-Fi/Science Fantasy? What is the most "advanced" or "mystical" thing in your army?

C.) Does your army have any known weaknesses? Are they intentional, or just gaps you haven't filled yet?

D.) Does your army have any particular strengths? Are they a thematic choice, or simply a mechanical/power one?


Uh... I think that's it for now. Feel free to throw on more questions, and I'll add them to the top (-if- I like them). Oh, and also feel free to answer more than once if you have more than one army (obviously).

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My Answers...

A.) My basic infantry are just that - basic infantry. I'm trying to keep all of my units very uniform, and these guys are really about as simple as they come: Standard Minifig stats (Skill 1d6, Move 5", Armor 4) with a Rifle (well, small StarWars Blasters - but I use them as rifles). Total CP for each of the little buggers is... 9 CP, if I'm not mistaken.

B.) I describe my army as a Futuristic Modern Army. We don't use laser-guns (though we do have -cutting- lasers now) - mostly just traditional weaponry. The most "advanced" things that we field thus far are clearly the Hardsuits (newly renamed! The old full-armor versions are "Bugbear" Suits, and my new, smaller ones are "Hobgoblin" Suits - That's right, I've got a D&D naming convention going), or maybe the robotic drones (though those aren't very complex).

C.) Well, I don't have any kind of "space" division (the hardsuits could be adapted to it, in theory), nor do I really have any plans for one. It's just not a priority - I'm too busy trying to work with what I've got, to to fill in my -ground- army. And, y'know, limited funds. But at least for now, it's a big, glaring, weakness - and a fully intentional one. Oh, and I guess everything sucks in melee too, since I've not giving any units close-combat weapons (well, the new Scout/Spotters have pistols they can use in close-combat - in -theory-).

D.) No! No particular strengths. I mean, I guess I've got some decently potent man-portable equipment - but it pales in comparison to many of the more fantastical/sci-fi equipment people have out there. So, unless having an army designed more like a tabletop wargaming army than a BrikWars army is a -strength- somewhere, I've got none. I'd like to say that it's at least -partially- intentional - in a game where every other person has space-lasers, multi-missiles, and massive energy cannons, I'm sticking close to my (rather mundane, in comparison) theme.

EDIT Quadruple-posted thread? Awesome. No wait, the opposite of awesome. Anti-awesome. Nega-awesome. Oh well - cleaned up now.
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Craigallot
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Post by Craigallot » Tue Nov 30, 2010 7:43 am

A) The only thing different about my basic infantry is that they have 5 armour if they have a helmet. I don't do CP, I just estimate.

B) Fantasy, as you know. The large creatures and magic users would be the most mystical, gunpowder weapons the most advanced.

C) Choice of troops, mostly. Like the Bulls, they're pretty all round but don't field cavalry. Because combined attacks of their halberds REALLY, REALLY hurt, they also work together great as a unit and are better off fighting heroes as well. Since certain weapon types are more effective against certain unit types one faction might be at a disadvantage against another, or if they're lacking in heavier weapons they could be in serious trouble against more heavily armoured opponents. It's just something that happens along with making every army different.

D) Faction bonuses and 'special' stats / weapons for units, mostly. Bulls get to wield shields alongside their halberds and phalanx have a +1 to their blocking rolls, Water Demons have an extra point of armour and use water almost as a 'teleporter', they also have quite a lot of characters for the small faction they are... Wraiths get to get up to do 1 more action before finally dying if they're killed, skeletons are more difficult to destroy with arrow fire, dragon knights are all more skilled since they're elites, that kind of thing. Some factions would also have tougher heroes than others.

Generally this stuff is loosely decided by equipment. An army with heavy armour prints or torsos that are harder to get are more prone to get an advantage than fe my eagles, who are the most plain all-round army I have, which would be their advantage, while having no 'special' stats would be their disadvantage. I don't think about it too much really, I just do what I think makes sense.

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Post by Keldoclock » Tue Nov 30, 2010 8:26 am

A) Theres a few pictures of my grunts in the Assault for Goatse Bunker battle, and they're the same 9cp basic guys. I keep them arranged in fireteams of 4, and squads of 8 (I attach a medic and either a heavy or sniper to em at this size). Each fireteam gets a single grenade, and I have 2 spare knives from my latest Brikarms order.

B) Of the various armies I feild, this one is the most down to earth. The most advanced things in it are probably the various mecha- although they are allied with various spacefaring factions who's ships they borrow when they need them.

C) At the moment, the lack of armored vehicles- I've got a bunch of jeeps and motorbikes, but nothing that'll stop a bullet. Working on an APC, but parts are limited.

D) I think my army's strengths are it's cheap basic units, and the mobility of it's units.
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Post by RunsWithLegos » Tue Nov 30, 2010 10:50 am

a] well, i have two basic types, the skirmishers, and the troopers.
Troopers have heavier armor and slightly weaker guns. but deploy in squads of 5+ along with a sergeant and a medic so they have <a href='http://tinyurl.com/y42zurt'>alot</a> more support on the battle field.
Skirmishers have weak armor but more powerful guns or a cc weapon and a pistol. and deploy in chunks [actual term for their squads] of 5-10 depending on the load out.
Both cost 9-10 Cp i would guess.

b] a odd mix of freedom-fighters and genocidal assholes.
my army is on the realistic futuristic side but my leader clones himself for generals so that is a bit odd.
my most advanced tech is probably the lazer-repeaters my heaves and my small-SHIPS wield and of course my OTC

C] lack of Vehicles. i have only 3 jeeps, a hardsuit, a helicopter, a tank one star fighter and a transport, my lack of a SHIP navy and , most importantly, the utter lack of designated pilots is the most glaring weaknesses.

B] the vehicles i DO have are slightly over powered. My tank is so big that it has around 4d10 of armor and around 5 structure points and i have nothing that can feasibly pose a threat. but other then the tank i think my basic infantry are pretty versatile and my elites are awesome.

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Post by Zahru II » Tue Nov 30, 2010 10:55 am

http://www.brikwars.com/forums/viewtopi ... 166#133166

1: My 'basic' infantry are swordsmen and orkboyz (plus skeletons, but those are under development)

2: Obviously fantasy themed armies.

3: Weakness? well not too much damage output (1d6 damage weapons), basically cannon fodders/meat shields.

4: Strength? Well backed with support units, they are quite sturdy/effective (orks got some updates, will post them soon!)

tl;dr- Very basic infantry, but can be ehnanced for maxium carnage.
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Post by Rev. Sylvanus » Tue Nov 30, 2010 11:57 am

1. I've got two "basic" infantry types in my current army; the first is a mercenary of sorts who dual-wields hand weapons (1d6). No armor or fluff on these guys. The other "basic" infantry is a spearman with a tower shield who gains armor and cover bonuses when in a squad with other spearmen.

2. Shake it up for another Fantasy-themed army dedicated to Dragon Master torso prints. The most "mystical" thing in the army is a magistick (blue wizard) riding a griffin.

3. The one glaring weakness is a lack of ranged capabilities. The army is infantry heavy, sports some heavily mounted knights and mages, but there are only a handful of archers backed up by 2 ballistae. The mass of infantry also makes the army susceptible to AoE attacks (which are somewhat less common in fantasy warfare, though, compared to modern or futuristic)

4. The infantry with magic support are quite strong in the attrition game. The mages are are also efficient at counterspelling, so it also tries to control opponent magic output vs. my own.

Pictures available in my army's thread.

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Post by muffinman42 » Tue Nov 30, 2010 2:35 pm

My lowest form of "grunt" aren't even cannon fodder, their more of an attempt to make the terrain more difficult to navigate.

A.) Use the exo-force robots for the body. but instead of arms/hands the weapon of choice is put on instead... or no weapon at all, i have a shit ton of these guys compared to the size of my army.

B.) future advanced, mainly air Bourne mecha.

C.) major weaknesses include cost, if i was to CP the opponent could field around 30 or so well armed mini figures for the cost of my larger units.

D.) main strength is flexibility and mobility, a mainly airborne army is expensive for a reason.

My choice for being mainly flying is from experiences of the use of Kamikaze in battle, much more effective when done from above.
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Post by Swordsalmon » Tue Nov 30, 2010 3:17 pm

A. My standard infantry are generic troops armed with SMGs (Rifles may replace these soon). They gain a +1 attack on any roll against the undead, trained to counter the zambeh invasion.
B. The closest I am is modern/post-apoc. They're obviously military-based, but are in a fairly apoc setting.
C. Lack of large special forces and armor. The Conglomerate has a tiny band of Rangers and Drivers, and that's about all. The closest armored unit I have is one APC; all attempts at making a light tank have failed so far.
D. My army's biggest advantage is the use of mixed forces and mobility. Due to the lack of heavy weapons, I have found the use of light artillery and cavalry (Assault Pick-ups, here) to work very well. However, I hope to gain an even better mixed force once I can make a suitable heavy-combat vehicle.

EDIT: Here's a picture of some infantry, armed with their SMGs.
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Last edited by Swordsalmon on Thu Dec 02, 2010 8:43 pm, edited 1 time in total.
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Re: Basic Infantry - What Are Yours Like? (and other questio

Post by piltogg » Tue Nov 30, 2010 3:46 pm

All-Bricks United wrote:After coming back to this game, re-reading some army lists, slapping together my own house-rules document, and sorting through a few forum battles, I'm curious to hear answers to a few random things from a few random people.

So, without further ado...

A.) What are your basic, run-of-the-mill, Infantry like? Looks, pictures, stats - the works. Not your specialists, or your snipers, or your heavy-weapons guys - just the most basic grunts you field. If you assigned them a CP value (estimating, if you have to), what would the total cost for one of them be (equipment included)?

B.) How would you describe the theme/design of your army? Is it Fantastical/Realistic? Is it Past/Present/Future? Is it Futuristic/Sci-Fi/Science Fantasy? What is the most "advanced" or "mystical" thing in your army?

C.) Does your army have any known weaknesses? Are they intentional, or just gaps you haven't filled yet?

D.) Does your army have any particular strengths? Are they a thematic choice, or simply a mechanical/power one?
A.)Akkadian empire fields very few basic infantry, those that are fielded are equipped with the best technology available. Golden-sabers, Las-pistols, exo-suits, air-tanks, and targeting equipped helmets.

B.) quite fantastical, no real empire cares enough about basic infantry to invest that much cash in them. Also very futuristic, they border on TL7 and strive to be at the head of technology throughout the galaxy

C.) they have moral weaknesses, they can't resist booze and bitches. other than that, no weaknesses (pretty short range, I guess)

D.) My armies primary strength comes from it's use of advanced technology and space-magiks, both of which are used for the enslavement of all inferior star-nations and the support of those worthy to be called our allies.

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Post by BFenix » Thu Dec 02, 2010 4:04 am

A.) My new army (Metal Warriors) is yet to be posted but already saw action several times. Since I have a shortage of low tech or various cheaper weapons, CP wise, I made my "grunts" the only unit I could field, so they arent exactly grunts, costing between 10 and 12 CP, armed with a mix of heavy melee and mid range weapons (war guitars) and custom made hard cape armor and helmets.

B.) What I like about the Metal Warriors is that most creation I make can fit into it. The mix of sci-fi and north mythology and plus the black color scheme makes it wildly adaptable to add any other units. Themed armies like straight sci-fi or fantasy are indeed impressive, but they don't allow to be this versatile.

C.) The few numbers of troops. But thats both intentional and a gap I don't actually plan on filling. Being all of the units highly powerful, making my army bigger would make games unbalanced. Also, the MWs backstory is kinda dramatic, and their numbers are not so great.

D.) What makes my army powerful is exactly the thing that makes my army, the main troops. As I mentioned before, their war guitars fuse together making a heavy melee and ranged weapon, thus making them quite versatile troops. I hadnt enough armor or capes, so I made some. Every warrior has a Fenris Cloak, that works like overall armor.
One particular feature of my army is their unique abilities. For example, if a warrior gets separated from its guitar, he becomes affected and has a stat penalty, or when all MWs are dead, my hero can go berserk.

Hope it helped, in some way...
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Post by Natalya » Thu Dec 02, 2010 11:23 am

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Post by *CRAZYHORSE* » Thu Dec 02, 2010 5:24 pm

Very Sleek Natalya, but isn't 5CP a bit low since you stated that their light armor is more expensive, please correct me if I'm wrong.
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Post by All-Bricks United » Thu Dec 02, 2010 5:30 pm

*CRAZYHORSE* wrote:Very Sleek Natalya, but isn't 5CP a bit low since you stated that their light armor is more expensive, please correct me if I'm wrong.
For what it's worth, I use "+1 Armor for +1 CP" for my own "Light Armor" as well. It's pretty much straight out of the BW2001 document, if I remember correctly.

5CP is exactly where I'd pin those troops - the question would be what their weapons cost (which I'm sure is available in Natalya's weapon thread - wherever that went).

EDIT: I think it's likely fairly out of date, but this is the thread I was thinking of. With the costs she posted there, her infantry should sit somewhere around 12-14 points each (assuming lasers).
Last edited by All-Bricks United on Thu Dec 02, 2010 5:42 pm, edited 1 time in total.
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Post by Elmagnifico » Thu Dec 02, 2010 5:33 pm

A.)The Gamma Corps Irregulars are just that: Irregular infantry, armed with whatever weaponry comes to hand. Irregulars have no normal uniform or typical armament, but they can be distinguished by their armbands. Even pilots and ground crew may be grouped into Irregular units in an emergency. Most recruits to the Corps start life as Irregulars, fighting as grunts until they earn a command, a promotion to a regular unit, or the keys to a vehicle.

Irregulars are divided into two groups: Fire Teams and Blade Teams. Fire Teams are armed with ranged weapons, and are trained to fight at medium-to-long range. Blade Teams are armed with melee weapons, and are typically paired with a squad of Guardians to get them up close and personal with the enemy, or sent to charge enemy forces en-masse.

An Irregular looks like any semi-sci-fi-ish minifig with a red armband made out of a twisty tie. Officers are distinguished by a red headband made out of the same material. Total cost would be around 6-7 CP, including the basic weapon.

B.) The Gamma Corps is a sci-fi army with an emphasis on magnetics and time-flux manipulation. Their most advanced unit at this time is the DVX-4929 Tank Hunter.

C.) At the moment, the Corps is pretty weak in the area of light vehicles, but that's because I haven't finished my Dirk model hoverbikes.

D.) Mah tankz are leetzorz. Other details to come.
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Post by stubby » Thu Dec 02, 2010 7:41 pm

It seems to me that every one of these should have their own page on the wiki.

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