Einkaufstipps für meine Axis

Tahir

Testspieler
13. März 2012
122
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6.131
1.) wenn ich keinen Lothar besitze, macht es dann überhaupt Sinn sich Beobachter zu kaufen?

2.) welche Kommandateneinheit könnt ihr mir empfehlen. Die Lv2 oder Lv3-Infantrie?

3.) Gibt es bei den Lv3 Kommandotrupp keinen Funker?

4.) im upcoming-Bereich der FFG-Seite ist das RB von Dust Warfare grün markiert, was bedeutet, dass es beim Händler sein soll. Ich nehme mal an, damit ist jenseits des Ozeans gemeint!?
 
Bei den AC3 Kommandotrupps gibt es auch einen Funker und zwar den Chef...die haben bloss die verschiedenen Aufgaben statt auf 5 auf 3 Mann aufgeteilt. Ich persönlich halte nichts von AC3 Truppen bei den Axis, aber das liegt daran, dass ich diese abgrundtief hässlich und unfluffig halte. Grundsätzlich nehmen sich beide Trupps vom Preis- Leistungsverhältnis nicht viel, aber die AC3-ler haben noch eine zusätzliche Spezialfähigkeit, wenn ich mich recht entsinne.

zu1.) Naja, du kannst gegnerischen Einheiten mit ihnen den Weg blockieren um den Gegener daran zu hindern mit einer wichtigeren Einheit in den NK zu kommen, aber ansonsten fällt mir nicht ein, was die noch können sollten. Evtl. wird das mit Warfare anders, aber wer weiss.
 
Die Beobachter haben keine weitere Fähigkeit. Nicht mit den Snipern verwechseln. Aber die sind ja eh beide in einer Packung.
Die Fähigkeit "Spotter" ist hier halt erwähnenswert vor allem wenn du einen Helden in den Trupp steckst.

Spotter
A unit with this skill carries binoculars and always accompanies a sniper or a heavy weapons squad in order to increase their accuracy.

When his squad attacks, reverse the dice results (i.e., consider "hit" as "nothit", and "nothit" as "hit"). Because dice results are reversed, a unit including a spotter rerolls "hit" results (instead of "nothit" results) when performing a sustained attack.
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Was die unterschiedlichen Kommandotruppen angeht...
Die einen können halt auch Panzern gefährlich werden, haben aber 2 Wunden weniger was sich aber wieder durch die L3 Panzerung relativiert.
Die Fähigkeiten sind halt auch etwas unterschiedlich ich hab Sie dir mal beigefügt.


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Heavy Kommandotrupp:

Field Officer
Artillery Strike (SKILL)
A unit with this skill is considered an observer. It comes equipped with maps and radios
that allow it to call in an artillery strike. Perform one SKILL action to immediately
activate a friendly artillery unit on the battlefield and perform one indirect
shot at a unit to which the observer can trace line of sight. Be sure to check
that the target unit is within the artillery weapon’s range. The player who uses this skill will
activate two units in a row: the observer that orders the shot and the artillery unit that fires
the shot, both during the same turn. See “Artillery Weapons” in either the Revised Core
Set or Operation “Cyclone” rulebooks for more information.

Smoke Mortars (SKILL)
The Field Officer can call in a special Artillery Strike that uses smoke shells instead of
explosives. The Artillery Strike targets one space, and it arrives immediately. Place a Smoke
token in the space or use a terrain square with a diamond in its center from Operation
“Cyclone” to mark the smoke space. To order the strike, the Field Officer must have line of
sight to the space he wants to cover in smoke.
The smoke square blocks line of sight, but units can move onto, move through, or jump
over the smoke square like a normal space. A unit that stops in this space cannot be
targeted or attacked from a distance; it can only be targeted or attacked from an adjacent
space. If the attacking unit is in an adjacent space, it can fire at the unit in the smoke and
attack it in close combat.
A unit in the smoke square cannot attack any targets or use abilities that require it to have
line of sight to a target, unless the target is in an adjacent space.
Field Mechanic
Ammo Dump (SKILL)
The Field Mechanic can call for an airdrop of ammo to a friendly unit. The unit instantly
replenishes all of its limited-ammo weapons. When a player uses this skill, he may choose
any unit type (squad, vehicle, or hero) that is within line of sight of the Field Mechanic.
This skill can be used only once per game.

Makeshift Repair (SKILL)
The Field Mechanic can use his tools to quickly repair vehicles on the battlefield. Perform
one SKILL action to restore one health point to an adjacent vehicle. This skill
does not require a die roll and cannot be used on destroyed vehicles.
Field Medic
Stimulant Kit (SKILL)
The Field Medic can inject a soldier unit (armor class ) in an adjacent space with newly
developed combat drugs. These chemicals are still being tested and no one quite knows
what the side effects are, but boy do they work! The next time the injected squad is activated,
it can perform four actions that round. These actions can be used in any combination: four
MOVE actions, two MOVE actions and two ATTACK actions, two SUSTAINED ATTACK
actions, etc. There is one limitation: If the squad performs two consecutive ATTACK actions
against the same target, it is considered a SUSTAINED ATTACK action. An injected squad
can perform two ATTACK actions against the same target as long as the ATTACK actions
are not consecutive.
Get Up, It Ain’t That Bad (SKILL)
The Field Medic can use his equipment to heal soldiers on the battlefield. Perform
one SKILL action to either revive one miniature in an adjacent squad or
restore one health point to an adjacent hero. The miniature returns to its squad
with its special weapons and full ammo for any limited-ammo weapons. This skill cannot
be used on an eliminated squad or hero.
Kommandotrupp
A Command Squad is a special squad composed of an Officer, a Radioman, a Mechanic,
a Medic, and a weapon specialist. Each member of the squad fulfills a unique function.
Command Squads have the skill Command Squad on the unit card.
When one of the squad’s miniatures is eliminated, the Command Squad loses the unique
specialization associated with that miniature and its equipment. The weapon specialist
does not have any skill, but he is in charge of protecting the squad with his weapon.
A player can field more than one Command Squad unit at the same time, but in order to
do so, each unit must have a different armor class.
A hero can only join a Command Squad if he has the Commander skill.
Some of a Command Squad’s abilities are very potent. When a player activates this unit,
he must announce which skill he wants to use. Some abilities also require a die
roll to see if the unit is allowed to use the skill. If he obtains a "hit", he may use the skill; if
he obtains a "nothit", he cannot use the skill and he is not allowed to try using any
other Command Squad skill until the next round.
The Radioman’s Relay skill is always active and does not require a die roll. As such, it is
possible to use an Officer’s skill in conjunction with the Radioman’s Relay skill (since it is
always active). However, using the Radioman’s Relay skill with other Command Squad
abilities is the only possible way to use more than one Command Squad skill during
the same round.
A player can only attempt to use one Command Squad skill once per round. If the
attempt is not successful, that player cannot attempt any other Command Squad abilities
during this round.

Officer
Get Moving You Bunch of Monkeys! (Skill)
The Officer can issue the order “Get Moving You Bunch of Monkeys!” Perform one
Skill action and roll one die. On a "hit" result, the player reactivates one
adjacent unit; rotate the reactivated unit’s card to its upright position and
activate this unit immediately after the Command Squad’s activation is
finished. This means that the player will activate two units consecutively. If there is a
Radioman in the Officer’s squad, he can issue this order to any unit on the battlefield.
Radioman
The Radioman carries a radio so he can relay any order issued by the Command Squad
to anywhere on the battlefield. Relay may be used in conjunction with other
Command Squad abilities. This skill is always in effect and it does not
require an action or a die roll.
Artillery Strike (Skill)
The Radioman can use his radio to call in an Artillery Strike (see “Artillery
Weapons” on page 14–15). When the Radioman is eliminated, the Command Squad
cannot use the Artillery Strike skill.
Mechanic
Makeshift Repair (Skill)
The Mechanic can use his tools to make speedy repairs to vehicles on the battlefield.
Perform one Skill action to restore one health point to an adjacent
vehicle (the Radioman’s Relay skill cannot facilitate remote repairs). This
skill does not require a die roll and cannot be used on destroyed vehicles.

Field Repair
The Mechanic can use his tools to reassemble a vehicle that was destroyed during the
battle. Perform one Skill action and roll one die. On a "hit" result, the
player finishes the Command Squad’s activation and then immediately
activates the repaired vehicle, which enters the battlefield from its side’s
deployment spaces. If the Radioman is eliminated, the skill does not work. A Mechanic
can only successfully use this skill once per game.
Medic
Get Up, It Ain’t That Bad (Skill)
The Medic can use his equipment to heal soldiers on the battlefield. Perform one Skill
action to either revive one miniature in an adjacent squad or restore one
health point to an adjacent hero (the Radioman’s Relay skill cannot facilitate
remote healing). The miniature returns to its squad with its special weapons and full
ammo for any limited weapons. If a squad or hero is eliminated, this skill cannot be used.

Come On Guys; We’re Going Back Out There (Skill)
The Medic can use his equipment to revive an entire squad that was destroyed during the
battle. Perform one Skill action and roll one die. On a "hit" result, the player
finishes the Command Squad’s activation and then immediately activates
the revived squad, entering it from his side’s deployment spaces. If the
Radioman is eliminated, the skill does not work. The Medic cannot revive a hero. A Medic
can only successfully use this skill once per game.
The Command Squad’s orders cannot be used on the Command Squad itself (i.e., the
Officer cannot reactivate his own squad, the Medic cannot revive a miniature in his
own squad, etc.)
If a revived/repaired unit is eliminated a second time, it counts as another unit being
destroyed when calculating victory points.​
 
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Problematisch, weil der Heavy Kommandotrupp nicht in den Rev. Core Regeln mit drin ist. Der findet sich dann in Operation Cerberus und da gibts noch keine Übersetzung 😉

Da es mich angekotzt hat jedes mal 4-5 Hefte durchzublättern wenn ich ne Regel brauche hab ich mir alles eingescannt, immer schön 2 Seiten pro A4 gedruckt und das in nen Hefter gepackt.

Jetzt müsste ich die Seiten da nur noch mal so durcheinander würfeln das es irgendwie sinnvolle Kategorien gibt. :lol:
 
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Wieso eigentlich Scannen, alle Regeln gibt es in der Regel als PDF?
Ich hab natürlich nur die Seiten gescannt die in den pdfs fehlen und die dann auch gleich in die pdfs mit reingepackt.

Ist eigentlich geplant mal ein Regelbuch zu erstellen in dem man alles hübsch sortiert findet? Man könnte das ja an Stelle des FAQ einfach online bereitstellen und dann beim erscheinen einer neuen Einheit updaten.

Vielleicht mach ich das mal selbst. Man muss ja nur alle downloadbaren pdfs verstückeln und neu zusammensetzen, dann noch nen schönes Inhaltsverzeichniss dazu und man kann was damit anfangen.

Die Regeln der neuen deutschen Walker werden ja vermutlich in den Russenboxen mitgeliefert, dann kommt da wieder nen Büchlein dazu das man durchstöbern darf. :lol:
 
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Wenn FFG ein Kompendium rausbringt, wird es dass auch bald danach in deutscher Fassung geben. Vorerst ist aber noch kein Kompendium geplant, da muss sich noch Material ansammeln. Bei Dust Warfare sind es je richtige Bücher die so ziemlich alles beinhalten.

@selbermachen
Vorsicht, das ist geschütztes Material, also vorher mit Heidelberger abklären.

Neue Regeln kommen immer mit den Kampagnenboxen.
 
Auf der einen Seite klingt Ammo Dump und Stimulant Kit super, aber mich hat vor allem Field Repairbeim normalen Kommandotrupp interessiert. Es sind wirklich zwei komplett andere Einheiten. ich kann nicht nachvollziehen, warum der Heavy-Trupp billiger ist. Er Teilt viel besser aus und ist durch seine Panzerungsklasse auch wiederstandsfähiger.

Zu
Field Repair: Kommt das Vehicle eigentlich mit allen seinen Lebenspunkten zurück aufs Feld?
 
Ja kommt es und das gleiche kannst du halt auch mit nem Squad machen (Come On Guys; We’re Going Back Out There (Skill))

Aber nur einmal pro Spiel!

Der normale Kommandotrupp muss halt richtig gut geschützt werden also eher defensiv spielen, der Heavy kann auch mal etwas austeilen hat aber nicht soooo coole Skills.