Archive for 2014
Modelling: Making new bases
By : LeonDelgado
From
the beginning I had in mind the Halo Actionclix miniatures to use in my Halo
Tactics games, wherever there is a problem with the Actionclix minis: the base.
Wizkids
miniatures (both Actionclix and Heroclix) use 40 mm bases for ALL their minis.
You can work with this in your games (in my first test games I play with the minis
like that without problem), but having different sizes for the bases will
improve the game in many ways, the first is that the miniatures will reflect
more their size and control area, helping to improve the tactical aspects of
the game.
Now
that I have my Halo Actionclix miniatures to use in my Halo Tactics games is
time for convert the minis to a proper base, for this I want to use a technique
that I saw in the Bell of the lost souls. Using cork I give texture to the
bases to make them interesting and looking like concrete (for a urban conflict
in my halo games).
Step
1) Materials and first steps
For
this I use 2 mm cork sheets
Step
2) Preparing the bases
After
cutting a square from the cork sheet I glue it to the base
Step
3) Given texture
Each
square was then cut and given a proper appearance, to look like broken
concrete.
Step
4) Painting
After
a layer of base black paint (in this case I use chaos black spray from
citadel), I paint each base with dark grey, follow of a dry brush of grey and
final lights with a little of white paint.
The
result!
As
you can see now the Spartan stand in a more acurate base for him, I did this
for all my miniatures following this idea:
20
mm bases: Marines, ODST, Spartan, Drones, Grounts, Jackals.
40
mm Bases: Elite, Brutes.
60
mm Bases: Hunters.
Tag :
Modeling,
Modelling: How to get your minis
By : LeonDelgado
Ok,
we have the rules and character cards, now we need the models to play Halo
Tactics. In this article I will discuss the options to make your own halo
miniatures so you can play your Halo games in your game group.
"Oficial" Halo Miniatures
The
first option is just to pick one of the two options for halo miniatures in the
market: Halo Heroclix (or ActionClix) or Halo Micro Ops.
Halo Heroclix: This are the main miniatures that I use with this
rules intended. The reason is that this miniatures are relative cheap and they
have a vast array of character options to play. With some minor modifications
you can create your own special characters and vehicles.
Halo Micro Ops: McFarlane is one of the best in the toy industry and
his approach to the Halo Miniatures was amazing. Sadly halo Micro Ops had a
short run and you have only a few options to play. With some miniatures from
other 15 mm sci fy range you can expand this game. I'm planning to make a sed
of rules and cards with the 15 mm in mind.
Make your own
You
can build your own Halo Miniatures. This is the most gratification option in
the sense that you make this game your own and will bring you many hours of modelling.
You can find in the web many examples of people that make their own models and
vehicles.
Examples:
From Commander Vyper (http://www.lead-adventure.de/index.php?topic=6732.210) he made his own models and game using models from different ranges and sculpting his own Covenant.
And from Todeswind (http://warhammer.org.uk/phpBB/viewtopic.php?f=4&t=35605) he made his own UNSC with warhammer parts and papercraft.
I hope this would inspire to make Halo Tactics your game and start making your own force.
Tag :
Modeling,
Updated rules: Hail to the hammer!
By : LeonDelgado
Some minor fixes to the Halo
rulebook and some gear:
Rulebook
- Knockback rules is more
clear now.
- Aim to the ground rule is
now in the book
- Gravity hammers now do
+1D3 damage (instead of 1D6) but now have Knock back (and the user is NOT affected
by this knock back).
- Minor fixes.
Character Cards
- Gravity hammers fixed.
- Elite rangers now have the
infiltration special rule and shields.
-Master chief weapons names
fixed.
All this rules and updates
are part of the rules and cards, you can download the new version on the
"Rules and cards" tap of the blog.
Rules Update: Missions
By : LeonDelgado
After another season of play testing was clear that missions
had to be worked and tuned a little, so I made some minor changes in the
missions.
Hardpoint
Each team must fight over the control of three tactical
objectives on the map, those represent data cores, injured teammates, lost
weapons caches, etc. Take and hold these "hardpoints" to earn
VP.
Number
of Players: Two.
Squats: Build a squat with 200- (quick),
400- (standard), or 600-point cost limits (epic) using the standard squat
construction rules (see “Building a squat”, p. X).
Setup: Hardpoint uses the standard set-up
procedure for terrain (see “Preparing the battlefield”, p. 42). After placing and
defining the terrain, you must place an objective in the middle of the board
(Alpha target), then each player must place 2 tactical objectives in thier own
deployment zone at 12" (or more) from the table edge and all must be
12" apart of each other.
Deployment: After
positioning the objectives, you deploy your squat. Hardpoint uses the standard
Deployment procedure (see “Deployment”, p. 44).
Scoring
Victory Points:
There are two ways to score victory points.
Killing
the Team Leader: Each player must select one non-vehicle character from their
squat, that is the squat leader. If you manage to kill the squat leader from
the enemy squat you score 20 victory points (in a quick match), or 40 victory
points (for standard matches), or 60 victory points (for epic games).
Controlling
objectives: At the end of a round, for each objective that you control you
score 15 victory points (in a quick match), or 30 victory points (for standard
matches), or 45 victory points (for epic games). You control an objective if
there is at least one of your characters, and no enemy characters, within
3" of it.
As
different objectives vary in shape and size, it is important to agree at the
beginning of the game exactly where this distance will be measured from. You
can use counters or designed a terrain piece in the battlefield as objective,
in that case the control area is measured from the base or hull of the terrain.
Ending the game: This mission last a random number of
game turns. At the end of game turn 5, a player must roll a dice. On a 1-3 the
game ends immediately, on a 4+ a new game turn is played. If this is the case,
a player will roll another dice at the end of each turn after the 5th, until 1,
2 or 3 is rolled, in that moment the
game ends automatically.
Victory
Conditions: When
the game ends (see ending the game, above) the player with the higher number of
victory points wins the battle.
In a Hardpoint game, at the end of any phase victory goes to
the 1rst player to score victory points equal to point cost limit used in
squats construction; for example, 400 points in a 400-point battle.
Assault
This
scenario, the standard, rewards combat effectiveness and clever manoeuvring.
Number
of Players: Two.
Squats: Build a squat with 200- (quick),
400- (standard), or 600-point cost limits (epic) using the standard squat
construction rules (see “Building a squat”, p. X).
Setup: Assault uses the standard set-up
procedure for terrain (see “Preparing the battlefield”, p. 42). After placing and
defining the terrain, you must place 3 tactical objectives. Each player setup
one objective in their own deployment zone at 12" from the table edge and
the final objective are placed in the middle of the board (alpha objective).
Deployment: After positioning the objectives,
you deploy your squat. Assault uses the standard Deployment procedure (see
“Deployment”, p. 44).
Scoring
Victory Points:
There are two ways to score victory points.
Destroying
enemy Characters: You score victory points equal to the cost of each destroyed
enemy characters. If the character has any items assigned to it when it is
destroyed, you score victory points equal to the cost of those items as well.
Controlling
objectives: At the end of each round, if any of your characters control the
objective set in your deployment zone, you score 10 (quick), or 15 (standard),
or 20 (epic) victory points. If Any of your characters control the objective in
the middle of the board you score 20 (quick), or 40 (standard), or 60 (epic)
additional victory points. And finally
if you control the objective set in your opponent deployment zone you score 30
(quick), or 60 (standard), or 90 (epic) additional victory points.
You
control an objective if there is at least one of your characters, and no enemy
characters, within 3" of it. As different objectives vary in shape and
size, it is important to agree at the beginning of the game exactly where this
distance will be measured from. The number of victory points granted by this
objective depend of the size of the game (quick/ standard/ epic).
Victory
Conditions: Victory
goes to the 1rst player to score victory points equal to point cost limit used
in squats construction; for example, 400 points in a 400-point battle.
Slayer
This
scenario represents a quick clash between small groups of skirmishers.
Number
of Players: Two.
Squats: Build a squat with 200- (quick),
400- (standard), or 600-point cost limits (epic) using the standard squat
construction rules (see “Building a squat”, p. X).
Setup: Slayer uses the standard set-up
procedure for terrain (see “Preparing the battlefield”, p. 42). After placing and
defining the terrain, you must place 1 tactical objective in the middle of the
board.
Deployment: After positioning the objectives,
you deploy your squat. Slayer uses the standard Deployment procedure (see
“Deployment”, p. 44).
Scoring
Victory Points:
There are two ways to score victory points.
Destroying
enemy Characters: You score victory points equal to the cost of each destroyed
enemy characters. If the character has any items assigned to it when it is
destroyed, you score victory points equal to the cost of those items as well.
Priority
target: At the beginning of the game, each player must select one enemy
character between the 3 enemy character with higher point cost in the enemy
squat. From now on that is the priority target and destroying it will reward
you with his point cost in VP plus 25 VP in a 200-point battle, 50 VP in a
400-point battle, and 80 VP in a 600-point battle.
Controlling
objectives: At the end of each round, if any of your characters control the
objective set in the middle of the board you score 20 (quick), or 40
(standard), or 60 (epic) additional victory points.
You
control an objective if there is at least one of your characters, and no enemy
characters, within 3" of it. As different objectives vary in shape and
size, it is important to agree at the beginning of the game exactly where this
distance will be measured from. The number of victory points granted by this
objective depend of the size of the game (quick/ standard/ epic).
Victory
Conditions: Victory
goes to the 1rst player to score victory points equal to point cost limit used
in squats construction; for example, 400 points in a 400-point battle.
Factions on Halo Tactics: The Covenant
By : LeonDelgado
The Covenant Empire, also referred to as the Covenant,
was a theocratic hegemony made up of multiple alien species that maintain
control over a large portion of the Orion Arm in the Milky
Way galaxy.
The Covenant waged a genocidal
campaign against humanity, declaring that humans are n affront to
their gods. The Covenant was a political, military, and religious affiliation,
originally a mutual alliance between the San 'Shyuum and Sangheili following a
brutal conflict between the two warring races. Its expansion to include at
least six other races united in the worship of the Forerunners and the Halo
Array soon began after the original formation.
Covenant Empire: Characters with the Covenant Empire team
ability may replace their attack value with the unmodified attack value of an
adjacent friendly character with the Covenant Empire team ability
Characters in a Covenant Squat
San 'Shyuum (Prophets)
The highest caste, the San 'Shyuum, or "Prophets,"
as Humans call them, lead the Covenant and exert complete control over all
religious and political affairs. Though physically weak, Prophets wield power
through absolute command of the Covenant and through scavenged Forerunner
technology, leaving the task of conquest to the Elites and the other races.
Their higher understanding of the Forerunners gives them great ego and
religious influence over the Covenant. The High Prophets are addressed as
"Hierarchs", "Noble Hierarchs", "Holy Ones", or
"Exalted" by the other races of the Covenant.
In your Squat: In halo Tactics exist in this
moment 1 character from the San 'Shyuum species, and that is the Prophet of regret.
This is a good buster for you team and can be used smartly to nerf some UNSC
heroes or characters. His cannon is good for destroying powerfull characters
but is weak in close combat, so is good to protect him with some Elite honor
guards or Brute honor guards.
Sangheili (Elites)
The second highest caste; Sangheili, or Elites as Humans
call them, served as the military leaders of the Covenant before the Great
Schism in 2552. While Prophets often had the final say, it was the Elites who
organized military campaigns and naval engagements. They maintain the military
structure of the Covenant and ensured the Prophets' orders are followed, as
well as their own. Sangheili consider the other client races to be below them
in all ways. The Sangheili are the only known race permitted to build and
operate starships within the Covenant, though the crews are almost always
composed of a mix of races. Sangheili are separated into ranks based on
skill and experience. To advance in rank, Sangheili must honorably earn such
advancements on the battlefield. They were a major component of the
Covenant and were the only caste able to maintain the military hierarchy as
well as having a voice within the High Council before the Great Schism. An
"ee" at the end of an Elite name, such as "'Zamamee or
'Vadumee", signifies that that Elite is a part or was part of the Covenant
military, although, after the Great Schism most, if not all, Elites removed the
"ee" from their names to show that they had left the Covenant.
Name: Elite
Speed: 8/7
Defence: 15/14
Attack: +9/8
Damage: 3/3
Health: 8/4
Special Abilities: Covenant Empire Team ability.
Ambidexterity.
Concentrated Fire: When Elite makes an attack, if the attack roll is doubles
and hits, after the attack resolves he may immediately make an attack against
the same target as a free action.
Shields (Def 1): Damage dealt to this character is reduced by 1.
In your Squat: Elite are one of the best options
for your squats, they can improve the combat effectiveness of your grunts and
jackals (with the use of the Covenant team ability) and be very effective in stopping
Spartans. Elite has two common shapes (Elite mayor and Minor) and access to
good weapons (Plasma rifles, Covenant carbine and energy sword).
A good Elite character is the Arbiter, he can hunt down
important characters in the enemy squat and give support to your team.
Jiralhanae (Brutes)
Jiralhanae, known to Humans as Brutes,[20] They are one
of the newer species to the Covenant and are the only race that has obtained
very close to equal status to that of one of the founding "clients"
of the Covenant pact, the Sangheili. They have an incredible natural resilience
to damage due to their tough hides, which easily make up for their lack of energy
shields, and use a number of weapons and vehicles based upon their
pre-Covenant technology. This technology, though primitive compared to other
Covenant weapons, is nonetheless extremely lethal, with most Brute-developed
weapons having blades attached to them. In addition to their standard form of
combat, Brutes will sometimes go "berserk" and try to kill anyone or
anything in their path. This shows the aggressive nature of the Brute, and the
little tolerance they have when they are cornered. Brutes have their own ranks
going up to War Chieftains who usually wield plasma cannons, fuel
rod guns, or Chieftains who usually wield gravity hammers. The Jiralhanae
always work in packs of 3-8 when possible. They took over the role as personal bodyguards
of the Prophets and also now make up most of the Covenant military.
Name: Brute
Faction: Covenant Empire
Cost: 35 (+13 stats+2 Dual weapon)
Speed: 6/8
Defence: 14/14
Attack: +8/+7
Damage: 3/3
Health: 7/3
Special Abilities: Covenant Empire Team ability. Inhuman
Strength, Ambidexterity.
Fury: Give this character a close combat
action. After the close combat attack resolves, it may make a second close
combat attack as a free action.
In your Squat: Brutes are powerful melee fighters,
if they reach a target they can destroyed easy with their attacks, but they
have low defence. Brutes also have access to nasty range weapons, like the
brute shot and even plasma cannons (thanks to their Inhuman Strength), and to
the mighty gravity hammer.
Mgalekgolo (Hunters)
Mgalekgolo, or Hunters as they are known by Humans, are
thought to be giant monsters, but they are actually an assemblage of worm-like
entities called "Lekgolo" that creates a communal, armor plated form.
In this form, they are known as "Mgalekgolo". They always fight and
travel in pairs known as "Bond Brothers" which technically means that
not all of the colonies of worms were able to fit within one set of armor, and
are the strongest of the Covenant fighting units. They wield powerful assault
cannons and a massive shield resistant to any small arms fire which may also be
used as a melee weapon due to its sharp sides and the Hunters' great strength.
They are usually used as weapons platforms, and are only deployed on the
battlefield when in need of a heavy force - they are used more like heavy duty
equipment than soldiers. Their political and religious motivations are
completely unknown.
Name: Hunter
Speed: 7/6
Defence: 14/13
Attack: +8/7
Damage: 3/3
Health: 10/5
Special Abilities: Covenant Empire Team ability.
Weapon Lock
(Fuel Rod Cannon).
Combat Shield: Modify this character’s defense value by +3 against ranged
combat attacks.
Smash: A
character hit by a close combat attack from this character takes +1d3
additional damage.
Massive:
This character cannot be push back.
In your Squat: Hunters can decimate the
battlefield with some shots of theur fuel rod cannon. This are the living
artillery of any Covenant squat and they are hard to kill. The nemesis of any
hunter are the Spartans.
Yanme'e (Drones)
These flying insect-like creatures, also known
as Drones or Buggers by Humans, served almost exclusively as engineers,
but were then replaced by the Huragok. This created a hatred towards the new,
peaceful engineers by the Yanme'e that sometimes resulted in
violence. Afterwards, the Yanme'e were used as aerial combatants
against the UNSC, who were inexperienced at fighting airborne infantry. In
combat, their weapons of choice were the Needler, which creates a
super-combine explosion if enough projectiles are fired into the same target,
and the Plasma Pistol. Their ability to fight on the wing, and their usual
deployment in large groups, made them an excellent strategic weapon
against ground-based opponents.
Name: Drone
Speed: 12/8
Defence: 15/ 14
Attack: +8/7
Damage: 3/2
Health: 6/3
Special Abilities: Covenant Empire Team ability.
Infiltration. Jump infantry.
In your Squat: Drones are the perfect scouts and
infiltrators, they can go to capture victory areas behind enemy lines and try
to outflank the enemy. Fragile but elective.
Kig-Yar (Jackals)
Due to their superior senses, the Kig-Yar, or
Jackals/Skirmishers as they are known by Humans, are the scouts and
marksmen of the Covenant military, they are the second lowest Covenant caste
and are about 5'6" tall. Due to their lack of physical durability, they
carry a portable energy shield generator during combat. Jackals are
employed mainly as sharpshooters with their excellent vision and dexterity, and
are also deployed to defend strategic areas. When a Jackal is under fire, it
will cover its head with its hands and trot away to another position from which
to fire. The first Human contact with the Covenant was between Staff
Sergeants Johnson and Byrne on a Human freighter as Jackal
pirates tried to board the ship. They have very strong dislike of the Unggoy
because they are always trying to assert their superiority over them in the
caste system of the Covenant. Once they poisoned a recreational narcotic that
the Unggoy use which nearly caused them to become infertile. This caused the Grunt
Rebellion.
Name: Jackal
Speed: 7/6
Defence: 14/ 13
Attack: +8/7
Damage: 3/2
Health: 5/2
Special Abilities: Covenant Empire Team ability.
Take Cover: If this character has cover, his
Defence improves in +2 instead of +1.
In your Squat: Good support characters, Jackals
are integral part of any covenant squat. With access to sniper weapons and
shields that allow them to advance the battlefield this are excellent skirmishers.
Unggoy (Grunts)
Hailing from Balaho, Unggoy, known as Grunts among Humans, are
the most common and lowest-placed caste of the Covenant. The Unggoy were barely
into their own Iron Age when the San'Shyuum discovered them. Classified as a
"Tier 6" civilization by the Forerunner charts, the Unggoy were at a primitive
point in their cultural development, the Unggoy had little choice but to accept
entry into the Covenant hegemony, or otherwise risk extinction. After
their incorporation into the Covenant their entire history was erased and
they essentially became a slave race. Despite their notable cowardice and
ineptitude, they are quite dangerous in large numbers, which was why an Arbiter was
needed to quell the Grunt Rebellion. They breathe methane and thus must wear a
large tank on their back full of the methane to survive on other planets.
Relations between the Unggoy and the Kig-Yar are strained in the best of times.
Name: Grunt
Speed: 6/7
Defence: 13/ 14
Attack: +7/6
Damage: 3/2
Health: 5/2
Special Abilities: Covenant Empire Team ability.
Stand Together: Modify Grunt's attack value by +1 when he is adjacent to at
least one other friendly character named Grunt.
Quickfire: When Grunt misses with a ranged combat attack, roll a d6
after actions resolve. On a result of 6 he may make a ranged combat attack as a
free
action.
In your Squat: Grunts are the must cheap character
in the Covenant faction, and they are good (for their price). Grunts are good
in large numbers, able to capture objective or go as meat shields to rain fire
to the enemy, is common to see this little guys in a Covenant Squat.
Factions on Halo Tactics: UNSC
By : LeonDelgado
The United Nations Space
Command, more commonly known as UNSC, is the military, exploratory, and
scientific agency of the Unified Earth Government. The UNSC formed halfway
through the 22nd century as remnants of old cultural ideologies clashed for
supremacy in the Sol System and mainly oversaw United Nations military
operations in space. The UN massively militarizing its off-world colonies via
propaganda and then defeated communist and fascist forces in the
"Interplanetary War" which consisted of several side-battles that
took place on Mars, the Jovian Moons, and the South American rainforests.
Although the Interplanetary War brought great suffering and death unto Earth and
its colonies, it united humanity's militaries into a common, armed force by the
end of the 22nd century.
Humanity was in chaos before
the Covenant attack on Harvest in 2525. The
UN was waging a bloody struggle against groups of terrorists (or freedom
fighters) called the Insurrectionists, who wanted independence from the
Unified Earth Government. The UNSCDF, a branch of the UNSC, constantly
battled the Insurrectionists. In an attempt to help end the long-running war
against the rebels, the UEG commissioned the ORION Project (also known
as the SPARTAN-I project) and later the SPARTAN-II Program, which created
a group of elite super-soldiers to combat the separatists and the insurrections
that they spawned. When the Human-Covenant war began, and the
technologically superior aliens began decimating the Outer colonies, these
Spartans became humanity's best hope for survival. Faced with genocide on an
unprecedented scale, the UNSC mobilized for total war.
The dire circumstances of the
Covenant conflict allowed the UNSC to override civilian rule and establish
itself as humanity's primary government. Although the Unified Earth Government
was more open to step down, the Colonial Administration, the arm of the
UEG ruling over the colonies, resisted the UNSC's rise to power, and was thus
stripped of its power.
By the time the war began, humanity
had reached Tier 3 of the Forerunner civilization ranking
system. Technological improvements continued to rise due to the capture of
advanced Covenant equipment, which was studied and adapted for human needs. The
very best and cutting edge of UNSC war assets were supplied to the SPARTAN-II
Program. Other enhancements geared towards mass production were distributed to
the SPARTAN-IIIs and -IVs. One such example of war time
innovation was the energy shielding adapted and improved for use on the MJOLNIR armor.
As a player, you jump just in the
middle of the dark days of the conflict, right before the fall of Reach, the
humans are losing the war and desperate times require desperate measures. The
UNSC is in war for decades with two deadly enemies, the Covenant and the Insurrectionist,
but a new threat emerge from the vaults of an lost civilization: the flood.
Team
ability: UNITED NATIONS SPACE COMMAND (UNSC)
When this character is adjacent to a
friendly UNSC characters modify his range values by +2". Give this
character a power action and choose an adjacent UNSC friendly character. The
chosen character modifies its damage value by +1 while adjacent to this
character and making ranged combat attacks this turn. Uncopyable.
Characters
in the UNSC squats
You have 3 common character to
select in a UNSC squat: Marines, OSDT and Spartans. You can make a group of
just one type, but a good general know that a balance squat with a good mix of
specialist, is the key to success.
Marine
Speed: 6/5
Defence: 14/15
Attack: +8/+7
Damage: 3/2
Health: 5/2
Special rules
UNSC Team ability.
Combat reflexes: modify this character’s
defense value by +2 against close combat attacks. When this character takes
damage from an attack, it may choose to be knocked back. This character ignores
knock back damage.
Equipment: Marines has access to a
vast arsenal of weapons in the USNC, only surpassed by Spartans.
The good: Marines are Cheap and reliable troops. This are great for having a large team of character that
can capture objectives and deal damage to the enemy. With the UNSC team ability
you can increase the range of their weapons and even increase the damage that
they can deliver. Good vs. Grunts, Jackals.
The bad: Marines are fragile. With only 5
heath points two shot of an elite character or one heavy weapon can destroy
your marines.
ODST
Speed: 6/7
Defence: 15/ 14
Attack: +8/+9
Damage: 3/2
Health: 7/3
Special Abilities
UNSC
Team ability. Infiltration.
DEFLECTION (Def 1): Modify this character’s defense value by +2 against ranged
combat attacks.
COMBAT REFLEXES (Def 2): Modify this character’s
defense value by +2 against close combat attacks. When this character takes
damage from an attack, it may choose to be knocked back. This character ignores
knock back damage.
Equipment: ODST has access to Pistols,
SMG and Sniper rifles.
The good: Hard to hit, elite unit
capable of being deployed anywhere in the battlefield (with a minimum distance
of 14" of an enemy). This can be useful to capture objective of kill
priority targets. Better life and stats
than marines, make them really powerful characters in any squat.
The bad: High price. A squat of only ODST is
a small squat. They can deliver pain to the enemy but you can be outnumbered if
your are not careful.
Spartan
Speed: 8/7
Defence: 16/ 15
Attack: +9/9
Damage: 3/2
Health: 8/4
Special Abilities
UNSC
Team ability. Inhuman Strength, Ambidexterity.
Shields (Def 1): Damage dealt to this
character is reduced by 1.
Dodge (Def 2): When this character is hit by an
attack, you may roll a d6 before damage is dealt. On a result of 5-6, this
character evades the attack.
Equipment: Spartan has unlimited access
to all military equipment from the UNSC, including decomisioned Covenant weapons
and even heavy weapons.
The good: Super elite unit. Basically
all Spartans are like living tanks protected with shields, fast on the battlefield (with Speed 8 they move faster on the board) and with a good selection of gear.
The bad: High price. Just like ODST , an all
Spartan squat is quite small.
Examples of an UNSC squats
Mix squat
Spartan
with Battle rifle 75
ODST
with Sniper rifle 60
ODST
with SMG 60
Marine
with Missile Launcher 50
Marine
with Sniper rifle 50
Marine
with Battle Rifle 25
Marine
with Battle Rifle 25
Marine
with Battle SMG 25
Marine
with Shockgun 15
Marine
with Pistol 15
Total 400
This squat has a god range power,
and a good selection of decent cheap fighters and elite troopers. The Spartan and
the ODST has the mission of destroying the most powerful character in the opposite
squat while the marines give support and capture victory areas or hard points.
Elite squat
Spartan
with Battle rifle 75
Spartan
with Missile Launcher 95
ODST
with Sniper rifle 60
ODST
with SMG 60
ODST
with Battle Rifle 60
Marine
with Sniper rifle 50
Total 400
With
great power but few in numbers, this is a hard to kill squat, but will have
trouble to capture hard points and victory areas. This type of squat play to
destroy or cripple the enemy before they can do the same.