View Full Version : Atgm
01-24-2010, 12:53 PM
I was wondering what is the most effective way to use a unit of ATGM with UA marshalling a mule would be?
Also would the mule have a range of 16 inches when it didnt move?
01-24-2010, 01:09 PM
I assume you're talking in terms of running ATGMs as part of a Highborn army?
If such then yes using a mule with ATGMs is quite interesting and yes mule plus snipe shot plus the 4" bonus from not moving would be 16 inches of range.
01-24-2010, 01:11 PM
Yes am taking them in a highborn list.
I was thinking that the best place to learn how to use them the best would be her in the cygnar thread. What is the best way to use them?
01-24-2010, 01:23 PM
best way to use the ATGMS as light infantry hunters.
With the Dude (their UA) they eat any unit with stealth, camouflage , concealment for breakfast.
With Thunderbolt rounds they help keep opponents away from scenarios, if you have a way of getting them extra ranged attack dice, their crit brutal shot is pretty nasty.
They are however quite squishy having actually lost a point of ARM in Mk2. They die to blasts very very easily.
They aren't the killer units that the B13 are but they are a nice option to have if you expect to face a lot of stealth.
01-24-2010, 02:33 PM
Just hide the UA in the back and unleash the fury of the mule. If the UA dies you lose Rune Shot, so your Mule becomes just a mule again.
Force them to come to you, don't go looking for trouble with the ATGM. Just sit back and pick off targets that present themselves. Or your mages can mop up after your 4" AOE slams them right in front of you.
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