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Mooks
Mar 18, 2010 15:08:20 GMT 1
Post by A-Train on Mar 18, 2010 15:08:20 GMT 1
Hi,
Just trying to plan some gangs for my first game of Flying Lead, and I was wondering how equal you make the battles (in figure quantity and total points) if one side is going to contain Mooks?
Basically, I am planning a police force, mostly armed with pistols, a few with shotguns and two personalities (one pistol, one shotgunner). Total Point value for the police force comes to 565 for 9 figures.
They are going to go up against a diverse gang, of almost equal points, but then I wanted to add in about 4 Mooks, just to give the police some more targets. These Mooks are Q4, C2, but are also Poor Shots, and Green, to make them even cheaper. They are also carrying Sub machineguns. They come to 23 points a piece and the total value for the gang is 589 (92 points is spent just on Mooks though).
So my question, is that even though the gang has More figures, and more total points, do the sides sound equal? Should I even the points out completely, or should I give the gang even more points, basically not counting the useless Mook?
Thanks for your time.
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Mooks
Mar 18, 2010 21:30:59 GMT 1
Post by richjones on Mar 18, 2010 21:30:59 GMT 1
The idea is the points should be the same ... mooks die easily and are designed to be cannon fodder. However the problem with even the mooks is that with a good weapon in their hands sooner or late they will get lucky. SMGs are not particularly strong combat wise but will mean the mooks can move and shoot which is ok as they are not likely to get many activations by the looks of the stats.
I wouldn't have the gang at much more than the cops though so if you haven't give in of the cops combat fiend so they can have a few shots in an activation ... that will probably even out the points I think.
Have fun Rich
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Mooks
Mar 19, 2010 1:27:27 GMT 1
Post by A-Train on Mar 19, 2010 1:27:27 GMT 1
Thanks. The models I was looking at for Mooks actually look more like Assault Rifles, but there was no way I was giving them one of those. I figured submachine guns would be ok once combined with poor shot. If they still manage more than a very rare kill, I may reduce their combat. And I had put a Combat Fiend on the cops. That's probably my favorite ability Thanks again.
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