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 Whats the deal with the Freikorps

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srg
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PostSubject: Whats the deal with the Freikorps   Fri Mar 16, 2012 6:04 pm

Good/Bad? Mostly ranged?
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PostSubject: Re: Whats the deal with the Freikorps   Fri Mar 16, 2012 9:27 pm

Firstly, everyone says it wrong (including me up until recently):[/B][/U] It is pronounced "FRY core" and it's German for "Free Corps." aka mercenaries.

THE FREIKORPS
Most units have average mobility, average Wp (but Stubborn, which gives them +2 when defending), slightly less than average Df and Wd. Their melee Cb and Dg is slightly below average while their ranged Cb and Dg are both noticeably higher than average.

They all have armor, magic resistance and can ignore blasts, pulses and auras. All of this combines to make a crew with average mobility that seek to avoid melee (Low Df, low Wd, below average melee) but perform very well at range (High range, good ranged Cb and Dg).

Von Schill: Average mobility but he has Instinctual (extra 0 action per turn), Nimble (+1 move action) and a zero action that gives him flight so he's actually highly mobile. he is especially good against undead due to various abilities and triggers and his melee attacks can ignore armor.

Freikorpsmann: Increased mobility thanks to Scout (ignore difficult terrain) and flurry gives them an extra punch in melee, making them the most versatile of the korps.

Freikorps Librarian: A good Ca and Furious Casting (extra casting actions) makes them a good caster but they have no direct damaging spells, just buffs, nerfs and healing. Oddly, they have a spell that buffs other casters and I don't see that coming up with them. However, another spell creates an aura of +2 Df so they can act similarly to zoanthropes and helps mitigate their low Df. Also, they have a spell for every suit which is both a blessing and a curse:[/B][/U] you can end up without the suits you want, but there will always be something you can cast.

Freikorps Specialist: Slow with moderate range, he has one of the few AoE attacks and it does decent damage. He also has a bonus to keep him alive in melee but he's a pretty one trick pony.

Freikorps Trapper: For 6 ss, you get 16" range on a Mv 5 model with Hunter, Ruthless, Scout and Stubborn. He gains bonus damage against Beasts and Constructs, can heal himself, and can grant Scout to allies in a pulse. After Hans and Nino, he's definitely the best sniper in the game and, unlike those two who are unique, you can take more than one.

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PostSubject: Re: Whats the deal with the Freikorps   Fri Mar 16, 2012 10:07 pm

Most of that means little to me. Very Happy

One day I'll just have to sit down and read the books and get a real understanding of the game.
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RotatingPanda
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PostSubject: Re: Whats the deal with the Freikorps   Fri Mar 16, 2012 11:08 pm

Most units have average mobility, average Willpower (i.e. magic defense, but the Stubborn USR increases that when they are defending), slightly less than average Defense (gun and blade defense) and Wounds. Their melee To Hit and Damage is slightly below average while their ranged To Hit and Damage are both noticeably higher than average.

They all have armor (reduces gun and blade damage), magic resistance (reduces magic damage) and can ignore blasts, pulses and auras (i.e. all template weapons). All of this combines to make a crew with average mobility that seek to avoid melee (Hit easily, not many wounds, sub-par melee combat) but perform very well at range (Long range, good ranged To Hit and Damage).

Is that better?

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PostSubject: Re: Whats the deal with the Freikorps   Fri Mar 16, 2012 11:40 pm

You are a saint. ;p
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