Post by osiris on Jan 17, 2020 0:30:31 GMT -5
Updated for 1.091
Lastly Albert Campbell. He doesn't get a theme posse, so he'll be using the standard Union Posse.
The slots are organized similar to Grant's posse, but with less big firepower in the earlier slots.
Slot One is hands units from 1 to 3 units. Depends on how you want to go, but this list seems designed to try to bring the robotic force to the table (considering the boss' skills). The only automata hands you have to choose from is the K9 Attack Dogs. They're not a bad choice for a shooting list (as they can tackle any enemy shooters, or run screens against opposing melee tacklers), but they'll likely be too far away from Campbell to resurrect. Iron horse cavalry will also treat the boss like a sawbones, giving them a reroll on their grit, which is nice too, but they will be far more mobile than the boss. the human hands troops aren't great choices for Albert, as it will be difficult to get enough synergies to make them worth their points.
Slot two has Face and Non-vehicle Support. Because of the Boss' Automata skills, it may be worth considering some UR-31 GI Bots. Even though they are a tad expensive for their likely performance, they're fairly survivable, even more so with campbell near them, and can bring some serious firepower, and if campbell can bring them back from the dead after they get wiped out, you can quickly see your opponent get frustrated about having to kill them again. sadly they are FACE units so those are the slots they have to fit in (These would have been great as hands under Albert). Still you have enough face slots to use some on them.
As far as non-vehicle support, the gun dogs are the obvious choice because of the automata synergies. But the fire-team is always hard to pass up, it's cheap and can dish out some serious firepower. Fragile though. Pacifiers are a bit less fragile, but slightly more expensive. Though if you need to bring hazardous weapons or weapons with direct-fire blast, they're a good choice (plus they can become hex-beasts lol!)
Slot 3 EITHER another face OR hands. Probably a face. If you want to go all-in on the automata thing, Henry Courtwright brings the same automata supporting skills as the boss. Milo Jefferson brings a trick shot rocket launcher and sic'em to use with your dog automata. Otherwise it's pick your flavour. Sniper, flying flamethrower, morden the compel machine, woodhouse and his artillery, one of the sawbones (only if you choose NOT to take tons of automata)... depends on your playstyle. Henry or milo are your best choices to fit the theme though.
Slot 4 Hands and/or another non-vehicle support. Same hands choices as above, likely Cavalry or Attack dogs to fit in with the theme of the list. And non-vehicle support probably gun dogs (though again the other two choices aren't bad either)
Slot 5 Either another hands unit or specifically an Ironhide. The ironhide is a good solid vehicle with good firepower, and near the boss re-rolls grit. probably your best choice for this slot if you have the points.
Slot 6 Another face and/or any union support. The only reason to fill all six slots in this posse is to get here, where you can finally choose to bring some vehicle support like rolling thunder, a flame truck, or a squad of Iron Eagles. Otherwise, there's no posse bonus, so why bother getting through all those highly restrictive slots?
Honestly, you could probably play a competitive machine and automata list with Albert. but one of the Theme posses with a real posse bonus will probably be a better bet. The nice thing about this game though, is you can still build this list, and have fun how you like it, and still be competitive. Good luck!
Lastly Albert Campbell. He doesn't get a theme posse, so he'll be using the standard Union Posse.
The slots are organized similar to Grant's posse, but with less big firepower in the earlier slots.
Slot One is hands units from 1 to 3 units. Depends on how you want to go, but this list seems designed to try to bring the robotic force to the table (considering the boss' skills). The only automata hands you have to choose from is the K9 Attack Dogs. They're not a bad choice for a shooting list (as they can tackle any enemy shooters, or run screens against opposing melee tacklers), but they'll likely be too far away from Campbell to resurrect. Iron horse cavalry will also treat the boss like a sawbones, giving them a reroll on their grit, which is nice too, but they will be far more mobile than the boss. the human hands troops aren't great choices for Albert, as it will be difficult to get enough synergies to make them worth their points.
Slot two has Face and Non-vehicle Support. Because of the Boss' Automata skills, it may be worth considering some UR-31 GI Bots. Even though they are a tad expensive for their likely performance, they're fairly survivable, even more so with campbell near them, and can bring some serious firepower, and if campbell can bring them back from the dead after they get wiped out, you can quickly see your opponent get frustrated about having to kill them again. sadly they are FACE units so those are the slots they have to fit in (These would have been great as hands under Albert). Still you have enough face slots to use some on them.
As far as non-vehicle support, the gun dogs are the obvious choice because of the automata synergies. But the fire-team is always hard to pass up, it's cheap and can dish out some serious firepower. Fragile though. Pacifiers are a bit less fragile, but slightly more expensive. Though if you need to bring hazardous weapons or weapons with direct-fire blast, they're a good choice (plus they can become hex-beasts lol!)
Slot 3 EITHER another face OR hands. Probably a face. If you want to go all-in on the automata thing, Henry Courtwright brings the same automata supporting skills as the boss. Milo Jefferson brings a trick shot rocket launcher and sic'em to use with your dog automata. Otherwise it's pick your flavour. Sniper, flying flamethrower, morden the compel machine, woodhouse and his artillery, one of the sawbones (only if you choose NOT to take tons of automata)... depends on your playstyle. Henry or milo are your best choices to fit the theme though.
Slot 4 Hands and/or another non-vehicle support. Same hands choices as above, likely Cavalry or Attack dogs to fit in with the theme of the list. And non-vehicle support probably gun dogs (though again the other two choices aren't bad either)
Slot 5 Either another hands unit or specifically an Ironhide. The ironhide is a good solid vehicle with good firepower, and near the boss re-rolls grit. probably your best choice for this slot if you have the points.
Slot 6 Another face and/or any union support. The only reason to fill all six slots in this posse is to get here, where you can finally choose to bring some vehicle support like rolling thunder, a flame truck, or a squad of Iron Eagles. Otherwise, there's no posse bonus, so why bother getting through all those highly restrictive slots?
Honestly, you could probably play a competitive machine and automata list with Albert. but one of the Theme posses with a real posse bonus will probably be a better bet. The nice thing about this game though, is you can still build this list, and have fun how you like it, and still be competitive. Good luck!