Recommend
2 
 Thumb up
 Hide
1 Posts

Alien vs Predator: The Hunt Begins» Forums » Strategy

Subject: Hunters guide for a successful hunt rss

Your Tags: Add tags
Popular Tags: [View All]
Kasper Scharling
Denmark
flag msg tools
mb
Welcome Young Pup, in this guide you will get introduced to the way of the Yautja and hopefully bring much honor to your clan or at last die honorably.

I have looked at the different Predator models and done a comparison, to see which models points wise and stats wise make the most sense.


Units:


Predator Berserker This guy is better known as Mr. Black and is a Super Predator/Yautja and presumably bad blood (he does not care for the honorable hunt) and I think the rules for the models very accurately depicts his performance in the movie Predators.

M: 1
CC: 17
RS: 10
ST: 14
CON: 14
W: 4
A: 14(12)
Abilities: Rage!, Seasoned Hunter
Weapons:Twin Feral Blades, Gatling Plasma Caster

Movement: is the standard 1

Close Combat: is a solid 17 as expected from a Blooded/experienced Predator. This gives each attack a chance of 85% chance of success. So you can expect 4,25 hits each time this guy swings. And if you use Rage! on top of this expect 4,99 hits average

On top of this he is ST 14, so will give a -4 modifier to the targets armor, if in Rage! this will be a ST 16 matching a Alien Queen and giving a -6 to armor roll.
This will give a Infant Warrior/Colonial Marine 35% chance to save
A Alien Warrior will have a 45% chance to save
And for some Predator on Predator 60% chance to save (due to their minimum 12)

The Rage! does come at a high cost, when you have used it, you take 1 wound without any armor save allowed. So this should only be used, when its absolutely necessary to succeed.

Ranged Skill:The Berserker also come with his trademark Gatling Plasma Caster. This version of the iconic Plasma Caster, trades off strength for more shots.
Being ST 10 instead of 12, but increasing ROA to 6 from 3.

This would be fantastic on a Classic Hunter Predator, but due to the Berserker being so blinded by Rage! he is only RS10 giving him a 45% hit chance pr shot. So he would average at 2,7 hits when shooting. But because of dice being involved, you could pull off 6 hits, where the normal Plasma Caster only ever being able to get 3 hits.

Being ST 10 only, the target would also get its normal armor save, but because of the Hot Plasma rule, this would have to be rerolled.

Therefor against an Infant Warrior/Colonial Marine A13 would have 65% and with reroll 42%
The Alien Warrior gets his A15 so a 75% and with the reroll 56%
And the Predator will also have a 75% and with the reroll 56%

So we can conclude, that he prefers melee, but can soften up the targets before closing in on them, or standing his ground and wither down the Aliens before they get to close.

Strength: Predators sport impressive strength and physique. And this Predator is a larger variant and we see him toss the "classic" Predator around with relative ease. I was therefor a bit disappointed with him just having ST 14, but this is made up for, by his Rage! ability.

Conditioning: Predators are pretty tough and their suits help them in different environments, their body mesh helping to control temperature and their mask providing the necessary gasses to breath.
This is reflected by their Con 14 giving them 70% chance to succeed a given test.


Wounds: This guy is huge, dwarfing the "normal" Predators, so its fitting that due to this stature he gets an extra wound

Armor: The Berserker is Armor 14(12) so 1 less then the Warrior/Hunter Predators. This is lightly due to his behavior, taking very little thought to his own safety, being more focuses on getting to his pray. A unmodified armor test will have a 70& chance of success.
And the (12) makes sure that you never get less than a 60% chance to save your Predator.

Ability: Being a mature Predator and Blooded, he is a Seasoned Hunter. This helps him get out of dodge, when unwillingly spotted, of helping him jump "gaps" so he don't get stuck in an open corridor.

Rage! is a very nice ability, helping him wound even the toughest pray, but it comes at a pretty high cost. He will take 1 wound without armor save after using Rage!

Points cost:
The Berserker cost 78 pts with gear (not optional not get have though)
But if we subtract the Gatling Plasma Caster 14 pts and Feral Blades 8 pts (guess) he has a basic cost of 56 compared to a "normal" Predator at 48 or a Young Blood at 33.

Final Thoughts: I really like this model, but its a pity, that he is so hard to come by. Due to him only being available to the Kickstarter backers as a reward. But it is also fitting that people, who made this game a reality, get something for their trouble.





Predator Hunter: This guy is the classic Jungle Hunter Predator, we see dispatch Major Dutch's (Arnold Schwarzenegger) squad, only to have a tree trunk strike him down and being pretty bitter about it, sets of his "Wrist Nuke".

M: 1
CC: 12
RS: 17
ST: 14
CON: 14
W: 3
A: 15(12)
Abilities: Seasoned Hunter
Weapons:Wrist Blades, Plasma Caster

Movement: Standard of 1

Close Combat:
Because Jungle Hunter is relying on his Plasma Caster, he only sports classic Wrist Blades. But don't be fooled, a Predator with his Wrist Blades is not a pushover. With CC of 12 he will have a 60% chance of hitting and with ST 14 he will confer a -4 modifier to armor save.
This will give a Infant Warrior/Colonial Marine 45% chance to save
A Alien Warrior will have a 55% chance to save
And for some Predator on Predator 60% chance to save (due to their minimum 12)

Ranged Skill:
This guy is a skilled marksman and prefer to kill his pray from afar, owing to he hunters code of honor, he is allowed to use his Plasma Caster, because he equals his prays ranged weapons, even though they may be of a primitive nature. Though he would only use a Plasma Caster against a Alien outside of a hunt.

Jungle Hunter have a 85% chance of hitting and with ROA from the Plasma Caster he will have a average of 2,55 hits when shooting.

The Plasma Caster is slower then the Gatling Plasma Caster, but also more powerfull at ST 12 a -2 modifier is applied when the target is hit and with the Hot Plasma rule, the target have to reroll successfull armor saves.

Therefor against an Infant Warrior/Colonial Marine A11 would have 55% and with reroll 30%
The Alien Warrior gets his A13 so a 65% and with the reroll 42%
And the Predator will also have a 65% and with the reroll 42%

The Plasma Caster when used by the Hunter, is a potent weapon, especially against Marines. This is fitting, if we consider the track record of humans vs Plasma Casters.

Strength: Predators have an impressive physique, a ST of 14 makes sense. Also when we consider how easily the seem to manhandle humans.

Conditioning: Predators are pretty tough and their suits help them in different environments, their body mesh helping to control temperature and their mask providing the necessary gasses to breath.
This is reflected by their CON 14 giving them 70% chance to succeed any given test.

Wounds: Predators are pretty though and able to take a punishment before succumbing to their wounds, therefor Jungle Hunter have a fitting 3 wounds.

Armor: The Hunter have Armor value 15(12), this is mainly because of his ability to not get shot and using cover and stealth to his advantage, since he does not sport a lot of armor. So unmodified tests have a 75% chance of success.
And the (12) makes sure that you never get less than a 60% chance to save your Predator.

Ability: Jungle Hunter having done his rite of passage and being on many hunting trips is a Seasoned Hunter. This helps him get out of dodge, when unwillingly spotted, of helping him jump "gaps" so he don't get stuck in an open corridor.

Point cost: Predator Hunter is 61 points, the Plasma Caster is 11 and Wirst Blades is 2. So the basic cost is 48 points.

Final Thoughts: This Predator is lethal and because of this have some limitations. If you want more then 1 Hunter you have to have a equal amount of warriors in your team.





Predator Warrior - Smart-Disc This Predator resembles the City Hunter from Predator 2. He is a experienced hunter and have a respect for humans, because of what he learned from the death of Jungle Hunter.
He uses his Smart-Disc to good effect and ultimately dies to his own weapon. (He tried to use "Wrist-Nuke" unsuccessfully)

M: 1
CC: 17
RS: 12
ST: 14
CON: 14
W: 3
A: 15(12)
Abilities: Seasoned Hunter
Weapons:Smart - Disc (Melee and Ranged)


Movement: Standard of 1

Close Combat: The Smart-Disc is a potent melee weapon at ST 15 and ROA 3, City Hunter have a 85% chance to hit his target, and confers a -5 modifier to Armor saves.

Against an Infant Warrior/Colonial Marine A8 would have 40% save
The Alien Warrior gets his A10 so a 50% save
And the Predator will also have a 60% save

Ranged Skill: The Smart-Disc has a limited range of 2 tile, but does not require Line of Sight and can be thrown into air vents (but not through) The Smart-Disc is ROA 2 on the 2 Tiles, but can only do 1 wound to each target. The gyro stabilized movement of the Smart-Disc is reflected as a 60% chance to hit. This will result in an average of 2,4 hits. And the Smart-Disc retains its ST 15, so is a -5 to armor saves.

Against an Infant Warrior/Colonial Marine A8 would have 40% save
The Alien Warrior gets his A10 so a 50% save
And the Predator will also have a 60% save

Strength: Predators are strong, no doubt and City Hunter is no different, we see him throwing people around, hanging 1 handed of a ledge and busting through walls. Like other Blooded/Experienced Predators he have ST 14.

Conditioning: We see City Hunter using an handheld mask for his gas-mixture, when he looses his real mask. So this further establishes that Predators are well prepared and resilient. CON 14 gives the Predator Warrior a 70% chance to succeed any given test.

Wounds: Predators are able to take a beating, we see them get up from wounds that would put lesser races down. And this guy is no different, so 3 wounds is fitting.

Armor: Predator Warrior with Smart-Disc have armor 15(12). he sports the classic Predator armor and ability to avoid getting shot.
So unmodified tests have a 75% chance of success.
And the (12) makes sure that you never get less than a 60% chance to save your Predator.

Ability: City Hunter is an experienced hunter and has a full trophy wall to boot, therefor he is a Seasoned Hunter. This helps him get out of dodge, when unwillingly spotted, of helping him jump "gaps" so he don't get stuck in an open corridor.

Point cost: The Predator Warrior with Smart-Disc cost 63 points, the Smart-Disc alone cost 15 points, so a basic cost at 48 points.

Final Thoughts: I really like the utility of the Smart-Disc, but it have received a substantial nurf, from what it have been. But that is fair, since it was very overpowered before, but I fear its a bit to weak now. Time will tell.


Before Nurf




Predator Warrior - Combi-stick This Predator reminds me of Scarface from "Predator: Concrete Jungle", Scarface brings shame upon his clan, by allowing Humans to get a hold of Predator technology. He then gets exiled and a hundred years pass, before he is offered a chance for redemption.

M: 1
CC: 17
RS: 12
ST: 14
CON: 14
W: 3
A: 15(12)
Abilities: Seasoned Hunter
Weapons:Combi-stick, Wrist Dart

Movement: Standard movement 1

Close Combat: Like his fellow Predator Warrior, Scarface is very good at melee, with CC 17 he is very likely to hit his target, at 85% chance with ROA 4, you are looking at 3,4 hits average. The Combi-stick strikes at the default ST of the Predator, but at ST 14 this is already a -4 modifier.

Hits against an Infant Warrior/Colonial Marine A9 would have 45% to save
The Alien Warrior gets his A11 so a 55% to save
And the Predator will also have a 65% to save

Ranged Skill: This Predator is focused on fighting up close, so he has no time to aim properly, besides, he is trying to match his pray in weaponry. And since the only worth pray is the Xenomorph, who need ballistic weapons. This shows with him only having 60% chance of hitting his target. And he only sports the last resort weapon, Wrist Dart. A ST 12 weapon with ROA 1, this really feels weak and you almost don't feel like trying. But then you remember that the Pulse Rifle also is ST 12 ROA 1, woops. If lesser races can make duo, so can we.

At least this gives a -2 to armor saves, if you can manage to hit anything.

Strength: Scarface is no different from other Blooded/Experienced Predators in this regard, at ST 14.

Conditioning: Predators are hard to kill as F***. Scarface even survives a building collapsing on him and a suicide attempt by self destructing his ship. CON 14 gives him a 70% chance of making his tests.

Wounds: As mentioned in CON, this Predator is no different from his kin. So 3 wounds it is.

Armor: Scarface uses the standard attire for hunting. And have Armor 15(12).

Ability: Even though he fails his hunt and is demoted to unblooded, this is not his first "safari", so fittingly hes a Seasoned Hunter

Point cost: This is where it gets weird, Predator Warrior with Combi-stick cost 56 points, the Combi-stick is 6 points and the Wrist-dart is 1 point. So a basic cost of 49 is what we have left, but since the other Warrior and Hunter is basic 48. You just earned yourself a 1 point handicap.

Final Thoughts: This guy is the cheapest of the 3+ wound Predators and is good at fighting Aliens. But you if you try to close in on the Humans, you will soon regret it.



Predator Female
Coming soon..
Predator Young Blood - Wrist Blades
Coming soon..
Predator Young Blood - Combi-stick
Coming soon..


Predator Hellhound Yautja has been to countless planets, looking for the ultimate pray. And have decided that these hounds are the ultimate companions to join in their hunt. We first encounter these in the Predators movie, where we see just why Yautja has chosen Hellhounds. They seem not to mind pain or at least only get into even more bloodlust from it and will comply to a command, even when about to finish off their pray.

M: 1
CC: 13
RS: -
ST: 10
CON: 10
W: 1
A: 12
Abilities: Charge! Dodge, Spiked Nightmare
Weapons: Bite

Movement: Standard movement of 1, this makes sense, since they are so bulky and muscular, they are not sprinters.

Close Combat: At CC 13 giving a 65% chance to hit and ROA 2 these guys are going to average 1,3 hits. But if they Charge! moving at least 1 space before attacking, they get CC 15, therefor a 75% chance to hit and 1,5 hits average. This is comparable with an infant warrior, who is also ST 10.

ST 10 does not change any armor save values unfortunately, but for 9 points, you are still getting a nice deal.

Ranged Skill: None

Strength: ST 10 is fitting, since these guys seem more powerful than a human. Same goes for the infant warrior, so its fitting that they match each other in that aspect.

Conditioning: Here the Hellhound also match the Infant Warrior and both is more resilient then a human, so a CON test is passed 50% of the time.

Wounds: They are though, but same size roughly as a human and a infant warrior in mass. So they only have 1 wound.

Armor: At armor 12, only the Alien Stalker and Facehugger is below, but this is fitting considering that only its spikes and hide, is what makes up for its "Armor", though they seem to be able to take a beating, so seems fine enough for me with a 60% unmodified save.

Ability: This is where the Hellhound really shines. Dodge is fantastic, being able to fully ignore a hit 25% of the time. Charge! give the Hellhound CC 15, this makes it equal to an Infant Warrior. And finally Spiked Nightmare this is important since normally it would have to take a CC test to leave an engaged tile. But not it just leaves as it pleases. This is really important if we consider what Hellhounds are meant to do, they are speedbumps, to help slow down things that want to get into close combat with Hunter Predator (or all Predators infact) and they help the Predator player to be able to active the important high point cost, models later.

Point cost: 9 Points for all this godness, but you have some restrictions to help keep this speed package from being unbalanced. You need an Hunter Predator to be able to take 1-6 of these guys. And if you want more then 1 Hunter, you need to bring along a equal amount of Warriors. So its hard to "spam" these hounds. But really 2-6 will help the Predators a bunch.

Final Thoughts: This is a much needed unit for the Predator player, since being out activated really sucks. The fact that they are equally matched with the Infant Warrior is just the Cherry on top.


6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.