More Cogs Info

So with the realease of CHO 111 comes a lot of new Cogs info. There is a brief overview of the faction and they supply their base platoon pattern.

  • Infantry *
  • infantry */**/***
  • infantry */*** orĀ  AFV *
  • AFV *
  • AFV */***

Interestingly the Cogs have no type ** striders at all.

The Cog standard units are equally effective in melee combat as they are at distance. A quantum pistol is worth, in terms of rate of fire, an MG of any other army. The quantum blades are among the best melee weapons in the entire galaxy.

Strong weapons, lots of shots, fearsome melee weapons. Sounds like they are shaping up to pack quite a punch. The Type ** and *** infantry are range specialists laying down heavy fire.

Interestingly there are no officers for the Cogs, only heroes. The heroes act as the officers for a unit and a unit my include as many officers as you want, so long as there are no two officers of the same type. At least this is how I interpret the text. This means that getting “officers” could be costly for the Cog forces.

After reading the forums a bit I came across some more info about how the cogs will play. The juiciest bit relates to how cover works for the cogs. Apparently cogs get no cover save from being around cover, but they may use the take cover drill anywhere they want and get a 3+ cover save. Sounds like enemy commanders might want to load up on flamers and indirect fire as these guys will be tough to shoot to death with direct fire weapons.

This army is shaping up to have a unique play style that sets it apart from the currently existing armies. Good on Rackham for keeping the new armies unique.

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