Puds: Advice for a New Player
So after playing a demo at Adepticon, enjoying it thoroughly, and then seeing that there are models call Puds I immediately immersed myself into this game.
Having run a few more games since then, and granted I'm still learning, I'm having issues making the most of the Puds. I know the Throwers can launch them into battle, but is that truly the best usage? I also assume, that once launched, that each Pud is (and activates) as a separate squad/unit correct?
So basically, I need some Pud advice! What lists have you used based around them that are successful?
Thanks in Advance,
Jeff (AKA PudLovin)
Puds are awesome! Aside from having a great concept, Puds are a fantastic in game tool.
Like you described, Pudds are typically delivered via Pud Throwers, who Throw them at an enemy. If the attack hits an enemy, the Pudd essentially makes an attack against it. Then, the Pud gets its 1 AP activation. If its still alive at the start of the turn, it gets its 1 AP "Pud Powers" activation. So, lots of AP, lots of extra activations (great for the Brood player), all on a platform that's got Regeneration.
When I play Puds, I like them in a list that's got some melee punch (Pudds make good ranged back-up). Here's a list I'm especially found of 500 Points:
- Toxic Vapor Biogen
2x Pud Throwers
I'm also still trying to understand the Pud rules. From what I understand from the Mandible that it has 3 seperate individual Puds in hibernation, i.e. not 3 Pud Swarms. Fun thing I like about the Puds is that the can go back into hibernation again with the Mandible, not sure you will be actually using this option much since Puds don't look like they survive much bashing but still a fun feature.
A Pud Swarm on the other hand can be bought as a unit in your squad at start of a battle when at least one other unit purchased has the Pud Control option.
Thanks for the reply! Unfortunately Jellybean and Mandible are two models that I don't own yet. They are on my list of things to get. The rest was great though! I'm finding regeneration to be almost pointless on Puds though, as generally I launch them into the enemy to get their free hit, then they generally get smooshed in return before their normal activation. To my knowledge they would be removed as a casualty as soon as their normal activation arrives that turn and would not get a regeneration roll at the start of the next correct?
With Eradicate list, they get tough as nails. Not much but protects against crit fails/hits. They are a tar pit that makes you opponents waste APs killing them while (in my list) my Sawblades move into position for the kill. Also, you might want to look at the POD as this guy can face hug and inject puds into your opponent so if they die the next turn, X amount of puds burst from him. Though no model has been made, I created one from old Starship Trooper Bug figures. Once he gets painted, he will get to go all alien on my opponents.
Last edited by Warlord Imp; 05-02-2012 at 08:44 PM.
McNs..teasing me into wanting to play the brood with such wonderful weapons!
I've been playing Brood for a while now (love my big blue brood!) I highly recommend getting Mean Jellybean and Mandible and some Sawblades. They are awesome with the pud-throwers and I also like to take broodhounds. Infiltrate is too useful in some scenarios. The pud rule basically says that puds activate in the lingering effects step and move toward the closest enemy thing. If they get btb then you get the extra ap to "charge". While puds are tiny remember they have regeneration so they take 2 wounds to outright kill (one if they fail the regeneration roll) Keep playing and having fun! Hope this was semi-helpful!
So it seems like Mean Jellybean is the go-to guy for Puds....shame, as I really liked Murtros.
Anyway, just to make sure I understand Regeneration correctly....you do not get to make a regeneration roll if you are reduced to 0 (or below) wounds before your activation that turn correct?
Ex. Pud Thrower tosses a Pud into battle. The Pud lands on an enemy, fails to wound. Your opponent activates that model and does 1 wound to the Pud. As that Pud has not activated yet, when it comes time for it to do so, it will be removed from play and doesn't get a regeneration roll at the start of the next turn correct?
Ah ha! Thanks for that tidbit of information Mr. Black! I guess I was confused by the wording of Pud Powers because it doesn't say anywhere in there that they don't activate like normal and has a line that says, "This is an inherent ability and does not interfere with their normal activation for the turn."
So basically a Puds "normal activation" is when a model with Pud Control spends 1 AP to have a Pud within 4 inches activate and resolve its action immediately?
Last edited by PudLovin; 05-03-2012 at 02:17 AM.