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02-25-2010, 06:40 PM | #1041 |
1st Amendment MoFos!
Join Date: Sep 2008
Location: Crabs in your mouth, Maryland
Posts: 5,061
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Gnar-Leeeee!
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A pile of shit has a thousand eyes. ***Want VINTAGE COMPLETE Joes!!!*** ---Have tons of Marvel Universe Figs loose and MOC--- My B/S/T List: http://www.hisstank.com/forum/g-i-jo...rs-trades.html feedback: http://www.hisstank.com/forum/buy-se...kushviper.html |
02-25-2010, 09:07 PM | #1042 |
Crimson Guard
Join Date: Apr 2009
Location: Australia
Posts: 2,294
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Awesome work Zulu!
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02-25-2010, 11:01 PM | #1043 |
EQ-Viper
Join Date: Oct 2008
Location: Canada
Posts: 4,343
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Quote:
Awesome stuff Zulu. I eat this stuff up. I was toying with repurposing my Joes as a hybrid FAC/Air Combat Controller/TAC force in conjuction with Artillery Firebases/Airstrips. But I'm not sure how deep FACs and Combat Controllers usually deploy. But your use of the Cavalry Scouts is awesome and fits in.
Thanks. Hilarious av, by the way. Thanks! |
02-27-2010, 12:58 AM | #1044 |
EQ-Viper
Join Date: Oct 2008
Location: Canada
Posts: 4,343
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I've updated a bunch of images, but holding out on posting them here (you can still them by clicking on my sig, though). It normally takes me anywhere from half an hour to an hour to compose the more detailed posts, and I figure at this point that time is better spent writing the rest of the reference bible.
Couple of changes that came with the switch from a direct action unit to an armed reconnaissance/HUMINT unit: I'm putting more people directly under the S2. Quick-Kick, for one... he's got a background in intelligence according to his filecard. I'm also getting rid of the EOD team and turning it into a Weapons Intelligence Team (a.k.a. Battlefield Forensics Team), since operationally, that's more in line with the Joe team's missions as far as my newly refined re-interpretation goes. I'll have this unit led by Tripwire and Tunnel Rat (this makes sense for TUnnel Rat, in my mind, since I've always seen him as the sneaky stealthy type). The Weapons Intelligence Team still retains EOD capability, it's just that that's no longer their primary purpose... it's primary function is to locate and identify conventional and improvised weapons technology used by enemy combatants, investigate their sourcing, and when necessary, defeat the technology using the team members' inherent skills (in EOD or other relevant field, such as small arms technology). Last edited by zuludelta; 02-27-2010 at 01:02 AM.. |
02-27-2010, 01:54 AM | #1045 |
EQ-Viper
Join Date: Oct 2008
Location: Canada
Posts: 4,343
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Ah, what the heck:
Spearhead, Wild Card, Depth Charge, Ambush Design notes:
Last edited by zuludelta; 02-27-2010 at 01:56 AM.. |
02-27-2010, 02:33 AM | #1046 |
W.O.R.M.S. Commander
Join Date: Nov 2007
Location: Back in the US of A! (NoVA)
Posts: 10,649
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Love em. Yeah I think Wild-Card has the best Machete. Great Work Zulu.
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02-27-2010, 02:48 AM | #1047 |
EQ-Viper
Join Date: Oct 2008
Location: Canada
Posts: 4,343
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Glad you like 'em man.
Still figuring out where I'm going to place Salvo, since I've ended up with one anti-armor specialist too many with the recent re-organization (in my mind, Zap and Bazooka are the more "iconic" of the Joe anti-armor specialists, so they're the ones who get kept on the Armed Reconnaissance Element's Direct Action Platoon). |
02-27-2010, 03:10 AM | #1048 |
Crimson Guard
Join Date: Apr 2009
Location: Australia
Posts: 2,294
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Salvo according to his filecard was a Dragon/TOW repair specialist; maybe stick him with the armament repair guys?
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02-27-2010, 03:26 AM | #1049 |
EQ-Viper
Join Date: Oct 2008
Location: Canada
Posts: 4,343
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Great suggestion. Consider it done!
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02-27-2010, 01:26 PM | #1050 |
#voteblackjack
Join Date: Sep 2008
Location: Northwood, NH
Posts: 35,747
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I've always wondered why Wildcard came with a machete. It made sense to me for Spearhead and Muskrat to have 'em. Spearhead's a pointman so it would help for clearing a patch. Muskrat was a swamp fighter so would need it to cut through swamp brush.
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