Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - mcphro

Pages: [1] 2 3 ... 93
1
Ok so im going to lay some thoughts out there:

General
-------------
- A psyker bound in wraithlord or wraithknight... so obvious that could happen. They get to create a new unit without having make a new one, and thats a trend atm
- We are all hoping for some sort of new plastic release for aspects.  I heard elder had plastics a while ago but Jervis Johnson told em to hold on. Perhaps we might see a surprise this release?
- I am hoping without hope, that some sort of small points reduction
- Of course we will see more psychic powers, so that will be cool too.

Beil Tan
------------
- I think a court of the young king is on the cards. And again - no need for new models.
- Some sort of rules around synergy of aspect hosts. stratgem etc

Aluitoc
-----------
- Your looking at pathfinder armies
- perhaps strategems around more likely to wound with snipers etc

Ulthew
----------
- Black guardian squads will be all the rage
- strategems around shuriken weaponry I bet
- seer council buffs

Sam-Hann
--------------
Good question here


- my 2 cents

2
Ok so simple yet complex question.

With the new eldar codex coming soon..

1. What should be the new stratagems that make each craftworld unique?

E.g. if beil tan is the swordwind... how do you think the army will look?

2. What new units or changes to units do you see coming?
I bags a wraithseer as a hq unit.

3. My main question.

I think we agree eldar units are a bit expensive for what they do.  Sure we got hit the nerfbat in  8th... but now they would be getting feedback... what needs to change with eldar... points wise...

3
Discussion: Sisters Of Battle / Re: A ton of meh units.
« on: September 04, 2017, 09:11:37 PM »
Yea units are quite situational. Repentia I think are a reactionary unit. If you go searching for the enemy to charge them then you might have issues. You have 10 sitting in a rhino in your lines and even deep striking terminators are going to think twice before getting too close in their deep striking.

Repentia get out 3", move 6" Charge = quite a large threat bubble. And since you can have 3 x 3 girl units and a mistress, you get 3 chances to roll a successful charge.

Saying that, I find it is much better to put the points into soemthing better. Would u rather a unti of repentia in a rhino or an Excorsits tank? see the problem?

I think my SOB lists wont chnage much at all. In 2000 points - 2 Excorists, 3 Retributer squads with Heavy bolters, 3 imaginfier. Celestine, a seraphim squad and immolators and some troops pretty much.

I also think im much more likely to try to mix armies now.

Celestine, the retributers, seraphim squad etc on e one side, Grey knights 2 grand maasters and 3 troops squads. Tactic - Grey knights are you Teleporting in to cut the head off the snake, supported by Celestine and the long range firepower of the Sisters of battle.

I do like the idea one day of a full Sisters hand to hand with repentia and Pentinent engines backed up by celestine. I think that would be cool. Backs up by some imperial assassins and a couple of grandmasters in Dreadknight armour and youve got a situation where they cant focus on your hand to hand force charging them because there is other things in their faces.

my 2 cent ramble...

4
Discussion: Grey Knights / Re: New Player needs help
« on: August 15, 2017, 08:45:59 AM »
what would help me:
- Explanation of the very difference between the purify, striker and interceptor squad (including choice of weapon) -> "what do they do on the battlefield?!"
Purifier squads have a wonderful psychic power (only 3" range") that does upton D6 Mortal wounds. Situational and you have to get in range, and point the squad to a nasty unit that needs to die., but ithey are like 40 pts more than a strike squad and cant deep strike in
Strike squads - Are you goto troops unit. Give the justicar a Deamon hammer and buy 6 units of them and deep strike then right in the same area together. With 4 shots  piece with storm bolters thats a LOT od dakker.(6 x 5 man units = 120 shots), then you get 6 chances to charge and fight in hand to hand. If you Deep strike a Dreadknight grandmaster with "First to the Fray" lets you reroll charge ranges means you lay down a HUGE amount of fire and then get busy hand to hand with rerollable charges. Scarey? Should be - you can get all that for less than 1000 points
Interceptors - Just like the Grey Knight squad, cept they get a Teleport in the game where they can b moved, and TP 9" away from the enemy on the board. Little bit more expensive
 
- Same for paladin/(new)terminators
I dont have much experience with Paladins. Expensive.

- Also weapon advice for dreadknight (so far, I'd go with the sword and incinerator dunno difference between heavy psi and gattling, but never saw a mounted gattling on youtube)
Id take the Grandmaster one for a start, Hammer hits on 2's then for LOT of pain. Normal Dreadknight - perhaps the sword so you are still hitting on 3's.

- What I should build the troops into with the current setup? (no transport vehicle available so far - "get a rhino/landraider asap" is also an option, I need to go up to 1k anyway?!
Look, im biased but then Razorback with Assault cannons is pretty awesome. Lots of shots... survivable...  buy 6 of them lol. But normal marines can do that as well.. so what makes us different... may as well play marines... cept for all of those deep strikers we were just talking about

  ->I thought about 2x 5guys with those warp packs (interceptors?), 1x paladins and no idea if purify- or strikesquad.
see my comments above.

  ->then maybe get a vehicle or two for transportation?
I love the stormraven. Heavy bolters and assault cannons all the way.

my 2 cents...

5
Discussion: Grey Knights / Re: Thoughts on our new codex
« on: August 14, 2017, 08:07:23 AM »
Originally I sort of thought.. meh... but I had a smaller game the other night vs orks (1 player) and Astra Militarum (1 player).

I generally had Crowe, 4 Razorbacks with Assault cannons, 4 Strike squads and a Dreadknight.

The Dreadknight. gee it performed well... The strike squads did ok, they were a distraction. The Razorbacks, all with Assault cannons - They were the standout. Pumping out 48 Str 5 shots a turn they really did very well. They took a beating and just kept on firing...

This is the edition of the vehicle. So I make these next comments with that in mind.

I dont see me using too many expensive units. I think the comments ive red online is that perhaps, that Grey knights are still a tad too expensive. So units ike Paladins, im still a bit Meh...

The performance of the dread knight makes me want to try the Grandmaster Dreadknight. Hitting on 2's, multiple psychic powers are very juicy. Saying that, he has 12 wounds so can be targetted by everything. But if you can pull off these 3++/2++ inv saves, he could really wreck face. So use hit to hit where it hurts.

For smaller games, HQ's like Crowe are awesome, or if you're trying so save on points. The other night in 2 rounds each he was hitting with 10 attacks, hitting on 2's!

I can see the Venerable Dreadnought using the 1CP - Teleprtarium Strategem, that allows a unit like a Dreadnaughts to Teleport in with the Dreadknights to help wreck face.

The best item I see the grey knights have... is actually the warlord trait "First to the Fray". "You an reroll failed charge rolls for your warlord and friendly grey knight units that are within 6" of him at the start of the charge phase.
Why?
a) Lets face it. We use a lot of deep striking units and you need to get them into combat. Your lovely weapons need to get into combat and charging units go first. Forget armies of lots of Khorne berserkers etc. You can always wait for 1 or 2 turns, see the movements of the opponents, then deep strike with all of your units with your warlord and have rerolls for EVERY unit within 6".

b) It saves you a command point.. not just for 1 reroll, for every unit charging.

How I see the the working.

The trouble I see with Grey knights, is that Razorback spam is so strong, but any space marine army can do the same thing. So why take them. And this is why the above statement about deep striking is where I see the army. The army is still quite expensive, and so you need to get them close and into combat asap.

Imagine a list looking something like this:

HQ
Grandmaster Dreadknight

Troops
3 x Strike squads

Heavy Support
Nemesis Dreadknight (Teleporter, G/psilencer, H/Psycannon, Greatsword)
Nemesis Dreadknight (Teleporter, G/psilencer, H/Psycannon, Greatsword)
Nemesis Dreadknight (Teleporter, G/psilencer, H/Psycannon, Greatsword)

Dedicated Transport
5 x Razorbacks

Deployment:
First, you deploy the 5 razorbacks and 1 strike squad. I don't see any chance how they will all be destroyed and be tabled. Keep them together and pool your firepower into the opposition. You DONT have to deepstrike your forces on the first turn. Some armies either have screenning units or deep strikers themselves. You have to use your judgment here. If they only have screening forces, then use the first turn and thin them out or mow them down.

Then, In your next turn you bring everything down. within 6" of the warlord. You then pool all of your firepower into the right targets, either to weaken etc. Then, you charge, rerolling anything that failed.

Yes, it will all depend on that large beta strike and how much damage you do, but at this point your army is in 2 main groups. The 5 razorbacks laying down firepower each turn, or 4 Dreadknights and a Venerable Dreadnaught.

my 2 cents...


















6
Discussion: Grey Knights / Re: My 8th Ed observations
« on: August 11, 2017, 03:20:31 AM »
Ive only had 2 games with the, so far.. my thoughts...

I had Razorbacks with twin linked assault cannons, strike squads Crowe and a Dreadknight.

Razorbacks with the Assault cannons ARE THE BUSINESS!!! Wow. Hard to kill and the firepower just whittles down units. I deploy the razorbacks and i DS with the dreadknight and strike squads. Each strike squad of 5 guys (MSU) puts out 20 shots. So 5 units of them.. 100 shots.. then charge means I get into combat with the justicar taking hammers and no special weapons, but wielding falchions.

For 118 points, strike squads are really good. Put out a lot of shots and if you DS them into cover they are on 2+ save. Your opponent has to deal with them because they are in their face, in into CC with the opposing army, but... the real sting is the 5 Razor backs shooting. Keep your razor backs together and I even mowed down the orc army I was facing.

The Dreadknight... ahh the Dreadknight.... WOW talk about resilient, quite capable of taking on units of 20 ork boys, firing from range and then up close.. wow very good. Id take 2.

Crowe also did very well. Give him gate so he can get around the field. Twice in game he had 10 attacks due to the rerolls and wounding extra hits, but the fact he gets a D6 smite really makes him hurt.

And I get see with joy some of the new things coming!

Grandmaster Dreadknight with 2+, give warlord trait for extra attack... YES PLEASE!

7
Im tossing up the idea... what would be better.

2  or 3 exorcists. . Or 1 imperial knight?

In addition i wonder if the acts of faith will ever be nerfed because someone will take 12 squads to a tournament  with 7 or 8 imagifiers and celestine and some cheap cannonness.

I wonder if they are so unfair in terms of what others get. How cheap wyvrns and chimeras are... and they are vehicles and therefore have resilience.


8
Yep i hear you. Im having food success with units like seraphim. But i keep them with celestine for her protection and... they get a rerollable 5plus invun save.  So with 2 squads near her you get 8 melta shots and 2 more powerswords sisters.

It may be unsportsmanlike... but im resorting to 4 squads of retributers with heavy bolters with 2 or 3 imagifiers. You are so right. .. you get ao many shots. This includes 2 exorcists usually. Add a cannonness for rerolling 1s and its very good.

Yea i dont like hand flamers anymore.

9
Absolutey.... good job dude.

One of the considerations ive often thought about is the cost to by x weapon platform vs cost/ survivability of said platform (I note any unit is a platform).

An example is a Missile launcher. Given the Eldar circumstances nowdays, I think the Eldar missile launcher is one of our more versitile weapon systems given it can fire in 2 modes. It can be antitank, or is can be Anti-infantry.

But there are a number of ways to take that weapon.

Guardian squads
Vypers
War Walkers
Wraithlords
I also include Dark Reaper squads.

etc.

If you wanted to "maximise" the number of Missile weapons in an army, but also have the best survivability, what would be the best option?

6 x Dark reaper squads? + Wave serpents?

***the idea is simply to start shooting at one vehicle till its dead... and move onto the next.

I ask this partially because a) we have taken a hit... and b) in our meta one of the more powerful armies is a Dark Eldar army, and between blasters, Ravagers etc etc It is a very good army and im thinking of ways to counter it. DE Dark lances are assault so with the movement of the vehicle they have 48 inches to shoot. Eldar Bright lances are HEAVY... how unfair is that!

an idea... 2000 points. Basically 2 spearhead detachments:

Warlock
6 x Dark Reapers with a missile launcher for exarch

Warlock
6 x Falcons with Spirit stones.

Notes:
- When deploying you only have 6 models to place... your going first almost always - unless they seize.
- If you go first 5 out or 6 times, then turn one, you get out of the vehicles and you shoot your bum off. If all weapons fire, your looking at:

From Falcons
12 Str 8 Pulse laser shots
6 Str 8 Missile shots

From Dark Reapers
6 Str 8 Missile Shots
12 Str 8 Reaper shots.

An Alpha strike of 36 Str 8 Shots doing either 3 or D6 damage. At BS 3, 24 will hit, vs T7 Vehicles 16 should wound - 10 should get through at least night shields (+5 inv), doing upto 30 ish damage.

Thoughts?




10
Its all good mate.

Cant wait to read it. Until they release SOB in plastic, there will only be a limited number of us SOB players, so the more battle reports and experiences the better.

I know the guys at my club are more than a little annoyed about the Acts of Faith special rule.

There is nothing quite like 4 x heavy bolter SQUADS with imagifiers sitting watching over the battlefield with even celestine nearby. Thats upto 48 free shots and then in the shooting phase another 48 shots at Str 5, AP-1 right into the bad guys. Over 5 turns, a possible 480 shots!

Let the good times roll!

11
How did your tourney go?

12
Discussion: Eldar / Re: Oh my godsh... Harlequins are the bomb!
« on: July 17, 2017, 03:09:31 AM »
Im glad that in my meta, I dont have many knights to face.

Only 1 or 2 single models here and there. I have to say in my last harlequin game, I couldnt believe how well they did.

13
Discussion: Eldar / Re: Oh my godsh... Harlequins are the bomb!
« on: July 16, 2017, 09:01:44 AM »
Ok, how about this list...

Essentially, it's 3 x battalion detachment that is identical and it has 9 Troupes with 5 starweavers. The army is fast, has a 4+ save and each troupe has a mix of embraces and caresses.

It has 6 Troupe masters with fusion guns and caresses, with so many attacks the idea is simply to overwhelm the enemy. Can it deal with 3 x Imperial Knight lists? Dunno, but it does have 12 Command points for those rerolls and I've been doing the numbers and as has been said, the more Caresses available in a squad will help to wound on 5's against those high toughness creatures. Saying that you aren't without fusion pistols hitting on 2's, from all those protected troupe masters and scouts will never wipe them all out (5 riding in star weavers anyway).


Anyway enough talk... check it out.

Harlequin Battalion detachment - 3CP

HQ
----
1 x Troupe master (Fusion pistol, Caress)
1 x Troupe master (Fusion pistol, Caress)

Troups
--------
1 x 5 man troupe (3 caress, 2 embrace)
1 x 5 man troupe (3 caress, 2 embrace)
1 x 5 man troupe (3 caress, 2 embrace)

Dedicated Transports
-------------------------
Starweaver
Starweaver
Starweaver

Harlequin Battalion detachment - 3CP

HQ
----
1 x Troupe master (Fusion pistol, Caress)
1 x Troupe master (Fusion pistol, Caress)

Troups
--------
1 x 5 man troupe (3 caress, 2 embrace)
1 x 5 man troupe (3 caress, 2 embrace)
1 x 5 man troupe (3 caress, 2 embrace)

Dedicated Transports
-------------------------
Starweaver
Starweaver

Harlequin Battalion detachment - 3CP

HQ
----
1 x Troupe master (Fusion pistol, Caress)
1 x Troupe master (Fusion pistol, Caress)

Troups
--------
1 x 5 man troupe (3 caress, 2 embrace)
1 x 5 man troupe (3 caress, 2 embrace)
1 x 5 man troupe (3 caress, 2 embrace)

Notes:
  • 5 x star weavers is your strike force to wrap up 1/2 of their army and put the pressure on
  • Is was a toss up whether a Shadowseer should be in there to aide movement, but this list is about bodies. Each troupe is only 114 points.
  • Can you imagine the troupe masters all ganging up on something? 5 Troup masters vs an imperial knight. They are going first anyway due to low model count, but you have so many units who do they shoot at? They can't shoot the troupe masters, you have them wrapped with your troupes. Who would win, 5-6 troup masters vs an imperial knight?
  • Not counting the troupe masters or vehicles, you only have 180 attacks - all at Str 4,
     -3 AP, 1 dmg, or Str 5, -2 AP, 1 dmg)
  • Obviously if playing for tactical objective missions, you have the bodies and the vehicles to get there and score points.
  • 5 x starweavers with shuriken cannons aren't pushovers anymore either
  • Ok sure, 4 units still have to run on foot. But they are fast, and who do you think they are going to be shooting at? the 5 starweavers shooting at them?
  • Lastly, im sorry i just dont think Skyweavers are worth it. Havent played them too much and im sure poeple will have some amazing stories with them, perhaps im wrong. But for only 3 attacks each id rather have extra bodies in this list. On average the 4 troupes will still be moving up the field 12" a turn... and as soon as they get close enough, those legendary charges with 12 reroll chances will help them get into combat.

There isnt any restrictions running the same detachments is there?
Thoughts?

14
Discussion: Eldar / Re: Oh my godsh... Harlequins are the bomb!
« on: July 13, 2017, 02:58:34 AM »
I agree wholey about flamers. You must charge in with the starweaver first. Otherwise i was yea it wouldnt be pretty. But with 7 starweavers charging across the field focussing on half their army i wouldnt like to have to stop that at all.


15
Discussion: Eldar / Oh my godsh... Harlequins are the bomb!
« on: July 12, 2017, 12:47:06 PM »
Ok my quick review of harlis playing with them... HELL YES!

My last game I took harlies with fusion pistols and caresses. 30pts a model is very expensive. But i found out, ALWAYS put them in a starweaver.. .always. But I can tell you I pulled off some amazing charges.

My Solitaire charged a 22" charge out of a vehicle... and murdered an opposing character, It was glorious!

I could be wrong, but I dont like sky weavers. only 3 attacks each isnt that much for what they are worth. I found in a 2000 point game, this is what id take. Keep it really easy and simple. The list may seem boring, but wow will it do damage.

Battalion formation +3 CP
HQ
1 x troupemaster (embrace, fusion pistol)
1 x troupemaster (embrace, fusion pistol)

Troupes
5 x harlies (5 embraces, 2 fusion pistols)
5 x harlies (5 embraces, 2 fusion pistols)
5 x harlies (5 embraces, 2 fusion pistols)
5 x harlies (5 embraces, 2 fusion pistols)

Dedicated transports
Starweaver
Starweaver
Starweaver
Starweaver
Starweaver

Battalion formation +3 CP
HQ
1 x troupemaster (embrace, fusion pistol)
1 x troupemaster (embrace, fusion pistol)

Troupes
5 x harlies (5 embraces, 2 fusion pistols)
5 x harlies (5 embraces, 2 fusion pistols)
5 x harlies (5 embraces, 2 fusion pistols)


Elite
Solitaire

Dedicated transports
Starweaver
Starweaver
Starweaver

Tactics
---------
Are very simple. Charge up the board with your 4+ save... SWAMP 1/2 of their army. You have 7 vehicles which are very resilient and next turn, they all get out and deploy 3", move 8", Then they get to charge ONLY AFTER your starweaver has charged in the first.

I wreaked carnage with only 3 units of harlies doing this. I cant imagine 7 doing it. Very hurty!

Pages: [1] 2 3 ... 93