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Messages - Iratus412

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General Discussion / Re: Magnus - Can he be killed?
« on: February 09, 2017, 04:04:35 PM »
Iratus, I am not super familiar with conscript options. Can they be equipped with a weapon that can wound T7?
It's just a case of throwing a blob of Conscripts, and a Priest into the melee, so you have 51 models vs Magnus. Unless he dedicates some other troops to eat up your bodies in CC, they form a very effective area of denial, can't be shot at, and IIRC it denies him use of psychic powers that aren't blessings or maledictions because he's tied up in combat.

Plus, you have Stubborn and Ld 9 with a re-roll provided they ever -do- fail to stay locked in combat. Worst case, just throw more blobs at it.

A conscript star is one of the most deadly things in the whole game. Nothing is quite as scary due to sheer volume of dice. The other bonus is you can optionally risk 'Our Weapons Are Useless!' them and run away once the blob starts thinning down. Do it on his turn so you can turn your big guns to bear on yours if you -need- to kill him. Otherwise send in more waves.

There is an option to instead sack a platoon's worth of bodies with your upgrades being loaded up on the Sgt. units if you -really- want a chance to down him. Take 5 plasmaguns, give the Sgt units Power Fists and Plasma Pistols, and let loose. Drop 50 points more for Krak Grenades. You're only gonna hit on 6s and wound on 5s and he can get 2+ armor against grenades, and 3++ with re-rolling 1s against fists. The big thing here is you're spending 250pts in bodies, 125pts in Fists, 50pts in Krak Grenades, 150pts in Plasma, all in the hopes you can march up 5 squads (or more, really it's best to run these as individual squads rather than blob because they become a blob in the melee) into 6" range for the chance to throw down 15 shots of plasma, 5 krak grenades, and charge in.

You could save points and go for a power maul instead of a power fist(frees up 50pts), so you get a bonus attack wounding on 6 rather than 5, and on the off chance he fails a save against it, it's Concussive so he's hilariously reduced to I1 next round. So, can you say 525-575pts worth of Guardsmen are worth fighting Magnus as he is?


You could on the other hand take a bunch of Lascannon HWTs with Kurov's Aquilla on a CCS, bubble wrap a Chimera accordingly, and just blast the --- out of him. 15 Lascannons with Preferred Enemy is damn hard to survive when they're re-rolling all 1s (meaning all failed wounds). And those 3 cannon squads come at a 105pt cost, or if you run 5 squads, you can get 50 bodies with a lascannon for 380 points. AND you could easily conga-line your dudes up so after firing a volley of Lascannons in, if you're up far enough, you can maybe doubletap your plasma and such hoping you roast him.

Stats:
606 pts
2 Command squads - CCS Has Kurov's Aquilla
8 Sniper Rifles (because backfield)
5 Lascannons
5 Plasmaguns

Crunching numbers:
Sniper Rifles
4@ BS 4 - 3.5 hits
4@ BS 3 - 2.3 hits
6 hits, 3.3 wounds - 0.55 Damage sticks

Plasmaguns
5@ BS 3 - 6 hits (Gets Hot!: 1.6 (reroll) -> 1 extra hit)
Wound on 4+, re-roll 1s - 3.3 Wounds - 0.73 Damage sticks

Lascannons
5@ BS3 - 3 hits (2.5 w/ reroll for 0.55 bonus)
Wound on 2+, re-roll 1s - 3 Wounds - 0.73 Damage sticks

In total: 2.01 wounds down, 5 to go! Obviously mathhammer is rough.


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Discussion: Imperial Knights / Re: Imperial Knight allies
« on: February 08, 2017, 11:29:46 PM »
Knight Paladin is a good jack-of-all-trades Knight.

Knight Crusader gives you maximum dakka. Probably most fitting.

If you need something to fit a midfield role, Knight Warden is also pretty good.

3
General Discussion / Re: Magnus - Can he be killed?
« on: February 08, 2017, 11:12:54 PM »
Outside of the almighty D? Reliably, no. You could, however, screw him over with a number of Inquisitors. Outside of list tailoring, you probably won't be able to drop him. Personally, however, I enjoy tossing a squad of Conscripts at him and just laughing.

4
Discussion: THE LIST / Re: Worldeaters 1850 ITC tournament list
« on: February 08, 2017, 10:27:52 PM »
You need Rhinos.

Simple as that.

If those stealers had to glance your METAL BAWKSES to death first, that's still leaving you open to take initiative and charge in to mulch dudes. You can't just throw down a bunch of big red beatsticks without a way to get them up, or something to soak hits.

A Defiler used to be an amazing DISTRACTION CARNIFEX if you can field one. The biggest flaw besides no transports is I only see about 40 models hitting the table. With... Maybe 54 wounds between them all? That's nothing. Giving some Autocannons Prescience with 3 Blob Guard you can easily force wounds before a follow up of 90 lasgun shots throwing down dice. Can you really soak 25 wounds on a squad? Or Kharn's group? That's only -one- of my normal platoons, mind you, and I can have three of those with a bunch of stronger weapons on top of it. Space Marines could hose you with grav or plasma drive-bys.

5
Discussion: THE LIST / Re: White scar grav heavy list 1850
« on: February 08, 2017, 10:18:04 PM »
Your bikes are missing a 3rd man. You can take 2 grav-guns and a combi-grav on the sgt if you really want to.

I'm not really sure what you're trying to accomplish with this list. It just seems like "Sup bro, I got some grav."

You don't need to run two CADs if you drop the land speeders, which really aren't that good as a unit on their own. They don't really fit in your army because of the fact that you have -so much grav- there's no need for a zippy skimmer that could double up on Multi-Meltas and pop tanks. I'd just drop them from the list. You seem to have an extra drop pod doing nothing, unless you're missing a squad of Gravturions.

Vindicators, again, not sure how they 'fit' here for you. If you just want to be throwing down some pie plates for blobs, you can fit better options. THAT I could see you run double Heavy Flamer Land Speeders for. Otherwise, you can take attack bikes for dice to mow down hordes.

As for the Librarian, why not roll on Geokinesis and take the Stormseer Relic? You can use the points and ensure you get Ignore Cover, or you could roll for some great powers (especially for White Scars) and get a 12" S10 AP1 5" Blast Barrage on top of it. Just a suggestion, if you feel luck enough for it.

6
Discussion: THE LIST / Re: 1750pt IH CAD only list for tournament
« on: February 08, 2017, 10:01:01 PM »
I see you're running a Smashstar.

I hope you know that he loses a lot of power outside of the Medusa Strike Force. Smash---er himself stays pretty resilient (2+/3++/3+++/5++++) until he takes a wound, but his bike squad of cheerleaders loses out on his buff aura (being just 4+++).

You'd be better off ditching the power fists on your command squad and taking 4 Grav-guns. Cheaper by far, and way more effective. Let your Captain do the talking mano-a-mano and tank everything with his 2+/3+++ (excluding the almighty D or ID wounds).

You're pretty light on troops. Always pair a special weapon with a combi-weapon of the same type for some added punch when/where you need it. Otherwise, at the very least, take a combi-flamer to discourage assaults. No one wants to eat Wall of Death on top of bolter overwatch. Also, toss these guys in Razorbacks. You're light on volume of dice so heavy bolters would be nice here. Use it as a mobile firebase.

Assault Marines are never very good, unless you're scared of something that you need to tie up RIGHT NOW that won't chew through 10 bodies packing T4 and 3+ saves. A nice use for them is a 5 man squad, give them 2 flamers and maybe consider an axe on the Sgt. Power Maul is a great idea because you can ID T3 units and most of those are only getting a 4+ at best, so you'll mulch them.  Throw em where they can either roast a squad and soak small arms fire, moving around toasting blobs or just being a pain in the ass.

Thunderfire Cannon is... That's a thing, sure. Go for it if you like it.

Devastators need Grav-Cannons. Sorry, but that's just the best use for them. They eat up MEQs and TEQs and strip tanks down.

Throw a Chainfist on your Ironclad. Just because. You would be surprised the rage you'll feel when you fail to glance a tank with a roll of 1.

I'd consider a pred annihilator, being totally honest. You need some extra AT and there's nothing better than a sturdy volley of Lascannons.

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Discussion: THE LIST / Re: 1850 full Militarum Tempestus strike force
« on: February 08, 2017, 09:33:06 PM »
First off, ditch the Taurox Cannon for either an ML or a Gatling. A blast template Autocannon with only one shot is garbage by any standard. Let's swap those out for gatlings, just cause.

As much as I hate the tax on the commissar, at least nix the power weapon. You want to scrap up all the points you can. And that buys you the 2 Gatlings, minus 5 points.


Your plasma squads are popping in and out just to get the free twin-link, which is good. 5(8 on TCS) is a decent amount of plasma to vape a squad of TEQs.

The next issue I see is taking the bolt pistol. You want Hot-Shot Laspistols. They're free, and they benefit from Suppression Doctrine, Sanctioned! for another shot.

I'm curious about your decision to just have 9 man squads. You could take full 10 in the Taurox Prime for added volleys.


The secondary CAD and the additional Valkyries are a complete wash. There's no reason for the valks. If you have the models for it, run two ground detachments. If you want Deep Strike Melta squads, run a suicide Hellrain Brigade or two.

I just worked up your list how it should run, dropping the valks and replacing with two suicide melta squads that respawn.

1850 Pts - Codex: Militarum Tempestus Roster

Total Roster Cost: 1850

Formation: Militarum Tempestus Hellrain Brigade (12#, 355 pts)
1 Militarum Tempestus Hellrain Brigade, 0 pts
   1 Commissar, 25 pts
   1 Militarum Tempestus Command Squad, 0 pts
      4 Tempestus Scion, 68 pts = 4 * 12 (base cost 12) + Hot-shot Volley Gun x2 20
      1 Tempestor Prime, 37 pts
   1 Militarum Tempestus Scion Squad, 0 pts
      4 Tempestus Scion, 68 pts = 4 * 12 (base cost 12) + Meltagun x2 20
      1 Tempestor, 22 pts
   1 Taurox Prime, 135 pts = (base cost 80 + Taurox Missile Launcher 20 + Smoke Launchers 5 + Recovery gear 5 + Extra Armour 10 + Camo netting 15)

Formation: Militarum Tempestus Hellrain Brigade (12#, 355 pts)
1 Militarum Tempestus Hellrain Brigade, 0 pts
   1 Commissar, 25 pts
   1 Militarum Tempestus Command Squad, 0 pts
      4 Tempestus Scion, 68 pts = 4 * 12 (base cost 12) + Hot-shot Volley Gun x2 20
      1 Tempestor Prime, 37 pts
   1 Militarum Tempestus Scion Squad, 0 pts
      4 Tempestus Scion, 68 pts = 4 * 12 (base cost 12) + Meltagun x2 20
      1 Tempestor, 22 pts
   1 Taurox Prime, 135 pts = (base cost 80 + Taurox Missile Launcher 20 + Smoke Launchers 5 + Recovery gear 5 + Extra Armour 10 + Camo netting 15)

Formation: Ground Assault Formation (41#, 1140 pts)
1 Ground Assault Formation, 0 pts
   1 Commissar, 40 pts = (base cost 25 + Plasma Pistol 15)
   1 Militarum Tempestus Command Squad, 0 pts
      4 Tempestus Scion, 108 pts = 4 * 12 (base cost 12) + Plasma gun x3 45 + Medi-Pack 15
      1 Tempestor Prime, 67 pts = (base cost 37 + Plasma Pistol 15 + Power Weapon 15)
   1 Militarum Tempestus Scion Squad, 0 pts
      9 Tempestus Scion, 138 pts = 9 * 12 (base cost 12) + Plasma gun x2 30
      1 Tempestor, 37 pts = (base cost 22 + Plasma Pistol 15)
   1 Militarum Tempestus Scion Squad, 0 pts
      9 Tempestus Scion, 138 pts = 9 * 12 (base cost 12) + Plasma gun x2 30
      1 Tempestor, 37 pts = (base cost 22 + Plasma Pistol 15)
   1 Militarum Tempestus Scion Squad, 0 pts
      9 Tempestus Scion, 138 pts = 9 * 12 (base cost 12) + Plasma gun x2 30
      1 Tempestor, 37 pts = (base cost 22 + Plasma Pistol 15)
   1 Taurox Prime, 100 pts = (base cost 80 + Taurox Gatling Cannon 10 + Smoke Launchers 5 + Recovery gear 5)
   1 Taurox Prime, 100 pts = (base cost 80 + Taurox Gatling Cannon 10 + Smoke Launchers 5 + Recovery gear 5)
   1 Taurox Prime, 100 pts = (base cost 80 + Taurox Gatling Cannon 10 + Smoke Launchers 5 + Recovery gear 5)
   1 Taurox Prime, 100 pts = (base cost 80 + Taurox Gatling Cannon 10 + Smoke Launchers 5 + Recovery gear 5)



Breakdown: You give a Power Sword to your Warlord in the GA Formation Taurox. Just cause.

You have 3 squads to order around. Your two Camo Net Tauroxes have the Commissars that NEED to stay alive for your 5 man suicide squad to keep popping up. All they have are 2 meltas. Likewise, those two Taurox Primes are AT kitted for glancing things to death with Krak Missiles and Autocannons. They have 2 Volley Guns because that's all you'll reasonably be able to fire (2 guns out the side hatch) from a safe distance.

Your other 4 Tauroxes can zip around pumping out dirty amounts of drive-bys with plasma throwing down 5(8 on TCS) shots per turn and follow up with a double tap of that sweet sweet AP3. Cool thing about having the pair of extra Command Squads, is you can use those to order your 3 plasma squads.

If you want to run a 3rd backline Taurox and fork up a bunch of points from the plasma used on the GA Command Squad, you could have some play with getting some added security on those Taurox Primes.

Docking off Medi-pack, 3 plasma, and 2 plasma pistols (and power weapon) frees up 90 whole points. You COULD use that to fill up other things. You want to have dedicated killing power where you NEED it.

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