by LordMalekTheRedKnight » Mon Feb 16, 2009 8:06 pm
RME wrote:Looking good Tim-
RME wrote:How do you use your Hawks against armies with little-2-no-tanks? especially MeQs? If you have played em.
RME wrote:Also with the Avengers being so small in number, do they bag many kills per game or do they hide and/or take pot shots?
by RME » Tue Feb 17, 2009 9:41 am
LordMalekTheRedKnight wrote:RME wrote:Looking good Tim- cheers :)(i cant take all the credit though, as im just making the most of the units that my wife chose)
the Grenade Pack doesnt kill a lot most of the time, but sometimes it really pays off (how many Assault Marines did it kill at WHW Matt? was it 4 in one hit?). it just means they can contribute to the game whilst keeping themselves safe from harm. then in the closing stages of the game, they can land and either shoot, or Run to cover, and then either get stuck in or hide (depending on how the game is going and what the Objective is).
RME wrote:Also with the Avengers being so small in number, do they bag many kills per game or do they hide and/or take pot shots?if i see an isolated enemy, then they sometimes advance through cover until they get into range and then start a firefight (works well against models with Bolters etc, as you outgun them at 13-18", and if they move into short range you can just back off). usually though i keep them hidden/in cover near the back of my firebase and use them as a counter-attack unit: if the enemy get to close they respond by moving out and bladestorming them. their reasonably good Armour Save helps them hold objectives too.they even did quite well in CC against KMB's Daemons at WHW: it was DoW so i just started with the big Guardian unit + Farseer on the board, moved the Reapers and D-Cannons on in the first turn, and had everyone else in Reserve (in an attempt to ambush the Daemons after they arrived). the DA walked on, Bladestormed the Fiends and then charged them, and actually managed to wipe them out! 8O :D (very flukey luck though - neither of us could believe it!)
anyways, i hope that helped - i will be commenting on your list in a bit. :)cheers!~ Tim
by killmaimburn » Tue Feb 17, 2009 10:01 am
RME wrote:Bladestormed the Fiends and then charged them, and actually managed to wipe them out! (very flukey luck though - neither of us could believe it!) And congrats on killing the Daemons! very satisfying indeed, I've not actually fought a Daemon army yet, but I hope to soon as I get more and more into the game!
Bladestormed the Fiends and then charged them, and actually managed to wipe them out! (very flukey luck though - neither of us could believe it!)
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
by LordMalekTheRedKnight » Tue Feb 17, 2009 10:01 am
RME wrote:I'm quite tempted to try 5 myself with an exarch with skyleap keeping it relativly cheep while still effective.
RME wrote:I also don't feel the need for Intercept in the new rules (in my area people rarely move their vehicles and if they do its VERY rarely over 6"). So I'm hitting on 4+ anyways.
RME wrote:Ouch- it is quite amusing when a unit percieved as a 'weak' unit can do so much damage! and actually win you the game. I can see them being VERY good in Sieze and Control (the two objective based mission, one in your DZ and the other in your opponents). DS last turn run/shoot depending on where/if you need to position yourself etc.
RME wrote:And congrats on killing the Daemons! very satisfying indeed, I've not actually fought a Daemon army yet, but I hope to soon as I get more and more into the game!
As always Tim you were VERY helpful!!
by RME » Tue Feb 17, 2009 11:40 am
it was Sieze and Control with Pitched Battle Deployment. Turn 5 the Hawks arrived automatically, DS'ed onto the Marine's Objective, scattered but then used their Run move to correct it, contesting the Objective. my few surviving Guardians huddled around my own Objective, Scoring it. then we rolled to see if the game ended, and it did! i had about 11 models left on the table. (i had originally won the roll to go first, decided to give my opponent 1st turn, and had to weather tons of fire as a result - paid off in the end though!)
by mattjgilbert » Tue Feb 17, 2009 8:16 pm
by Gymbol » Wed Feb 18, 2009 1:45 am
LordMalekTheRedKnight wrote: - Doom: this worked great as an "extra" power, allowing me to concentrate fire when i needed to eliminate a threat (DS'ing Termies with Heavy Flamer, and later 1KSons). worked well combined with Guide, and multiple shooting units. i will definately take this power again - but i would still want Guide and Fortune as the "main" powers.
LordMalekTheRedKnight wrote: - the new Artillery/Scatter rules: i managed to use the Warlock's superior BS when firing the D-Cannons within LOS (2D6-4 instead of 3),
by RME » Wed Feb 18, 2009 8:51 am
Gymbol wrote:LordMalekTheRedKnight wrote: - the new Artillery/Scatter rules: i managed to use the Warlock's superior BS when firing the D-Cannons within LOS (2D6-4 instead of 3), You can DO this?
by LordMalekTheRedKnight » Wed Feb 18, 2009 9:30 am
by RME » Wed Feb 18, 2009 10:02 am
LordMalekTheRedKnight wrote:- any Artillery Crewman within 2" of a gun can fire it (p55)- when firing Barrage with LOS, you deduct the firer's BS from Scatter like a normal Blast (p32)- when resolving a Multiple Barrage you start with the closest weapon to the target (p32/30)so as long as the Warlock is close enough to the Gun model that is closest to the target, and he and the Gun have LOS to the target, he can deduct his superior BS from the Scatter roll. (works well against fast units that have come around the terrain you are hiding them behind)hope that helps ~ Tim
by LordMalekTheRedKnight » Wed Feb 18, 2009 10:06 am
RME wrote:Could you also use a Farseer/autarch etc for this as well, even if they joined the squad?
by RME » Wed Feb 18, 2009 10:12 am
LordMalekTheRedKnight wrote:RME wrote:Could you also use a Farseer/autarch etc for this as well, even if they joined the squad? unfortunately not: the Artillery rules say that while ICs can join them, they are not Crew.(leads to a bit of a problem when it comes to allocating hits on the Crew though...)best you can get is 2D6-4 with a Reroll for Guide. ~ Tim
by Gymbol » Wed Feb 18, 2009 1:26 pm
LordMalekTheRedKnight wrote:so as long as the Warlock is close enough to the Gun model that is closest to the target, and he and the Gun have LOS to the target, he can deduct his superior BS from the Scatter roll.
by RME » Tue Feb 24, 2009 12:21 pm
Gymbol wrote:LordMalekTheRedKnight wrote:so as long as the Warlock is close enough to the Gun model that is closest to the target, and he and the Gun have LOS to the target, he can deduct his superior BS from the Scatter roll. Can he fire all three guns? Vibro cannons.
by Gymbol » Tue Feb 24, 2009 8:25 pm
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