KInG wrote:Mech are unpredictable though, with their better survivability in 5th. But still armour 11, there's not a unit in my army that couldn't pop/stop one.
Thats understandable, but your main weapons for handling Armour, are long range lascannons or meltaguns. 1st turn I move up behind my raider blocking
LOS and if you manage to get
LOS then I will at least have 50% covered. 2nd turn I may either move out to start the hurt, or pop smoke, reducing 50% of the impacts. Its a rhino, so as long as ive moved it once or twice its done its job.
The Raider can split fire though, as can the Long Fangs, therefore you can target 4 units per turn yourself. That bit I do like. But 2 Lassies and 5
MLs isn't alot of Anti Armour. Meltas in squads are also
AA but very short range.
Works though as a cohesive force.
2 twin lascanons split fire, 7 missile launchers (wolf guard has cyclone
ML) and multiple meltaguns (and a multi-melta on the raider). Chainfists and powerfists. I have no problem with anti-tank, along with a living lightning @ BS5
!
I'm trying to see what murderous hurricane does
3d6 str 3 hits and makes the targeted unit have to move as if moving through dangerous terrain.
I presume (again late at night) that its main purpose is..green tide/combined arms guard advancing ..you walk forward cast kill about 8 off them, slow them down and kill 1/6th of them again hoping to make them run away- is that about its ideal use?
The main use is as you say, against large units, such as green tide or guardsmen etc which are prodominate at tournies.
Casting on a unit which has just been left stranded after blowing up a battlewagon for instance:
1) blown the battlewagon up, cast murdderous hurricane, kill 3 orks. 17 orks left.
2) orks move in dangerous terrain and roll 17 dice, get 4 1's. 4 orks dead, 13left.
3) Orks declare a waaghh/run. rolls 14 dice get 3 1's. 3 orks dead 11 orks left.
4) Orks charge my hunter squad. Rolls 11 dice, gets 2 1's, 2 orks dead, 9 left.
So in this example, over my turn and his turn ive killed 11 orks and now reduced their fearless squad to nothing. My hunters strike before him after counter attacking and wipes them out before they even get to strike me. If I dont they will fall back and get run down.
Ofcourse, it has other uses swell. Seer council for example, even one 1 is good enough to take one down, or a unit of bikes. Every death is big! The larger the unit the more effective it is. Jaws can be used to pick high priority targets while MH takes down smaller priority targets but more of them.
@ Gordon, I agree, the long fangs are great. I can perhaps drop the 2 extra armour, the cyclone wolf guard and the wolf guard in the razorback swuad and the chooser on the rune priest to get another unit of 6 fangs with ML's.
As for swapping out for a wolf priest, dont really need one. My combat potential is fien as it is with the unit in the raider. I ned that extra chance to stop psychic powers, and the extra offensive powers from the rune priests tbh!
Looking forward to seeing your list mate.
-Killswitch