I've seen a few articles on deep striking recently (From the Warp, Tech Bay Four, probably some others I've forgotten), which is a subject I've been thinking about recently.
The last couple of times I've played my Slaanesh Terminator force I've been using the Space Wolves codex. Besides simply being shiny and new the Wolves get stronger independent characters and more fun wargear/rules toys. And lets not miss out the main reason I switched to Wolves - real Cyclone missiles!
But I'm thinking of going back to a Deathwing based list. The Cyclone thing isn't too big a deal, I don't really play tournaments so I can just pay the extra point for a proper Cyclone launcher. The weaker characters are a bit of a pain, but this is Fifth Edition where troops choice swings it, and with the selection of models I've got it's about six and half a dozen between the codices.
The Deathwing have deep strike. Ok, so Space Puppies can climb into drop pods, but it's just not the same. For one thing, I don't want to go spending all that cash on a drop pod model for each squad. On top of that, teleporting is just plain cool. And let's not forget that deep strike should put me close enough to dish out some heavy flamer based pain.
Now that still leaves my Dreadnaughts and Land Raider. I could put the Dreads in pods, then either ditch the Raider or run it solo, but I'll probably be better off keeping them on the go. They'll form a solid anvil to complement my deep striking hammer. Trundle up to pin the enemy down with that lot, Dreads can screen each other and the Raider while popping smoke and that will buy me time to get into position and start zapping Terminators onto the battlefield.
So far it's all theoryhammer, and may turn out to be full of fail. Regardless, I'm pretty tempted to give it a go and find out how it works, it's not a style of play I've ever had a chance to use before so if nothing else it's a learning experience.
In the dark corners of the internet there are blogs that heal from their injuries at a terrifying speed.
Showing posts with label List. Show all posts
Showing posts with label List. Show all posts
Tuesday, 25 May 2010
Wednesday, 28 April 2010
A new role for the Reapers
Thinking things out after reading a post about Dark Reapers by Fritz40k. Now I've always put in my 5-man reaper unit to wipe out any squads of Marines who are daft enough to show their faces, but I may have to try doing things differently next game.
See, for under 150pts I can have two BS5 Krak Missiles a turn. That's some pretty heavy anti-tank fire right there. And anti-tank is something I have to admit that I'm lacking right now. Light vehicles shouldn't be too much of a problem with the Scatter Lasers and Shuriken Cannons, but when it comes to anything tougher I would have to rely on shots from my Prisms. With a Reaper Exarch hanging around I've got another chance to pop tanks, and once that's dealt with I'll still have my Eldar Missile Launcher and two Reaper Launchers to shred some Marines.
Are there better ways to get some more anti-tank into my army? Probably. But I've already got my Reapers, and it's an Aspect I really like. And by running a smaller squad I've freed up some points for something else, possibly another Vyper or some extra Warlocks in my Council. Of course talk is cheap, so the real test will be after I've tried it out on the battlefield.
See, for under 150pts I can have two BS5 Krak Missiles a turn. That's some pretty heavy anti-tank fire right there. And anti-tank is something I have to admit that I'm lacking right now. Light vehicles shouldn't be too much of a problem with the Scatter Lasers and Shuriken Cannons, but when it comes to anything tougher I would have to rely on shots from my Prisms. With a Reaper Exarch hanging around I've got another chance to pop tanks, and once that's dealt with I'll still have my Eldar Missile Launcher and two Reaper Launchers to shred some Marines.
Are there better ways to get some more anti-tank into my army? Probably. But I've already got my Reapers, and it's an Aspect I really like. And by running a smaller squad I've freed up some points for something else, possibly another Vyper or some extra Warlocks in my Council. Of course talk is cheap, so the real test will be after I've tried it out on the battlefield.
Monday, 26 April 2010
Cleaning up the list (1500)
I managed to get back around to some painting this weekend, so I've finally got those Jetbikes and Vyper table ready. I've also pulled out a handful more Guardians to paint up and bulk up my squads of them. After that I'm not sure what will get painted. Before I get too into anything else I want to finish my list.
If I'm playing Ulthwe I want to do it properly, so to start with I'm cutting some of my Aspects. In my 1500 list I had been tempted to run small squads of Dire Avengers, Swooping Hawks, Striking Scorpions and Dark Reapers. However I'm now looking at cutting the Avengers and Scorpions, which not only brings my list back within 1500, it also gives me some spare points to play with.
I get the impression from what I've read online that Hawks aren't a very popular choice, but I think they'll fill a nice role in my list. I've not got a lot of anti-tank, so the ability to deep strike a flying squad with haywire grenades will mean I can threaten tanks anywhere on the battlefield. Their weapons are weak, but good range means a couple of rounds of shooting I might otherwise have missed out on. This will hopefully give enough extra ranged ability to augment the Vyper and Jetbikes for my rapid-strike component, and if opponents get distracted picking off the boys in blue then it means less shots on my objective-scoring Jetbikes.
As well as fitting the Ulthwe fluff, Dark Reapers are making up some much-needed anti-Space-Marine power. This will mean I can rely on something more than a silly number of soup-tin-lids from the Guardians. The only doubts I'm having with the Reapers is that they're likely to be stuck off on their own on a rooftop while the rest of my army advances, but again the speed of Jetbikes, Vyper and Hawks should mean I can pull some forces back to defend them if needed.
I've had a few ideas for changes to make to the list that I can now look at with the points I've saved. I've dropped the idea of taking a Wave Serpent, since it would mean pulling more bodies away from the bulk of my force and into the rapid strike section, something I'd like to avoid. A squad of Pathfinders hiding near the Dark Reapers or going to ground on objectives is also tempting. However I'm currently leaning towards a few Warlocks to support my Farseer. This should improve the power and resilience of my HQ, providing a better anchor for my force. It also fits with the Ulthwe theme, which is something I'm keen to emphasise. But the most important part is that I enjoy painting them. So chances are that that's the direction I'm going to go with this.
If I'm playing Ulthwe I want to do it properly, so to start with I'm cutting some of my Aspects. In my 1500 list I had been tempted to run small squads of Dire Avengers, Swooping Hawks, Striking Scorpions and Dark Reapers. However I'm now looking at cutting the Avengers and Scorpions, which not only brings my list back within 1500, it also gives me some spare points to play with.
I get the impression from what I've read online that Hawks aren't a very popular choice, but I think they'll fill a nice role in my list. I've not got a lot of anti-tank, so the ability to deep strike a flying squad with haywire grenades will mean I can threaten tanks anywhere on the battlefield. Their weapons are weak, but good range means a couple of rounds of shooting I might otherwise have missed out on. This will hopefully give enough extra ranged ability to augment the Vyper and Jetbikes for my rapid-strike component, and if opponents get distracted picking off the boys in blue then it means less shots on my objective-scoring Jetbikes.
As well as fitting the Ulthwe fluff, Dark Reapers are making up some much-needed anti-Space-Marine power. This will mean I can rely on something more than a silly number of soup-tin-lids from the Guardians. The only doubts I'm having with the Reapers is that they're likely to be stuck off on their own on a rooftop while the rest of my army advances, but again the speed of Jetbikes, Vyper and Hawks should mean I can pull some forces back to defend them if needed.
I've had a few ideas for changes to make to the list that I can now look at with the points I've saved. I've dropped the idea of taking a Wave Serpent, since it would mean pulling more bodies away from the bulk of my force and into the rapid strike section, something I'd like to avoid. A squad of Pathfinders hiding near the Dark Reapers or going to ground on objectives is also tempting. However I'm currently leaning towards a few Warlocks to support my Farseer. This should improve the power and resilience of my HQ, providing a better anchor for my force. It also fits with the Ulthwe theme, which is something I'm keen to emphasise. But the most important part is that I enjoy painting them. So chances are that that's the direction I'm going to go with this.
Subscribe to:
Posts (Atom)