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2010-12-22, 12:26 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
It depends on the table layout - if you're playing a long table the Banesword will rock, firing a 10" template up to 240", and it's a barrage weapon so you can sit in cover. A short table lends itself to the Stormsword (10" Str10 ignoring cover) or Banehammer (the earthquake effect is good for slowing down Orks).
The Baneblade and Shadowsword varients are really best at killing infantry and light armour, not titan killing (the Shadowsword itself is fairly mediocre really). Use things like Deep Striking melta Stormtroopers, flank marching melta vets (or in a Vendetta), lascannon weapon teams - that sort of thing.
Other things to look at are using formations to get extra barrages, more powerful attacks and so on.
More thoughts on the Shadowsword Varients.
Agianst Orks in Apoc, Stompas and Gargants (depending on what rules they're using) aren't too scary by themselves, but they act as force multipliers.
Taking the Stompa - it makes nearby Orks fearless, can carry Boyz, is destructive in HtH, and has lots of anti-infantry dakka. With its BS of 2 it's pretty naff against armour, even with a Deff Kannon. They can become much deadlier using the Kustom Stompa rules from WD351 with belly gunz, da Gaze of Mork and grot repair krews.
A standard Stompa's biggest weakness is its lack of shields. Big Meks have them, but vanilla don't. They can be screened by KFFs, but clever use of cover ignoring weapons (such as StrD or a Stormsword) can get around that. They are also slow for thier size, and drive damaged results render them next to useless.
Thunderfire cannons using groundburst fire can ruin a Stompa's day. Another thing to do is to trap them with their own army - use your hordes of guys, make them fearless (Special Chars, formations, =I=), blob them up into a giant unit, and assault the frontline of Orks. They'll take a while to chew through your guys (hopefully), and the Stompaz will get caught behind the now immobile wave of boyz.
As you are playing guard I'd try to get the others to kill the superheavies, an dfocus on killing the lighter vehicles and infantry. Black Templar assault marines can get meltabombs on every guy in the unit - very dangerous for the AV13 Stompa.
More thoughts on killing Titans.Princess in the streets.
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2010-12-22, 12:31 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
The points about superheavies have already been covered so I'll give some other advice instead.
1. Artillary, lot's and lot's of it! This is the time for basilisks en masse. I use six my self and I'm thinking of getting more.
2. Manpower, have you read about the Imperial shield company formation? If not, check it out. It's awsome.
3. Tank companys. Same as artillary. Go nuts!
Apocalypce is as have already been said by Incomp the time for crazies.
Just have fun!Last edited by Lowkey Lyesmith; 2010-12-22 at 12:44 PM.
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2010-12-22, 01:02 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
(the Shadowsword itself is fairly mediocre really)
Use things like Deep Striking melta Stormtroopers
A standard Stompa's biggest weakness is its lack of shields. Big Meks have them, but vanilla don't. They can be screened by KFFs, but clever use of cover ignoring weapons (such as StrD or a Stormsword) can get around that.
As you are playing guard I'd try to get the others to kill the superheavies, an dfocus on killing the lighter vehicles and infantry. Black Templar assault marines can get meltabombs on every guy in the unit - very dangerous for the AV13 Stompa.
Shadowsword/Stormblade rule for one more reason. Orks do not have long range AT. These two vehicles have 100+ inches of range. Meaning, as long as you keep it safe from outflanking, they might as well be on Mars as far the enemy AT is concerned. And, since Str D can remove one superheavy per turn... either your enemy will have to throw big amount of resources at it to take care of them, or hopefully will become subconsciously frustrated. Either way, this will give your side a big advantage and a chance to shine
Especially if you start discussing with SM players if you should paint stompa kill marks after the match. Politely, though.
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2010-12-22, 02:21 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
I also gave it a 4/10.
It's good at what it does (killing superheavies at extreme range), but for anything else, even killing regular armour, it isn't so hot. Agasint hordes it's suparsed by the other varients. It also needs to work holistically with the whole army, as if it is your only extreme range attack (I'm including DSing, orbital strikes and such here) it will knock off a Void a turn against shielded targets, and they'll kill it before it does much else. Up close agianst Orks, I'm not so sure about it.
To maximise its killing power with its main gun (which is one shot and uses a comparatively small blast) you need to remove the lascannons, which greatly help with things like taking down shields and doing extra damage (StrD isn't an insta-kill, even against regular vehicles).
For only 300pts more you could get a Warhound with two Turbo-Laser Destructors. So for those extra points you gain two voids and three shots.
To be fair I should have said "it's mediocre against Orks". At range the Banesword works well (10" Str 10 ord barrage) and up close the Storsword or Banehammer. The Stormblade (the one with the Plasma Blastgun) wouldn't be too bad either, but it's Forge Word or kitbash only. It can put down two 7" templates of plasma death in on shot and is good fun.
Just don't use the Stormlord, it's a piece of junk.
I can't help but notice the OP has no unit capable of doing so, and buying them will cost more than that superheavy.
Which is why I pointed at them.
For all this theoretical talk about deepstriking and melting, I can't help but wonder why exactly someone with 10.000 points of orks would let you anywhere near melta range, much less leave enough space for deepstriking within feet(s) of his heavies. Orks can stop that at 2.000 points, much less at 10.000. Bubblewrap, anyone?
Also him keeping guys close to the stompas means they'll get caught up in any stray atrillery or apocalyptic explosions. Additionally it means they're not rushign your lines in vehicles so you can shoot them more.
But really, as part of a team he needs to work with them to figure it out. The Marines are much better cut out for Stompa killing by default (Drop Pods work great deep striking in dangerous places), and the IG for killing da ordez ov boyz.
Shadowsword/Stormblade rule for one more reason. Orks do not have long range AT. These two vehicles have 100+ inches of range. Meaning, as long as you keep it safe from outflanking, they might as well be on Mars as far the enemy AT is concerned. And, since Str D can remove one superheavy per turn... either your enemy will have to throw big amount of resources at it to take care of them, or hopefully will become subconsciously frustrated. Either way, this will give your side a big advantage and a chance to shine
Especially if you start discussing with SM players if you should paint stompa kill marks after the match. Politely, though.
StrD is good, but it isn't an instant kill by any means. Sure I've killed superheavies in one shot with my Reaver's Lasblaster (it shoots three StrD shots a go), but I've also failed to damage a buch of clustered up Land Raiders in any meaningful way despite scoring a total of eight hits across them.
Also in Apoc if they take Flank March (the most broken thing in the 40k), they can come on from behind you, so yeah, nowhere to hide from assault.Last edited by Zorg; 2010-12-22 at 02:26 PM.
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2010-12-22, 04:10 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Thanks for all the advice about the Tau, guys. From what you all said, I gathered that most Tau troops are bad, Kroot are just less-bad than Fire Warriors. I'll take that into consideration.
Also, whoever posted it, I love the idea of Kroot Renegades. I wish I had that skill.Dr, Bath's Dolly!
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2010-12-22, 06:29 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
"Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2010-12-22, 07:20 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Um... so no veterans jumping from V-ships? Stormies are... not that good, I'm afraid, certainly not reliable as AT.
That was me, I believe. And yes, the general rule of thumb is, if Tau unit doesn't have S10 guns, cheap markerlights or isn't mecha carrying more guns than limbs it probably isn't that good
But, we already know there are multiple enemy superheavies and none on the allied side, so it is well within that 9/10 bracket
Agasint hordes it's suparsed by the other varients.
The Stormblade (the one with the Plasma Blastgun) wouldn't be too bad either, but it's Forge Word or kitbash only.
Drop a barrage of Apoc level artillery on his dudes - just made you a hole right there
Additionally it means they're not rushign your lines in vehicles so you can shoot them more.
The Marines are much better cut out for Stompa killing by default (Drop Pods work great deep striking in dangerous places), and the IG for killing da ordez ov boyz.
So my suggestion would still be to devote superheavies to stompa-hunt, letting the rest worry about boyz
Like I said, it depends on the board - the seperation in Apoc is still only around two feet by the rules - if it's a series of 6x4's stuck end on end, with armies along the long edge (like this), the Orks will be very very close so a Shadowsword will lose its biggest advantage there. If not, then the Orks will have a hard time surviving the firestorm.
If I were setting this up, I'd reduce the no man's land to zero, but play along the short edge. This setup reduces long-range weapons (anything over 36") usefulness making them overpriced, plus gives melee side a big advantage.
But then, the only apocalypse game I saw was on 2x2 tables, joined by plastic bridge, with both sides deploying on their own 2 tables. The carnage was unbelievable, despite attackers being given a few bonuses
Also in Apoc if they take Flank March (the most broken thing in the 40k), they can come on from behind you, so yeah, nowhere to hide from assault.
Also, nitpick! There are 6 named marines, not 3, in TEF! And the ending is also a bit Deus-Ex! But yeah, it is good
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2010-12-22, 08:32 PM (ISO 8601)
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2010-12-22, 10:12 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Templars aren't cost efficient against Orks unless they always have the charge. Once you break the first unit the rest will charge you.
The problem with this is that, ultimately, Melta-Delivery-Systems are more efficient if you need to kill that Superheavy now.
It's how almost every apocalypse game that I've ever seen is set up.
Well, Trixie, we all know a lot of things would be different if you were GW, () but your setup makes guns with anything over 60" range extremely overpowered, so...
I find the best setup for Apocalypse games is square tables. Unfortunately, this gets difficult when you can't reach models at the center of the table if they're too large.
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2010-12-23, 08:05 AM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
If GW never anticipated large and deep tables and setup areas, why give artillery ranges measured in up to twenty feet? Especially in Apocalypse, with flying transports and special deep strike formations all over the place, I don't think it would be that crippling to have a deep table/floor area.
Of course, I play Guard, so my viewpoint may be a little skewed. Speaking of flying transports, the rules for them say that only jump infantry may disembark from them; do Valkyries get an exception with the grav-chute rule? It was said upthread that they count as flyers in Apocalypse, but I can't seem to find the rules for this."Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein
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2010-12-23, 08:13 AM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
The rules are for a Valkyrie/Vendetta formation in White Dwarf- counts as flyers in Apocalypse.
Also- Imperial Armour 8 has an Elysian Drop Trooper Army- which can take Valkyries & Vendettas- which gain the flyer rule in Apocalypse games.
So- there is some precedent.Marut-2 Avatar by Serpentine
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2010-12-23, 08:17 AM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Well, let me put it this way: I'm pretty sure that as soon as Cheesegear, the local WH40k guru, is back from whereever he is right now, he will have something very, very, very different to say on that. Especially considering he already wrote something very different on that:
Originally Posted by Cheesegear's Guide to ArmiesLGBTitP Supporter
In a Wonderland they lie, Dreaming as the days go by, Dreaming as the summers die - Ever drifting down the stream - Lingering in the golden gleam - Life, what is it, but a dream?
- Lewis Carroll
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2010-12-23, 08:47 AM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Valkyries, Vendettas and vultures counts as both flyers and fast skimmers in Apocalypse. They can change between the different modes.
Personaly I would let units with deep strike jump out of Valkyrier/Vendettas in flyer mode. Just let it count as Grav chute insertion.
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2010-12-23, 09:55 AM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
He also wrote this.
The cheesy one admits that he hasn't really seen much Tau play recently and, as nice a guy as he is, his word isn't absolute. Particularly with folks who actually play the army in question on a regular basis.
Fire Warrior firepower isn't terrifying. Crunching the numbers, Fire Warriors are about as good in a firefight as a Squad of Tactical Marines, point for point. (9 shots from Fire Warriors to kill a Tactical Marine, 6 Shots from Tactical Marines to kill a Fire Warrior. Fire Warriors are 10 Pts, Tactical Marines are roughly 15 Pts, giving a 1.5 ratio, which matches the killing power.) Except that the Tactical Marines can stomp them in Assault, despite being just as good in the Shooting Phase. And have special weapons. The only notable thing about Fire Warrior shooting, when you actually use them, is that they have a 30" range. Which is actually kind of nice. Except that Kroot are still substantially cheaper, almost as good stat-wise and still have a 24" range.
Hopefully Fire Warriors either become cheaper or get BS 4 in the 5th Edition Codex, whenever that comes out. It's not like there aren't already BS 4 Fire Warriors (Ethereal Honour Guards). Of course, those Honour Guards are a bit of an anomaly, really. The only other thing in the entire Codex that has BS 4 or better is the Commander. Kinda makes you wonder where they're getting so many Shas'Els from.
Dark Eldar aren't as scary for Tau as most people seem to think. Every army, even IG, will stomp Tau in Assault. Getting massacred in Assault is something Tau are used to. Thus, Tau tactics on the tabletop revolve almost entirely around staying out of Assault. The ease with which Dark Eldar can get into Assault is mostly balanced out for Tau by how fragile they are.Last edited by Tome; 2010-12-23 at 09:59 AM.
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2010-12-23, 10:30 AM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
I think this is definitely one of those times where "the internet" doesn't really match 99% of people's local competition. The fire warriors vs kroot thing I think shows that well, in some areas some people would never use one and in other areas some people would never use the other.
Also even with DE being the newest army I bet most local groups still probably only have 1 DE player, maybe 1-2 others with very small forces, and all of those players also still have the 2-6 other armies that they own. I bet you're average player still sees more regular SM armies then they do DE and probably the majority of the BA, SW and other loyalist marine armies are made up of 80% regular marines with 1-2 of the specialized units from the army thrown in to make it BA or SW instead of normal SMs.
And with that comes the fact that the average army Tau are facing now actually isn't terribly different from what it was 2-3 years ago. I also wonder how everyone is able to turn to Mecha and assault lists, because as soon as everyone is running assault lists they stop being nearly as effective because two assault units fighting will end up being too close to be decisive most of the time. So for those armies to work well (and even need all of the speed and DS ability that they have since its not of much use when your enemy is also running at you full speed) they have to still be facing a number of more "traditional" armies that aren't so heavily assault dedicated.
And even if you are facing lots of DE as Tau... well I would be surprised if your average 1000 points worth of Tau didn't have the firepower to drop 4-5 open topped AV10 vehicles every turn, even with the flat-out-skimmer cover saves. I would be surprised if my Eldar army couldn't shoot down 3-4 a turn.
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2010-12-23, 11:50 AM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
I don't want to get into a math-hammer argument, because they're stupid and pointless, but I have to point out that 40k is not played in a vacuum. A friend of mine has 14 markerlights in his 2000 point Tau army, and almost all the shooting comes in at BS4 if not better. Support units are there for a reason.
Then again, this opens up the question of the space marine player's own support, and soon, if we want to be accurate, we're having to simulate an entire army's shooting. That's why I don't want to get into this argument; math-hammer doesn't really work.
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2010-12-23, 12:57 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Yeah, but like Tome mentioned, he doesn't play the Tau. Out of the disscussion, I saw one (correct me if I'm wrong) person who said they played the Tau, and they reccomended Kroot.
Of course, it may also be something that is opinion based. Whichever fits more to your tactic style. I've seen good arguements on both sides, but I think I could identify more with the Kroot army, because they're just a bit better in close range.Dr, Bath's Dolly!
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2010-12-23, 01:20 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Overpowered?
Then why they have the range in the first place? You know, my solution to this wouldn't be letting orks magically teleport near the force out-ranging them. I'd give them an asset, maybe more points - but yes, they'd need to run that distance to close to the enemy. That's what they do in the fluff, after all, and that's why the Guard has any chance in combat with them.
I'm not sure if I'd give them much, though, as they are already very cheap and resilient.
Precisely. Tau FW are as good unit as Tacticals when you look at shooting only. But! Tacticals are considered slightly overpriced, despite getting (at the same point cost/effectiveness as Tau!): And they shall know no Fear, Combat Tactics, meltaguns, power weapons/fists, BS4, grenades, CC that doesn't suck (that much), 3+ save, actually good transports, LD9 and a few other things.
If slightly overpriced unit beats your own in virtually all categories, well...
Dark Eldar aren't as scary for Tau as most people seem to think. Every army, even IG, will stomp Tau in Assault. Getting massacred in Assault is something Tau are used to. Thus, Tau tactics on the tabletop revolve almost entirely around staying out of Assault. The ease with which Dark Eldar can get into Assault is mostly balanced out for Tau by how fragile they are.
As stated in my spoiler above, throwing hundreds of points to "support" FW loses games. What is better - 10x S5 shots, all with save, or 8x S6-7 shots, killing even Marines on 2+, IDing all the others, half with no armor save at all? Fireknife suits are popular for a reason.
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2010-12-23, 02:07 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Gives them a 4+ save. I've had my dark eldar get shot at by fire warriors. Even with Feel No Pain I lost 6 out of 8 wyches.
Wracks I don't know about.
Tau's low toughness also makes having poisoned ranged weapons weaker.
Which is why you take 9 broadsides instead.
Not that dark eldar actually have any better anti-tank than any other army. They can mass anti-tank, but so can space marines. Dark Eldar have meltas now, but they're so so.
You can deep strike tons of trueborn and scourges, but that's not turn 1.
Even 6 raiders full of troops aren't going to reliably kill that many tanks with their dark lances."that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft
When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.
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2010-12-23, 02:21 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Yes. Anything with less than a 36" threat range will never accomplish anything, ever, unless it deepstrikes/outflanks/infiltrates. Players will deploy their stuff 6' away from the opponent and just shoot at the opponent with S10/D Ordnance or Titan Guns.
I don't know. Probably seemed like a good idea at the time. It's also useful to be able to shoot that Warhound at 10' away from you down the table.
No, but it would hamstring them and then punch them in the face.
Trying to match the fluff to the tabletop will not work. Fluff operates on Rule Of Cool, and trying to base a PVP game on Rule Of Cool does not work.
Until your opponent can put 50 S6+ blasts per turn down. Then he mows down your army faster than you can advance, even if he's not killing all of it.
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2010-12-23, 02:45 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
They're able to re-roll their deep strike, and five with two meltas are reasonably killy. Also anything diverted to killing them is not killing your other stuff.
I had some Stormies DS near me in an Apocastrike game, and it could have gone badly, but luckily Igneus Angelus exploded and took them out
But, we already know there are multiple enemy superheavies and none on the allied side, so it is well within that 9/10 bracket
Technically, 5x Heavy Bolter works better than main guns of some of these variants
Hmmm, to me, it seems all you need is to redo one of the less useful guns a bit. There are two almost identical, one can be sacrificed, I guess.
From what I have seen on your blog, apocalypse barrage is only found on heaviest Titans, namely that carapace missile launcher. Isn't that true?
Agreead, but Drop Pods are big, and rather easy to stop, and that particular breed of SM he mentioned (Templars) is better suited to horde clearing.
So my suggestion would still be to devote superheavies to stompa-hunt, letting the rest worry about boyz
That's... very strange arrangement, to say the least
If I were setting this up, I'd reduce the no man's land to zero, but play along the short edge. This setup reduces long-range weapons (anything over 36") usefulness making them overpriced, plus gives melee side a big advantage.
But then, the only apocalypse game I saw was on 2x2 tables, joined by plastic bridge, with both sides deploying on their own 2 tables. The carnage was unbelievable, despite attackers being given a few bonuses
Playing on the floor is the best option, but you need to trust everyone.
It is, unfortunately, a mathematical thing as to why they become overpowered. For example, say you have a 12 foot long playing field - Orks on one side, Imperial on the other. Per Apoc rules there is a 1ft no-man's land in the middle. The Orks deploy up on the line, the Imperials way back. This would give around 4.5-6ft of seperation (60" or so).
The longest range of any Ork weapon is the Stompa mounted Deff Arsenal at 120", followed by the Grot guided missiles, Belly Kannon, Skullhamma Kannon and Deth Kannon at 72".
However, these are all either mounted on Stompas or wagons, which are all large targets. Deploying them far forward to get range on the Imperials means your Boyz are stuck behind them, and if the vehicles become wrecks they are huge obstacles to move around.
If the boyz are in front, the weapons are further back.
As for the boyz, they're either moving 18" in a Trukk, or 7-12" on foot. That means they'll take 4-6 turns at best on foot to reach the enemy, assuming they're moving in a straight line and not having to go around terrain. In a truck it's still 3 turns at best, and Trukks die to Imperial fire like nothing else.
Remember that picture I linked before? The Orks were allowed to move forward to be within 12" of my titan (roughly where the templates are sitting). I still tabled the entire force save half a dozen Nobz in a building, and was only using two of my Reaver's guns (I used the lasblaster to kill the Stompa and Skullhamma). Orkish resilience means little when they're sucking the business end of a Melta Cannon: Str10, AP1, 10" melta blast.
If they'd been at any greater range the murdering of them would have been a much more leisurely affair. Guard can beat Orks in even points with a 12" seperation in a normal game, adding Apoc gives the Imperials bigger, longer ranged guns that are hard to stop; while the Orks get nothing really of the same scale of killyness or survivability at a range greater than normal.
The long ranges is there for a couple of reasons I can think of:
- Having a titan gun/ICBM with a 72" range would be idiotic.
- Most Apoc battles I've seen are Imperial vs Imperial(chaos)/Eldar as they have the shiniest toys, so they're evenly matched.
- People playing 'floor wars' can set up a long way away and pummel each other's big units at vast ranges and mow down swathes of infanty with impunity. It's rather fun!
I've been meaning to write down my ideas for making long range games more viable for 'normal' units, might do it over the weekend.Princess in the streets.
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2010-12-23, 03:06 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
I find the notion that 14 Markerlights would be enough for a 2000 point army ridiculous. 14 Markerlights at BS 3 is not going to rack up enough hits to boost the entire force, unless it's got a rather low model count.
Trying to fit in enough Markerlights to boost your entire army simply isn't going to happen unless you take a lot of Marker Drones, and those are expensive. So you're going to have decide what needs the boost more. Generally, that ends up being Broadsides and occasionally Crisis Suits for me.
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2010-12-23, 04:17 PM (ISO 8601)
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Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Doing the math for 12 FWs shooting at marines:
BS3: Hit on 4+, wound on 3+, save on 3+. Kills a marine, maybe 2 (1.33 unsaved wounds)
BS4: Hit on 3+, all other things the same. 1.77 unsaved wounds, so it kills a marine, and has a good shot at getting 2.
BS5: Hit on 2+, all other things the same. 2.22 unsaved wounds, kills two and if you're lucky 3
Shooting at a rhino:
Glances on 6's, so with 12 shots you should get a glance at BS3, 1.33 glances at BS 4 and 1.66 at BS 5. Because you glance you shake half the time (roll 1,2 or 3), stun 1/3, destroy a weapon 1/3 and immobilize 1/3.
Against AV 10 you have better odds, as you do something 1/3 of the time you hit. But it still isn't anything to write home about.
You can double all of the final numbers for rapid fire for the FW. For the Crisis analysis below just double the number for the plasma rifle.
Let's compare this to 2 fireknife suits as it's about the same cost (120 to 124):
At BS3: You hit with 4+ firing 4 missiles and 2 plasma shots; this gives us 2 missile hits and a plasma hit, wounding on 2+ gives us 1.66 missile wounds and .83 plasma wounds. Shooting at marines gives us 1.38 unsaved wounds.
at BS4: You hit on 3+, giving 2.66 missile and 1.33 plasma hits. After rolling to wound you have 2.22 missile wounds and 1.11 plasma wounds. Saving throws give you 1.85 unsaved wounds
at BS5: Hit on 2+, giving 3.33 missile hits and 1.66 plasma hits; 2.77 missile wounds 1.38 plasma wounds; saves give you a total of 2.31 unsaved wounds.
So better performance on marines in the open from the suits, but the real advantage is flexibility. Your suits have a chance to open up rhinos because of the higher strength fire; at BS 3 you're plasma glances on a 5 and pens on a 6, missiles glance on 4 and pen on 5+, so in a round of shooting you're going to do something to it, even better, your missiles have a 36" range so you can do it at a distance.
Both of these ignore cover, if you wanted to assume 4+ cover you can halve the number of wounds from the plasma and halve results against vehicles. This also ignores the cost of a transport for your FWs, which is going to bring the unit up over 200 points.
The point I'm trying to make isn't that your elite slot is better at killing stuff than your troops are; what I'm saying is that there is an opportunity cost for taking things, you can improve the capability of a unit that does one thing (kill infantry) or improve the unit that does multiple things (Kills infantry, heavy infantry, MCs, and suppresses/kills light armor). And that's the real issue with your FWs, they do one thing pretty well, but kroot are cheaper, do it about as well and have the ability to infiltrate to slow up enemy assault units.Last edited by sircarp; 2010-12-23 at 04:32 PM.
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2010-12-23, 06:56 PM (ISO 8601)
- Join Date
- Jun 2009
Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
My AoBR set and set of ten Boyz just came in (the latter to be followed shortly by another).
AoBR guys are put together (with some extremely minor customization. I liked one of the Nob heads for the warboss and switched them). I'm going to start painting them this weekend (with some much needed help, turns out my wife is interested in the painting part of the hobby so we'll be working on them together).
Right now I'm putting the non AoBR Boyz together and wanted to make sure I wasn't making any big mistakes before I start gluing. Could someone with experience with Orks tell me if I'm correct in thinking that there aren't any larger legs or heads for the single Nob in the squad? Also, as far as extra weapon choices is the Rokkit Launcha a bad choice? I was thinking of using it to add some anti tank ability to a mob.
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2010-12-23, 07:35 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- Virginia
Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Hey, so, this seems like the best place to ask about this: I've run out of my usage of the full version of Army Builder. Is there a program LIKE Army Builder that I can run for free that isn't the demo version of Army Builder? I need to write up a 750 list, but I don't want to have to keep using the demo and exiting out of it.
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2010-12-23, 07:35 PM (ISO 8601)
- Join Date
- Jan 2008
Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
AoBR does not come with any Nobz for the Boyz squad(s). Unless you use one of the Nobz from the 5.
Also, as far as extra weapon choices is the Rokkit Launcha a bad choice? I was thinking of using it to add some anti tank ability to a mob.
Ork ranged Anti-Tank is stuff from the Heavy Support slots and Deffkoptas with Twin-Linked Rokkits. Anything else that isn't a Nob or Warboss with a Power Klaw probably isn't going to kill a tank except on the very best of days.
Microsoft Word, Wordpad, or Notepad, and Calculator is good. I've never used anything other than those to write my lists, and I've never had any complaints.
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2010-12-23, 07:53 PM (ISO 8601)
- Join Date
- Jun 2009
Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Sorry, I meant the Nob from the box of Ten Boyz I had bought in addition to AoBR. It has parts for a Nob (with Power Klaw). There's a larger torso (plus arm with PK), but as far as I can tell no larger head or legs for him.
Sounds like the rokkit is a waste then. Too bad, it does look nice.
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2010-12-23, 07:57 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- Virginia
Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
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2010-12-23, 08:24 PM (ISO 8601)
- Join Date
- Aug 2005
- Location
- Ēast Seaxna rīc
- Gender
Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
I tend to use Excel for army lists.
"that nighted, penguin-fringed abyss" - At The Mountains of Madness, H.P. Lovecraft
When a man decides another's future behind his back, it is a conspiracy. When a god does it, it's destiny.
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2010-12-23, 08:26 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- Virginia
Re: Warhammer 40k Tabletop IX: "Mech is king? I never voted for it."
Sorry, maybe I should rephrase: Is there any free program that has all of the information on units and such like Army Builder does?