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Rocket

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Everything posted by Rocket

  1. What is you opinion of the Rhinos vs the Drop Pods? Also, what was the game result? Dropping the planes sounds like a good call against that list. If an IH army has only one dread, I expect it’s always going to be the worst target (if even targetable).
  2. @WickedJester - yes, but they are still being slowly worked on. But I would only use the GSC bikes as scouts. Power armor would look silly sitting on them. But I expect that the quads will look nice as attack bikes when done. I’ve never liked the SM bike models, which deterred me from Scars.
  3. I would only go for a Scars successor if I was after ‘Hungry for Battle’ as one of the traits. But I like the standard Scar traits.
  4. I asked about using the two VV units at the same time due to Scars really only having one stratagem to kind of act as a re-roll for a charge. To get a re-roll for a second charge, there is just the command re-roll (assuming it wasn’t already used). Was the dice just against you, or did you make a risky second 7” charge without any re-roll? I’ve never used drop pods, but I understand their value. Just didn’t think dev in a drop pod suit Scars as well, since it’s not really an alpha strike army. Sounds like you aren’t entirely satisfied. Do you rely on 3 pod for disruption, or could less still be effective for that purpose?
  5. Despite winning, do you think it was a mistake deep striking both VV at the same time? Was the chaplain using the charge chant, or was he a beat stick or fire support? Did you feel the devs+pods were worth it for what they did? I like VV, but would be inclined to use something else instead of devs.
  6. I always liked the Mongol theme and being fast, but really disliked the look of the bikes. But now with revised rules and access to GSC bikes and quads, I can have scouts bikes and attack bikes that I’m happy to look at and use. Not a fan of the forge world bikes and jet bikes, but if GW eventually release some hot looking SM jet bikes, I won’t grimace at the GSC bike mods.
  7. Is there anything that stops you using 'swift wind' to double move a Rhino/LandRaider, then use 'lightning debarkation' to empty its contents 3", move them, and then fire away? Swift wind stops the transport shooting, but that's not the contents. That could be some very rapid deployment right there.
  8. Many chapters of the space marines have very iconic emblems. Ultra's have their strong 'U', Raven Guard has it's raven, Fists have their fist. But Scars, they have a lightning bolt (awesome) in front of what looks like a sanitary pad (not awesome). Now try and get that image out of your head. So I created my own emblem. Not a successor, just a picky section of the main chapter.
  9. Main differences: Mobility- Raven have greater deployment mobility for infantry, But Scars have good deployment for any unit (infantry, bikes, vehicles). Assault: Scars have more that enable making successful charges and are stronger against anything turn 3 onwards. Raven are stronger only against character from turn 2. Defense: Raven have better general defense. Scars rely on vehicles, or being in assault, for defense. I think in general, Raven are close range shooters with opportunistic assaults. Scars are semi mechanised assaulters that still heavily rely on early game shooting. Neither one is really a dedicated assault army, but do happily match their background.
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