shatter Posted October 16, 2010 Share Posted October 16, 2010 Hi folks. Not often I start a thread, but here one is. Was staring at my existing models and suddenly felt like a change. I like change. I like it radical. Mephiston, (I have him) Psycho Tycho, (easy convert from an unused AoBR Captain) 20 bolter DC (Easy convert from 20 AoBR tacticals I have with some DC box bling) 4 DC Dreads. (I have 1 AoBR dread so, purchases required) 10 scoring models (tacts, scouts or assault) That's around 1465-1515 Now the core is stated, how would you guys spend the remaining points (to 1750 and 2k)? Pods? (I have just 1) Support units? Upgrades? Keep the scoring unit/squads? And, how would you play 6 fleet bad boys? Does anyone? Link to comment https://bolterandchainsword.com/topic/213279-the-fleet-street-butchers/ Share on other sites More sharing options...
Erasmus of Baal Posted October 16, 2010 Share Posted October 16, 2010 Psycho Tycho, (easy convert from an unused AoBR Captain) I'm just wondering how you're planning to do this one--I'm currently planning on picking up an Assault on Black Reach set and converting everything but have no plans for the Captain unless this is a serious option. As for your actual question, I think you'll need more scoring simply for the survivability of them. One squad of scoring in most games is going to get picked on and suddenly you're dependent upon your ability to slaughter them (which I'm not entirely sold on for this list). I would recommend having your scoring be all Assault Squads and have a total of 3 of these, taking Furioso Dreadnoughts instead of Death Company Dreadnoughts. Link to comment https://bolterandchainsword.com/topic/213279-the-fleet-street-butchers/#findComment-2537805 Share on other sites More sharing options...
tednificent Posted October 16, 2010 Share Posted October 16, 2010 Hey there Not many people run a 20 strong DC, and I feel like with 4 DC dreads you are thinking of 4 5-man squads. Don't forget you will have to include Astorath if wanting to run more than 1 DC dread because you can only have 1 DC dread per unit of DC. Link to comment https://bolterandchainsword.com/topic/213279-the-fleet-street-butchers/#findComment-2537928 Share on other sites More sharing options...
Deus_Sanguinius Posted October 16, 2010 Share Posted October 16, 2010 Well, that is not correct. You can pick a DC-Dread for every 5 DC-models. There is no limit for DC-dreads per unit. So one unit of 20 DC-models and you can pick 4 DC-Dreads. Link to comment https://bolterandchainsword.com/topic/213279-the-fleet-street-butchers/#findComment-2537950 Share on other sites More sharing options...
Skraal Posted October 16, 2010 Share Posted October 16, 2010 Hey thereNot many people run a 20 strong DC, and I feel like with 4 DC dreads you are thinking of 4 5-man squads. Don't forget you will have to include Astorath if wanting to run more than 1 DC dread because you can only have 1 DC dread per unit of DC. Actually I think he was going to be running one giant 20 man DC as he's got 4 DC dreads and a scoring unit taking up the other 5 Troops choices. Personally, i'd drop the scoring unit take another 5 DC to add to the existing unit and another DC dread totalling 1550pts so far. An Thunderhammer and 4 Power weapons added to the DC along with an Elite Chaplain will make them really hurt whatever they hit just don't forget to assault multiple units if possible. A combi-weapon on the Chaplain would round out the points to 1750 on the nose. How would I play them? Aggressively, very aggressively. As only Mephiston has the composure not to run after the closest enemy unit i'd put them as close to the enemies deployment as possible and watch him make mistakes as 26 crazed madmen (27 including the Chaplain) and 5 insane killing machines race towards him whilst our very own MC quietly munches through whatever avoids them. As you'll hopefully be right into your opponent on turn 2 i'd suggest adding a Sanguinary guard unit with Chapter Banner, Power Fist and Infernus/Plasma pistol for 250pts at 2K and deepstriking them in as something else for them to worry about. You'll have to table them to win but to draw all you need to do is eliminate their Troop choices. Link to comment https://bolterandchainsword.com/topic/213279-the-fleet-street-butchers/#findComment-2537958 Share on other sites More sharing options...
shatter Posted October 17, 2010 Author Share Posted October 17, 2010 Psycho Tycho, (easy convert from an unused AoBR Captain) I'm just wondering how you're planning to do this one--I'm currently planning on picking up an Assault on Black Reach set and converting everything but have no plans for the Captain unless this is a serious option. *snip* The captain has an ornate boltgun and a socket at the elbow of his right arm (that has a power weapon attachable). Sticking a powerfist to represent The Dead Man's Hand on that socket will be dead easy. Adding a melta barrel to the ornate boltgun looks to be a pretty straight forward solution for Bloodsong. The boltgun is actually integrated into this two piece model, but the boltgun is quite accessible to modify. As for his artificer armour being represented, with all the braiding the model has and how much his cloak conceals, I think it's not a problem at all. The only fiddly bit is doing something about the cowl on his cloak. It looks a bit generic. It's got the two headed eagle motif on it. I may just leave it. Adding a little wing onto the shoulder will finish him fine, I reckon. Overall, the model is quite detailed and pose-wise is a near perfect mirror of the standard Tycho model. I think the AoBR models are actually really good. Nice detail and poses with next to no assembly required. Hey thereNot many people run a 20 strong DC, and I feel like with 4 DC dreads you are thinking of 4 5-man squads. Don't forget you will have to include Astorath if wanting to run more than 1 DC dread because you can only have 1 DC dread per unit of DC. Actually I think he was going to be running one giant 20 man DC as he's got 4 DC dreads and a scoring unit taking up the other 5 Troops choices. Personally, i'd drop the scoring unit take another 5 DC to add to the existing unit and another DC dread totalling 1550pts so far. An Thunderhammer and 4 Power weapons added to the DC along with an Elite Chaplain will make them really hurt whatever they hit just don't forget to assault multiple units if possible. A combi-weapon on the Chaplain would round out the points to 1750 on the nose. How would I play them? Aggressively, very aggressively. As only Mephiston has the composure not to run after the closest enemy unit i'd put them as close to the enemies deployment as possible and watch him make mistakes as 26 crazed madmen (27 including the Chaplain) and 5 insane killing machines race towards him whilst our very own MC quietly munches through whatever avoids them. As you'll hopefully be right into your opponent on turn 2 i'd suggest adding a Sanguinary guard unit with Chapter Banner, Power Fist and Infernus/Plasma pistol for 250pts at 2K and deepstriking them in as something else for them to worry about. You'll have to table them to win but to draw all you need to do is eliminate their Troop choices. I was thinking of as often as possible, placing the scoring models in reserve. By this token, scouts would be best as one gets a chance to outflank to where scoring is easy (placing objectives close to both edges) and for protection. Assault squad next for DS anywhere... but with it's risk, then tacticals for holding steady on an objective placed close to my table-edge. By having a single scoring unit, I was hoping to do what the enemy would undoubtedly like to do and eliminate scoring units and turning what would most likely be draws in objective games into wins and where he has a fast scoring unit, turning losses into draws. But... I like being aggressive so I'm definitely considering going the whole hog on aggression, but what the hell am I going to do about tabling an opponent with 12"+ move armour units? Link to comment https://bolterandchainsword.com/topic/213279-the-fleet-street-butchers/#findComment-2538369 Share on other sites More sharing options...
Skraal Posted October 17, 2010 Share Posted October 17, 2010 But... I like being aggressive so I'm definitely considering going the whole hog on aggression, but what the hell am I going to do about tabling an opponent with 12"+ move armour units? ...snip. Good point, well made. Lose 2 of the power weapons from the DC and put Magna-grapples on a couple of the dreads and leave them with blood fists, that should start hauling the armour to you. Plus each of the dreads has a meltagun under one arm meaning that combined your dreads will put out 7 STR 8 shots, 5 of which are AP 1 melta weapons, and the other 2 can drag the armour into charge range. In fact you actually only need to stun or immobilise the armour then you can get stuck into it. If all else fails you've still got a Thunderhamer in the DC to sort out the vehicles, just spread out the unit line abreast so he can't get by then all pile on when he runs out of room! Don't forget that rage just states you have to move and run towards the nearest visible enemy unit you are free to shoot at whoevers in range and of course if you shoot at a target you can't assault another. So you can target armour 'hiding' behind infantry and even charge them if in range. Link to comment https://bolterandchainsword.com/topic/213279-the-fleet-street-butchers/#findComment-2538438 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.