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160 points of death.


Boniface

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Command squad in drop pod with 5 flamers = 5 times the number of models under the template.

Up to 50 wounds if they're really clustered.

Plus wall of fire 5 x D3 wounds I your enemy tries to assault them.

 

Any questions?

 

Oh feel free to add a 75 point Libby with combi-flamer with prescience for re-rolls to wound.

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I thought reserves and psychic powers happened at the same time?

Ok, anyway you can sub him for a techmarine with servo-harness for 75 points for an extra flamer and 3 servo arm attacks (+1 for two specialist weapons)

I don't think near to 50 wounds is easy to defend against that 1 unit dead regardless of how hard you are.

 

I thought it was worth a mention to my brother dark angels.

I'm also going to take 2 and a squad of 5 vets with combi-meltas for anti-tankness.

 

Add 3 devastator squads with heavy bolters for 110 (5 man) or 180 (10 man) for another 36 strength 5 shots at 36".

 

I think the sheer torrent of fire will do the job.

Yeah, it's good. Vets can do the same. Keep in mind it's fairly easy to defend against. Also, you can't use psychic powers out of reserve, so save the points on the libby

 

You can indeed use Psychic Powers the turn you arrive. Deep Strike and Psychic Powers happen at the same time, so it's up to the controlling player the order in which they occur.

Prescience doesn't work of Flamers' to wound rolls. It doesn't make a weapon twin-linked but only lets you to reroll to hits. It is precisely stated in the codex.

 

Artemid you can't use blessing after you DS as you count as moved after DS and blessings are casted before the psycher's movement phase. It's in a faq. You can use psychic powers which should be use in a shooting phase however (i e foccused witchfire).

 

 

Yeah, it's good. Vets can do the same. Keep in mind it's fairly easy to defend against. Also, you can't use psychic powers out of reserve, so save the points on the libby

You can indeed use Psychic Powers the turn you arrive. Deep Strike and Psychic Powers happen at the same time, so it's up to the controlling player the order in which they occur.

Sure they happen at the same time, but you can't use special abilities (such as psychic powers) from reserves. I don't have my BYB with me, but it's under reserves. I'll look it up when I get home if someone doesn't beat me to it first.

 

 

The reason behind the FAQ, is that now you can bring a unit in from reserves, then cast a blessing in them using a psykers already on the field. It was unclear before if psychic powers came first or reserves, so it was a gray area.

Q: Blessings are manifested ‘at the start of the Psyker’s Movement

phase’ – does this mean they happen simultaneously with Reserves

rolls, Outflanking rolls etc and if so which is resolved first? (p68)

 

A: They do occursimultaneously – as such, the player whose

turn it is decides in what orderthese things occur as per

page 9 of the Warhammer 40,000 rulebook.

 

 

 

But, yeah, P125: "Unless stated otherwise, a unit cannot charge, or use any abilities or special rules that must be used at the start of the turn, in the turn it arrives from reserve." I guess I misinterpreted.

http://i1187.photobucket.com/albums/z389/typher/Gabriel%20Typheran/IMG_4006_zps7c9d8ec1.jpg

 

A little more spendy, but 3 tac squads within 6 inches of a crusader with a bare bones command squad with the Standard of Devastation.

 

A coupla speeders for tank killing.

 

Take a Lib for a cheap, Div using commander and Bam!

 

Totally doable for a under 1000 points.

 

That's 4 missile shots (2x MM or 6x HB depending on your loadout), re-rollable Ass Cannon and 132 bolter shots, some with re-rolls to hit.

 

That's a lot of Dakka.

 

Q: Blessings are manifested ‘at the start of the Psyker’s Movement
phase’ – does this mean they happen simultaneously with Reserves
rolls, Outflanking rolls etc and if so which is resolved first? (p68)
 
A: They do occursimultaneously – as such, the player whose
turn it is decides in what orderthese things occur as per
page 9 of the Warhammer 40,000 rulebook.
 
 
 
But, yeah, P125: "Unless stated otherwise, a unit cannot charge, or use any abilities or special rules that must be used at the start of the turn, in the turn it arrives from reserve." I guess I misinterpreted.

 

You're not alone. That FAQ entry probably generated more misconceptions than it actually solved.

Yeah, but I see that on your army list, I'm spreading my guys out as much as possible and trying to deny you space to bring the pod down into.

 

Which, on reflection still has me altering my deployment and being reactive for just 160 points. Could still be hit and miss as to whether they earn their points back. Edit: that is, *directly* earn their points back

I don't think near to 50 wounds is easy to defend against that 1 unit dead regardless of how hard you are.

 

You didn't understand what he meant.  He meant that nobody's stupid enough to bunch up so much that you're able to cover ten models each with five different flamers.  And, by the way, that's 50 hits you're dreaming of, not 50 wounds.  A moderately bunched up enemy might let you get 25 hits...translates into 12 wounds (on MEQs) and 4 casualties.  Expect less, though, they'll see that trick coming a mile away and spread out so you get like 2-3 hits per flamer.

 

 

I don't think near to 50 wounds is easy to defend against that 1 unit dead regardless of how hard you are.

You didn't understand what he meant. He meant that nobody's stupid enough to bunch up so much that you're able to cover ten models each with five different flamers. And, by the way, that's 50 hits you're dreaming of, not 50 wounds. A moderately bunched up enemy might let you get 25 hits...translates into 12 wounds (on MEQs) and 4 casualties. Expect less, though, they'll see that trick coming a mile away and spread out so you get like 2-3 hits per flamer.

Don't forget that he needs to get a good scatter

 

 

 

I don't think near to 50 wounds is easy to defend against that 1 unit dead regardless of how hard you are.

You didn't understand what he meant. He meant that nobody's stupid enough to bunch up so much that you're able to cover ten models each with five different flamers. And, by the way, that's 50 hits you're dreaming of, not 50 wounds. A moderately bunched up enemy might let you get 25 hits...translates into 12 wounds (on MEQs) and 4 casualties. Expect less, though, they'll see that trick coming a mile away and spread out so you get like 2-3 hits per flamer.

Don't forget that he needs to get a good scatter

 

Well, you get 6" deployment out of the drop pod, so just drop it next to the unit, if you scatter away, you can usually deploy close enough to use them. If you scatter on top, you just move back to where you were. If you don't scatter, win! The odds of getting a bad scatter is actually really low with drop pods.

 

Honestly, the easiest thing to do against it is castle up with vehicles or bubble wrap (assuming they've figured out your target.) Sure, you're affecting you're opponents deployment, but unless you're poised to take advantage of it, it doesn't really matter.

A friend suggest me a comparable idea : Techmarine with servo harness and combi flamer, tactical squad with flamer and sgt with combi flamer :

 

That's 4 flamer templates the time they arrive.... And they're scoring...

 

I've seen a comparable squad doing during a big national tourny : every player agree that DP are kinda broken cos you may deploy within 6" hence limitating the effect of the scatter, you cannot suffer from DS incidents and your opponent cannot prevent it.

 

I was the one who really thought that 4 flamers in a DP wasn't that scary... until I saw it works in several games...

It's hit or miss with the scatter.

 

Please, in the name of the Lion, tell me you didn't ead the initial post fully before you posted this comment. For the love of all sanity, please!

 

I've used that flamer tactic before in the older editions and also with Imperial Guard (who are much cheaper even with a Chimera). Yes, it works. It's not overpowered as it's relatively easy to avoid, but it's ideal for the 'burst damage' component of your army. A close combat dissuasion unit and/or something your opponent will have to focus down if you're riding at their long range damaging units in a Rhino.

 

Deep Striking them is just... Funny. It reminds me of when people used to Deep Strike a Drop Pod full of Sternguard Veteran's with Combi-Melta's, combat squad them, and then blow up two heavy vehicles that your opponent was sure about keeping safe until the sart of his turn.

 

Thank you for posting this; I now want to find an Ork player that uses too many Loota's and then laugh at him.

You're welcome. I shared because it seemed like a really interesting option for quick and easy damage to the opponent.

 

March as always you are correct, i meant wound rolls. I also was saying that it is a possible 50 wound rolls, not saying it will be. Even spacing them out isn't going to make a massive difference if you consider the template only needs to touch a model to count it as hit.

I think that you're guaranteed at least 10-20 automatic hits.

 

I would like to state that if an opponent is scared of a 125pt squad you have already won. That's 1725 other points (in my case) they're less scared of.

I would like to state that if an opponent is scared of a 125pt squad you have already won. That's 1725 other points (in my case) they're less scared of.

 

I don't quite agree with this. Removing 5 PA guys in you're deployment zone is something most armies can do without expending all their firepower against it.

 

IMO, the best use of the squad isn't alpha strike, but post turn one objective clearing and denial. This helps limit the possibility of reserve denial, and you've had a turn or two to remove any castling elements. Of course, this only works if you have at least one other drop pod, but it's something to consider. Reserve manipulation would also be helpful here.

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