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1250 cheese tourney -- questions


Fibonacci

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This is happening weekend after this one but still using 6th Ed rules.  1250 point tourney. No FW.  I will be facing Riptide Tau, Farseer Eldar, Nid'zilla, Daemons of some form (probably Nurgle plus daemonettes that he likes to do)  and good old missile spam Wolves.  This is mostly for kicks and giggles but I don't want to just roll over, either.

 

I will be taking Pask in a Punisher plus an Exterminator, vets X 2, Primus psyker X 2 and a Knight Errent (the melta version)

 

Q1: If I take a Heavy team with the Vets, do I have to keep the squad all together or does it split off like a platoon?

Q2: Is therre any reason I can not put a vet heavy team in a Chimera?

Q3: Unless I'm missing something, there should be no reason to take vox casters with this, right?  Pask gives commands to his squadron and that's all the commands I have.  I think.

 

 

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Q1. If you make two of the vets into one heavy weapons team they are still part of the unit and cannot break off from it.

Q2. No reason at all. They have to stay with the rest of the squad (2" coherency) so if the rest embark then so does the HWT. If I remember correctly they count as one model for the purpose of shooting out of the Chimera's hatch.

Q3. Indeed. You have no CCS or PCS to give infantry orders.

nice...my shop is gonna have a "thousand points o cheeze" day in its ongoing league...but it'll be a 1000 point limit. I'm thinking of a completely tooled up shadowsword [565](because a d weapon template answers every question except air), plus a pair of naked vet squads in valkyries [185x2] (answers air threats, sort of, but also keeps scoring units out of harm's way), with a naked commissar lord attached to one veteran squad.
  • 2 weeks later...

In case anyone is curious:

 

Round 1 vs Nid'zilla.  major win, tabled the opponent in 5 turns.  The knight died on the last round when it and a Bron killed each other.  Pask was solid.

 

Round 2 vs Tau, 2 riptide and Farsight, minor win.  Pask was ok; it took a lot of work to kill a riptide with 3++ and FnP.  Kinght's highlight was stomping Farsight and getting a 6 - all models removed from play.  Opponent contested saying he had an invuilnerable say.  Rather than argue I cosided the point and allowed Farseer and companion to save and stay.  The next round I finished the off with the sword but had to show opponent and TO that D weapons did not allow and saves of any kind both in the electronic codex I had and from a paper codex.  But by that time the knight was low on HP and exploded in the next turn, taking out my Leman Russes when he blew.

 

Round 3 vs Tau. 2 riptides and 2 broadsides.  Major victory, tabeled the opponent in 4.  Pask was laughable; his squadmate was immobilized in terrain on the first turn and blocked Pask's tank from get out from a small pocket  impassable rocks.  He had great cover but line of sight to almost nothing.  Still, he managed to kill a riptide with the punisher cannon alone.  Knight rofl-stomped his way through just about everything else.

 

Round 4 vs flying, psychic nids. major loss.  Pask blew away the chaf of warriors and 'gaunts but other wise the game went downhill in a hurry.  The Knight made not one ion shield save and died after doing some piddling damage in shoting.  Vector strikes, warp lance and harpoons were rolling hot and ripped my armor to pieces.  I conceded after 4 since I had one vet squad and its chimera ledt against 75% or more of his army.

 

Funny tid bit: in 4 games not once did I fire a flamer.  Considering my primary army is Sisters of Battle I found this very disturbing.

 

Ratings:

Pask Punisher gets a B- grade.  He was good at times but the heavy reliance on rending and slightly above average weapon strength means he gives up way to many armor saves and feel no pain could negate those few that did Rend.

 

Knight Errant gets an A-.  12" movement is great for getting into combat but a S9 large blast melta weapon is not the best thing to shoot at something your are just a few inches away from so you can assault it.  It has good armor and a partial invulnerable save and can counter 2++ rerolls with FnP and other such cheese easily.  However, it can have its 6 HP stripped away in a hurry if it gets surrounded.

Well done on your wins Fib - that'll teach those dirty xenos! I'll have to work hard to earn myself a Knight as they sounds like so much fun to build and paint - and of course rofl-stomp your enemies! biggrin.png

Speaking as a Knight fan-boy: DOOO EEEET.

But you already knew that :P

Too bad that their sword got reeled in this edition. Of course, I'm looking into a Shadowsword despite that so, if you want a Knight, them knock yourself out. They do look fun.

 

Erm, what? Yeah, you get an invul save against them in melee. An invul save against d3 wounds per hit when you roll 2-5, and it still removes on a 6. Shadowsword took the same hit. I still consider a Knight superior to any BB variant you can come up with. Far superior.

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