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Volkites are crazy expensive though. Something like 50 points more than a squad of culverins or calivers (who can be relentless in your deployment zone)? Plus even with BS5 I feel like that would be playing second fiddle to Terror Squads, the true volkite champions.
I've been thinking of fielding a Deredeo with antomantic pavaise in a dreadclaw or DDP to provide 3++ to a justaerin centered force, also in dreadclaw. What do you guys think? Probably I'll just end up buying it anyways because I like the figure and because de heavy power it can unleash, but I don't know if I shoud buy de missiles or just scratch build the pavaise.

I've been thinking of fielding a Deredeo with antomantic pavaise in a dreadclaw or DDP to provide 3++ to a justaerin centered force, also in dreadclaw. What do you guys think? Probably I'll just end up buying it anyways because I like the figure and because de heavy power it can unleash, but I don't know if I shoud buy de missiles or just scratch build the pavaise.

I would suggest investing in more Justaerin rather than a gun platform. But if that's what you want to do then do it. 

hey guys im currently building a squad of 15 jump reavers what im wondering is what loadout should i build them with? boltpistols and chainswords? or combiweapons and powerswords? also considering magnetizing the guns so it could be boltpistol or combosomething

 

some help would be apriciated, what would ou guys say is the best loadout? how would you build the squad? thanks

If I'm not wrong in their equipment reavers have chainswords/combat blades, as much of heresy units do, so if you don't paint the power weapons too "powery" it could also count as blade. And if you can magnetize the other weapon you don't really have to choose.

I personally treat them like Death Company, so they get 1 Power Sword 1 Power Fist per 5 guys. The Chetan should always get a Power Fist and the rest always get Chain Axes. I never used to take them but armies like Sa and Mech hate them and I am seeing more of those types of armies.

 

Trying to find the right power sword is the pain. I bought Rake Axes and use them as swords.

Edited by PastelAvenger

The Deredeo invul boost is only for models within 6", not even units as far as I remember.

 

You're better off adding more Justaerins and possibly a Primus Medicae if you want to boost their survivability.

3" and it doesnt work in CC and only up to a maximum of a 3++

 

 

The Deredeo invul boost is only for models within 6", not even units as far as I remember.

 

You're better off adding more Justaerins and possibly a Primus Medicae if you want to boost their survivability.

3" and it doesnt work in CC and only up to a maximum of a 3++

Yeah I remember now. I knew there was a reason I never considered it lol.

 

If it the range was bigger it would have made a good combo with Fulmentarus Terminators...

I do want to try a prevace one day, though like Ishagu said it'd be better on Fulmentarus or Siege Tyrants.

 

Plasma Deredeo works nicely as it can stop any deep strikers that may want to come in and the 4 S7 AP2 shots still have a good chance against a flyer :)

Its mostly for ZM Use where you're more likely to make use of it; it says as much in its fluff blurb.

Which is entertaining b/c I'm curious how many mobile aircraft they run into during boarding actions? :D

I don't see why not, which is super useful. My question though is what happens when a bulkhead is in the way of your missile, yet the rules say you ignore intervening obstacles to line of sight..

On the one hand I want to say common sense would probs be for it hiting the door.

 

The more fun side of me says to work out a MGS Nikita missile mini-game between yourself and your opponent.

Edited by Flint13

I don't see why not, which is super useful. My question though is what happens when a bulkhead is in the way of your missile, yet the rules say you ignore intervening obstacles to line of sight..

Missile Launcher cant be fired since ZM probibits indirect fire such as barrage and this one would be a case of indirect fire in a roundabout way; thats as much as I remember FW saying on the Subject when the idea first popped up around the Deredeos release.

 

I don't see why not, which is super useful. My question though is what happens when a bulkhead is in the way of your missile, yet the rules say you ignore intervening obstacles to line of sight..

Missile Launcher cant be fired since ZM probibits indirect fire such as barrage and this one would be a case of indirect fire in a roundabout way; thats as much as I remember FW saying on the Subject when the idea first popped up around the Deredeos release.

That does make a lot of sense, plus I see a big benefit in taking the pavise anyway in ZM. Stick the deredeo behind some Justinian and you've got a moving wall of +3 invul saves.

 

I don't see why not, which is super useful. My question though is what happens when a bulkhead is in the way of your missile, yet the rules say you ignore intervening obstacles to line of sight..

Missile Launcher cant be fired since ZM probibits indirect fire such as barrage and this one would be a case of indirect fire in a roundabout way; thats as much as I remember FW saying on the Subject when the idea first popped up around the Deredeos release.

I think you could still fire in direct fire mode. You would need LoS and wouldn't ignore cover though.

 

 

I don't see why not, which is super useful. My question though is what happens when a bulkhead is in the way of your missile, yet the rules say you ignore intervening obstacles to line of sight..

Missile Launcher cant be fired since ZM prohibits indirect fire such as barrage and this one would be a case of indirect fire in a roundabout way; thats as much as I remember FW saying on the Subject when the idea first popped up around the Deredeos release.

I think you could still fire in direct fire mode. You would need LoS and wouldn't ignore cover though.

 

Yeah, I worded that bad >_>

 

Thats what I meant.

  • 2 weeks later...

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