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8 person HQ FFA


Kilofix

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Assume only 1 model HQ up to 250 points plus upgrades (can include Psychic, Bike, etc.) in an 8 player FFA where everyone has Eternal Warrior but nobody can Summon or use Invis.

 

Holding an Objective on your Turn is 1 VP, killing another HQ is 3 VP

 

Who would you pick and what would you do?

 

My LGS is hosting the above and I've never done something like this before.

 

I was thinking flying DP but it can't cap and it needs 2 Turns to land and Charge. So I was thinking maybe a regular Bike Lord? Or something like Bjorn but he's slow?

 

Thoughts? Thanks.

 

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Thunder Wolf Lord with Runic Armour, Storm Shield and all the relics he can carry (Fellclaw's Teeth, Kraken Bone Sword, Pelt of Balewolf). 250 points

 

 

2+3++, s6 ap2 at i5, t5, 4 wounds and 5 attacks, reroll failed to hits. That cape was because it's only item that used remaining points, gives fear. Moves 12.

 

fastest, hardest initiative hitting with guaranteed ap2, best armored setup I can think of from Wolves options.

 

I don't know the other codexes to know how it compares to their options

Chaos lord mark of nurgle lightening claw power fist the slaughterers horns daemonheart sigil palanquin blight grenades

 

2+ 4++ it will not die T5 5 wounds 7 strength 5 ap3 attacks with shred or 7 strength 9 ap2 attacks on the charge

Chaos lord mark of nurgle lightening claw power fist the slaughterers horns daemonheart sigil palanquin blight grenades

2+ 4++ it will not die T5 5 wounds 7 strength 5 ap3 attacks with shred or 7 strength 9 ap2 attacks on the charge

My only concern is Palanquin may be too slow. Maybe the same with a Bike.

Iron Hands chapter master with bike, shield eternal, armor indomitus, thunder hammer, teeth of terra, digital weapons, and melta bombs. 4 wounds, 2+ 3++, t5, eternal warrior, 6+fnp, IWND, hitting on 4s or 3s and wounding on 2s with a reroll, moving 12, and not being slowed by terrain or on the charge and can grab a 2++ invul save for a clutch assault phase vs a MC or anything with ap 2. And the teeth of terra will wreck most models in a 3+ or worse save at I5, and meta bombs for the random vehicle HQs like furisoio libbys biggrin.png

Iron Hands chapter master with bike, shield eternal, armor indomitus, thunder hammer, teeth of terra, digital weapons, and melta bombs. 4 wounds, 2+ 3++, t5, eternal warrior, 6+fnp, IWND, hitting on 4s or 3s and wounding on 2s with a reroll, moving 12, and not being slowed by terrain or on the charge and can grab a 2++ invul save for a clutch assault phase vs a MC or anything with ap 2. And the teeth of terra will wreck most models in a 3+ or worse save at I5, and meta bombs for the random vehicle HQs like furisoio libbys biggrin.png

Everyone will have EW anyway he said so no need for the SE. Not to mention you are way over the 250 points and that's not a legal loadout to begin with. The SE swaps a weapon, so can't have it and two weapons.

If you are going to run C:SM I would suggest Black Templar CT's instead. We re-roll to hit and have rending in challenges(which I assume you can still do)

So I'd take a Chapter Master, Artificer Armor, Bike, SS, Teeth of Terra, Digital Weapons, Power Axe. Comes in at 245. Not as tanky as an IH CM but more killy with the re-rolls to hit. I'm assuming ToT will still work with Rampage. If you wanted a TH instead of an axe you could drop the digital weapons. With Rending in challenges the AP3 of the ToT isn't as much of a detriment, and you still have the axe if you need it.

The way you phrased the points limit makes it sound like you can pick any model up to 250 points base cost, then add whatever upgrades you want. Is it a max of 250 points for the HQ?

Sorry, I meant total points with everything has to be under 250.

 

And yes, everyone gets EW automatically.

 

Chaos lord mark of nurgle lightening claw power fist the slaughterers horns daemonheart sigil palanquin blight grenades

2+ 4++ it will not die T5 5 wounds 7 strength 5 ap3 attacks with shred or 7 strength 9 ap2 attacks on the charge

My only concern is Palanquin may be too slow. Maybe the same with a Bike.

Hes slow but damn hard to kill :p

Iron Hands chapter master with bike, shield eternal, armor indomitus, thunder hammer, teeth of terra, digital weapons, and melta bombs. 4 wounds, 2+ 3++, t5, eternal warrior, 6+fnp, IWND, hitting on 4s or 3s and wounding on 2s with a reroll, moving 12, and not being slowed by terrain or on the charge and can grab a 2++ invul save for a clutch assault phase vs a MC or anything with ap 2. And the teeth of terra will wreck most models in a 3+ or worse save at I5, and meta bombs for the random vehicle HQs like furisoio libbys biggrin.png

Teeth of Terra sounds good at first, until you see that combats don't generally see more than one opponent at the same time in these sort of games. Swap both for the burning blade for strength 7 ap2 at initiative. Grav pistol so that you get a bonus attack, you can knock people down in initiative and considering nearly EVERYONE will have a 2+, you're almost guaranteed a wound. Also imagine the sorrow in your friend's face when you imobilize Bjorn and ignore him the rest of the game. :p Keep the Armor indomitus for the lolz.

Or conversely, use the clan racoon supplement for the gorgons chain, get yourself some proper terminator armor, and wield the chainfist/lightning claw combo. Or you can do your previously mentioned combo with gorgon's chain instead of the shield and use a hammer and claw

BT tactics aren't bad, but challenges no longer protects the challengers from other opponents. I definitely can see someone taking advantage of any challenges by getting involved and essentially getting free hits against everyone involved. House rulings will have to settle that grey area.

Iron Hands chapter master with bike, shield eternal, armor indomitus, thunder hammer, teeth of terra, digital weapons, and melta bombs. 4 wounds, 2+ 3++, t5, eternal warrior, 6+fnp, IWND, hitting on 4s or 3s and wounding on 2s with a reroll, moving 12, and not being slowed by terrain or on the charge and can grab a 2++ invul save for a clutch assault phase vs a MC or anything with ap 2. And the teeth of terra will wreck most models in a 3+ or worse save at I5, and meta bombs for the random vehicle HQs like furisoio libbys biggrin.png

Teeth of Terra sounds good at first, until you see that combats don't generally see more than one opponent at the same time in these sort of games. Swap both for the burning blade for strength 7 ap2 at initiative. Grav pistol so that you get a bonus attack, you can knock people down in initiative and considering nearly EVERYONE will have a 2+, you're almost guaranteed a wound. Also imagine the sorrow in your friend's face when you imobilize Bjorn and ignore him the rest of the game. tongue.png Keep the Armor indomitus for the lolz.

Or conversely, use the clan racoon supplement for the gorgons chain, get yourself some proper terminator armor, and wield the chainfist/lightning claw combo. Or you can do your previously mentioned combo with gorgon's chain instead of the shield and use a hammer and claw

BT tactics aren't bad, but challenges no longer protects the challengers from other opponents. I definitely can see someone taking advantage of any challenges by getting involved and essentially getting free hits against everyone involved. House rulings will have to settle that grey area.

Yeah... with everything having eternal warrior its better to go for more attacks then the ID from a TH. So taking a chapter master with a bike, storm sheild, burning blade, grav pistol and digital weapons leaves you with 5 points left over for a melta bomb. now thats 2+ 3++ with 5 attacks base at i5 s7 with a reroll to wound.

Iron Hands chapter master with bike, shield eternal, armor indomitus, thunder hammer, teeth of terra, digital weapons, and melta bombs. 4 wounds, 2+ 3++, t5, eternal warrior, 6+fnp, IWND, hitting on 4s or 3s and wounding on 2s with a reroll, moving 12, and not being slowed by terrain or on the charge and can grab a 2++ invul save for a clutch assault phase vs a MC or anything with ap 2. And the teeth of terra will wreck most models in a 3+ or worse save at I5, and meta bombs for the random vehicle HQs like furisoio libbys biggrin.png

Teeth of Terra sounds good at first, until you see that combats don't generally see more than one opponent at the same time in these sort of games. Swap both for the burning blade for strength 7 ap2 at initiative. Grav pistol so that you get a bonus attack, you can knock people down in initiative and considering nearly EVERYONE will have a 2+, you're almost guaranteed a wound. Also imagine the sorrow in your friend's face when you imobilize Bjorn and ignore him the rest of the game. tongue.png Keep the Armor indomitus for the lolz.

Or conversely, use the clan racoon supplement for the gorgons chain, get yourself some proper terminator armor, and wield the chainfist/lightning claw combo. Or you can do your previously mentioned combo with gorgon's chain instead of the shield and use a hammer and claw

BT tactics aren't bad, but challenges no longer protects the challengers from other opponents. I definitely can see someone taking advantage of any challenges by getting involved and essentially getting free hits against everyone involved. House rulings will have to settle that grey area.

True, but it's not like you aren't going to get saves against them. Templars seem the obvious choice in a character battle because no one can refuse your challenge so you instantly gain a leg up over everyone else.

Not really a leg up on IH tactics. It's just different. One tactic is about offense, the other is defense. Compared to other tactics, I'd agree as most tactics provide benefits that affect the way an army plays, where as they don't really add much benefit to how a single model plays.

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