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Questions on Forgeworld: Elysian, DKOK & Tallarn


Carraigf

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Hi folks,

 

So I'm getting back into the guard with a force of Finreht Highalnders and have a few threads running on army list, fluff, WIP - but I wanted to ask a few strategy questions around use of forgeworld units/rules. I've been out of the game since 5th so please excuse and correct any flaws in my tactical thinking.

 

My force is tread-zero - wheels and boots all the way - and the only exception I've made is a chimera for the command vehicle status, albeit with a wheeld conversion kit. You can see the list here.

 

I'm loving the units coming out of FW - elysian buggies, dkok artillery, but am struggling to find anyone in my local meta who has used them in anger - hoping I can get some advice on how well these units perform in the grim dark - especially given the cost involved in supporting my growing resin habit.

 

Same questions for each of the below - have you used them or faced them, any insights to share, when have they turned certain defeat into victory, or vice versa - plus a couple extra on the Tallarn rules.

 

First of is the Elysian Tauros/Tauros Venator - these things look awesome - for my 1000pt list I have 2, 1 with TW multilaser, 1 with TW lascannon. Idea being these can scout onto the sides in later turns and harrass enemy squads or ping armour from the rear rather than sky lift them in - seen too many bad scatters to take that as an operational risk.

 

Next is the DKOK field artillery - Imperial Heavy Mortar and the Quad gun - having static barrels/tubes support an advance fits my low tech low armour theme - plus i like the idea of adding tow bars to my chimera and taurox to hoof these around. But what can they give me against flyers - or is it ground pounding only?

 

Lastly questions on Tallarn Desert Raiders FW special rule - move through cover and re-rolling ones sounds great, plus it fit's in with my  theme of tribal grox raiders turned imperial guard after chaos swept through their sector.

 

So I'm thinking of taking this as opposed to one of the standard doctrines - move through cover gives the infantry an edge securing that vital objective when their taurox melts around them, and reducing the cost of "get's hot" appeals as otherwise i'm not sure these veterans would still be willing to lug around personal time boms when their fighting for their homes.

 

For fairness sake I've applied the rule to all squads who can take - while I want to customise my regiment i'm wary of being seen to cherry pick only the best units - my meta is fairly relaxed but please do share any advice or experience in handling forgeworld objections - i'd like to be confident they'll take the field before dropping a heavy amount of cash.

 

Thoughts & advice welcome as always,

 

Carraig F, o7

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