Ulfast Posted September 18, 2023 Share Posted September 18, 2023 I must say that I´m impress with your mathematic skills. I could never do thos calculations :) I had a feeling krak was (in most cases) better but you show the math behind it! Rogue 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-5989413 Share on other sites More sharing options...
Rogue Posted April 3 Author Share Posted April 3 I've added a few photos of my "completed" Cult forces over in the Hall of Honour, if anyone fancies seeing the whole lot at once. TrawlingCleaner, Ulfast, INKS and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6031831 Share on other sites More sharing options...
INKS Posted July 16 Share Posted July 16 Just bookmarked your site so I can go back and take a good look later. Looks really good and detailed. Rogue 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6050317 Share on other sites More sharing options...
Rogue Posted July 17 Author Share Posted July 17 Thanks. Unfortunately, it's also a bit out of date - the constant churn of rules revisions got a bit depressing, especially when you put a fair bit of effort into mathing out scenarios that are then invalidated. I hope you enjoy it, and the more generic pieces are still valid, but please read the Cult-specific stuff with a bit of caution :) Fingers crossed, I might get back on the horse now the codex has dropped... Ulfast, INKS and sitnam 3 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6050452 Share on other sites More sharing options...
INKS Posted July 17 Share Posted July 17 Fully understand. I'll keep that in mind when reading. thanks. Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6050459 Share on other sites More sharing options...
Rogue Posted August 12 Author Share Posted August 12 There may be negativity following. Proceed with caution. I've just played the second of two games against Blood Angels (as Sons of Sanguinius); I was trying Biosanctic Broodsurge in both. And to be clear, nothing here is about my opponent - he's great. My issue is that I look at my list, and then at his, and they feel completely mismatched. From the game we played today: Patriarch with 10 genestealers Abominant with 10 aberrants Biophagus with 10 metamorphs in a truck Biophagus with 10 metamorphs in a truck Primus with 10 flamer acolytes Ridgerunner Ridgerunner 5 acolytes 5 acolytes 5 acolytes 5 genestealers 5 genestealers So four big units to cause damage, five MSUs for objective play, and the flamers and ridgerunners as wildcards. Compared to: Captain with 10 sanguinary guard Librarian with 5 terminators Chaplain with 6 bladeguard in a land raider Captain with 4 company heroes in a floating rhino Ballistus dreadnought Lieutenant tyranid hunter guy 5 infiltrators 5 assault intercessors with jump packs 5 assault intercessors with jump packs 5 assault intercessors 5 assault intercessors That's four big units to cause damage, five MSUs for objective play, and the dreadnought and lieutenant as wildcards. Superficially, that's pretty even. Except it feels like his units outclass mine across the board. Take the sanguinary guard - 12" move, 2+ save, more attacks than genestealers, power weapons, plasma pistols, -1 to hit and wound in combat. Faster, higher damage output in shooting and melee than any of my big units, more resilient than anything I have (except maybe the aberrants). If they charge my units, my units die; if I charge them, they don't, and then I die (in the first game, my metamorphs charged them, caused a single wound (because armour of contempt on 2+ saves is horrible), and were then blended). And that just gets repeated across all the match-ups - his MSUs are faster, harder, and roll so many dice that they'll mist any of mine. Plus they shoot better. The goliaths are just out-classed by the raider; the ballistus carries more firepower than a ridgerunner, and is significantly tougher. And even when I can line everything up, I'm losing the trade-off - it took a full unit of metamorphs (flamers and melee) and a full unit of aberrants to kill the six bladeguard and chaplain, and then his raider just took the aberrants apart with its guns, and crushed the metamorphs beneath its tracks. Talking of dice, it also feels wrong that the Blood Angels roll so many of them. I know that they're combat specialists, but his assault intercessors (reasonably basic marines) have as many attacks as a genestealer (and at S6 when they charge). At one point, a captain was rolling eight attacks. I don't mind as such, but why don't we have access to that sort of thing? Again, it's that thing of taking what we do, but doing better in every aspect. Clearly I'm doing something wrong, but I don't know if it's the list, how I'm playing them, or even if this is just a horrendous match-up that's just one of those things. I know I outnumber the marines, but they outclass me so completely that I still feel like I've forgotten to bring several units. (And on a tangential note, Ambush continues to frustrate me. in the first game, I recovered one unit out of twelve; in the second, I got four out of eleven (fair enough), but only one of my big hitters (the aberrants) - three small units of acolytes is better than nothing, but with secondaries already maxed out and rock-hard units on every objective, there's not much they can contribute late game. Plus, all three units failed 8" charges (even with a reroll) in the final turn. Given that the aberrants returned and then died again, I only made one out of six Ambush rolls for my main units. As I say, frustrating.) So, that's all out of my system. If anyone can suggest what I should be doing better (or just wants to come and commiserate with me), I'd appreciate it. Zoatibix, TrawlingCleaner and INKS 3 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6056031 Share on other sites More sharing options...
INKS Posted August 12 Share Posted August 12 I am not an expert but it feels like GSC need a bump kinda badly. The new codex wasn't that great. maybe something like this points might be off CHARACTERS Kelermorph • Warlord • 1x Close combat weapon 1x Liberator autostubs Kelermorph • 1x Close combat weapon 1x Liberator autostubs Kelermorph • 1x Close combat weapon 1x Liberator autostubs BATTLELINE Acolyte Hybrids with Autopistols • 1x Acolyte Leader • 1x Autopistol 1x Cult claws and knife • 4x Acolyte Hybrid • 1x Cult Icon 1x Cult claws and knife 3x Heavy mining tool Acolyte Hybrids with Autopistols • 1x Acolyte Leader • 1x Autopistol 1x Cult claws and knife • 4x Acolyte Hybrid • 1x Cult Icon 1x Cult claws and knife 3x Heavy mining tool Acolyte Hybrids with Hand Flamers • 1x Acolyte Leader • 1x Hand flamer 1x Leader's bio-weapons • 4x Acolyte Hybrid • 4x Cult claws and knife 4x Hand flamer Acolyte Hybrids with Hand Flamers • 1x Acolyte Leader • 1x Hand flamer 1x Leader's bio-weapons • 4x Acolyte Hybrid • 4x Cult claws and knife 4x Hand flamer Acolyte Hybrids with Hand Flamers • 1x Acolyte Leader • 1x Hand flamer 1x Leader's bio-weapons • 4x Acolyte Hybrid • 4x Cult claws and knife 4x Hand flamer Acolyte Hybrids with Hand Flamers • 1x Acolyte Leader • 1x Hand flamer 1x Leader's bio-weapons • 4x Acolyte Hybrid • 4x Cult claws and knife 4x Hand flamer Acolyte Hybrids with Hand Flamers • 1x Acolyte Leader • 1x Hand flamer 1x Leader's bio-weapons • 4x Acolyte Hybrid • 4x Cult claws and knife 4x Hand flamer Acolyte Hybrids with Hand Flamers • 1x Acolyte Leader • 1x Hand flamer 1x Leader's bio-weapons • 4x Acolyte Hybrid • 4x Cult claws and knife 4x Hand flamer Neophyte Hybrids • 1x Neophyte Leader • 1x Autopistol 1x Close combat weapon 1x Hybrid firearm • 9x Neophyte Hybrid • 9x Autopistol 9x Close combat weapon 1x Cult Icon 1x Flamer 1x Grenade launcher 5x Hybrid firearm 1x Mining laser 1x Seismic cannon DEDICATED TRANSPORTS Goliath Truck • 1x Armoured hull 1x Demolition charge cache 1x Heavy stubber 1x Twin autocannon Goliath Truck • 1x Armoured hull 1x Demolition charge cache 1x Heavy stubber 1x Twin autocannon OTHER DATASHEETS Achilles Ridgerunners • 2x Achilles Ridgerunner • 2x Armoured hull 2x Heavy mining laser 2x Spotter 2x Twin heavy stubber Achilles Ridgerunners • 1x Armoured hull 1x Heavy mortar 1x Spotter 1x Twin heavy stubber Achilles Ridgerunners • 2x Achilles Ridgerunner • 2x Armoured hull 2x Heavy mining laser 2x Spotter 2x Twin heavy stubber Atalan Jackals • 4x Atalan Jackal • 2x Atalan power weapon 3x Atalan small arms 2x Close combat weapon 1x Grenade launcher • 1x Atalan Wolfquad • 1x Atalan small arms 1x Close combat weapon 1x Mining laser Atalan Jackals • 4x Atalan Jackal • 2x Atalan power weapon 3x Atalan small arms 2x Close combat weapon 1x Grenade launcher • 1x Atalan Wolfquad • 1x Atalan small arms 1x Close combat weapon 1x Mining laser Goliath Rockgrinder • 1x Clearance incinerator 1x Demolition charge cache 1x Drilldozer blade 1x Heavy stubber Goliath Rockgrinder • 1x Clearance incinerator 1x Demolition charge cache 1x Drilldozer blade 1x Heavy stubber Goliath Rockgrinder • 1x Clearance incinerator 1x Demolition charge cache 1x Drilldozer blade 1x Heavy stubber Purestrain Genestealers • 5x Purestrain Genestealer • 5x Cult claws and talons Dr. Clock 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6056035 Share on other sites More sharing options...
Rogue Posted August 12 Author Share Posted August 12 Which detachment would you run this as? Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6056061 Share on other sites More sharing options...
INKS Posted August 12 Share Posted August 12 Outlander claw. it isn't my list. it won a tournament a few weeks back. I know GSC are having a hard time but I kinda liked this list. Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6056062 Share on other sites More sharing options...
brother_b Posted August 13 Share Posted August 13 I feel the exact same way. I played IG and he had multiple tanks, chimera, Taurox, sentinel, large units of infantry, a unit of bullgryn, a sniper, and drop troops. I had a list very similar to yours. Was a fun game but I felt really outclassed, and ended up losing. Our units are extremely over costed, way too expensive for what you get. The schticks are cool; abominant might get up, aberrants can hit hard, metamorphosis surge, we can tool up our primarch. Unfortunately I feel we’re paying for the tricks but don’t have the staying power. Cult ambush is not that good right now. It’s not like we have all those tricks and then high save and staying power. We don’t. Our units melt so fast. Anyway, I’m hoping in a nice reduction but it’s hard to imagine 20 point aberrants. INKS 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6056122 Share on other sites More sharing options...
TrawlingCleaner Posted August 13 Share Posted August 13 GSC are a bit of a weird one for sure, I'm currently trying to build lists for an escalation league my FLGS are running soon and am struggling to get something that looks right? GSC should be the "undead" architype faction essentially with waves of crummy troops constantly getting back up supported by rarer harder hitters, "vampires" and "necromancers". We should have a lot of recursion but GW struggle to get that right I think. I've seen some folks suggest that the Cult Ambush should be much easier in early turns for Troops and increasing per turn (ie starts on a 3+ T1 then 4+ T2 and then 5+ T3-5) which I think would bring it back towards the original idea fo the faction. Points drops would be very handy too I think INKS 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6056151 Share on other sites More sharing options...
Rogue Posted August 13 Author Share Posted August 13 (edited) Yeah. I feel like we got nerfed hard after that initial success in the early days of the index, with blocks of neophytes dropping in and out, gunning everything to death, and then respawning automatically. The new 'Ambush units can deep strike' thing feels like an attempt to redress that nerfing, but it's still very variable - no point in having better ambush rules if you don't have units in ambush to use them. And even as they gave us that slight buff, they took away with the other hand - ambush no longer counting as reserves means we lost rapid ingress as a useful way to to deploy heavy-hitters and allow them a chance to get closer than 9". With the depowering of neophytes (who have to arm as all-rounders now) and acolytes (mining weapons and demo charges both took a huge downgrade), it feels like we've been double punished (again) - we can't have good units, because ambush makes them too powerful, but we can't have accessible ambush because it makes our units too good. So we're left with both weaker units and less useful ambush. Hurrah. Not that commenting on this is going to change anything in the foreseeable future. Which brings me back to my other question - given the resources we have, how do we get the most out of them? Edited August 13 by Rogue Abhor the errant spellchecker INKS and TrawlingCleaner 2 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6056326 Share on other sites More sharing options...
Ulfast Posted August 15 Share Posted August 15 I think and agree with you that GSC right now is very weak. I have played a couple of games and it´s just feel "unfunny" to play. I have won one game but even that game felt not fun. The ambush rule is very cool but practical, not good. Last weekend according to Metamonday out of 1000 players who played in tournament only 7 played GSC, non placing high. So GW really made a bad codex this time. FRom nother point I like our new character but so boring that we got another character! I wanted som cool tank, or some new strange unit but not a character. So as you undestand, right now I´m saving my GSC and focuse on other armies that I got. brother_b and INKS 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6056766 Share on other sites More sharing options...
Rogue Posted August 16 Author Share Posted August 16 I still think we have a definite space for an Aliens-style walker/loader (or drilling rig, to maintain the neophyte aesthetic) - not too dissimilar to a penitent engine, I guess. And on the subject of fun, it feels like an impossibly fine balance. If I don't get units back, I get grumpy; but if I do, my opponent is like 'I just spent a lot of resources killing those, and now they're straight back again' - even more so with deep strike, as they come back quicker and can't be stopped. Either way, one of us isn't having fun. Ulfast, brother_b and INKS 2 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6057250 Share on other sites More sharing options...
Rogue Posted August 24 Author Share Posted August 24 Hurrah! I finally achieved victory with the new codex (sort of - it was a two-on-two game, GSC/Tyranids vs Imperial Guard, 3000pts per side). It was an interesting game. We played on a 41"x95" table (longer and narrower than the Onslaught recommendation), and drew the Hammer and Anvil deployment, so the deployment zones were almost square (at 41x35). Honestly, I thought our chances of winning went out of the window right there, as the Guard Basilisk and Manticore set up right at the back, about 54" from our front line, and around 40" from even the most forward infiltration points. But winning isn't everything, right? We were also playing Priority Targets (try to hold any two objectives per turn, and score up to 3 objectives at the end of the battle). Given that the Guard had a super-heavy parked on their home objective, we chose to focus on no-man's land and secondaries. I'm not going to try to offer a full write-up, but I think I did gain some tactical wisdom that I'd like to process out loud (as it were). For reference, the Guard went first, and the game ended at the start of our turn four (we'd run out of time, and our primary score from turn 4 was enough to give us the lead whatever else we did that turn). The big takeaway for me was about being patient. I often play with infiltrating aberrants and genestealers, looking for first turn charges and maximum disruption of my opponent's lines. Here, that wasn't going to work - there wasn't sufficent cover to deploy further out than the midline of the table, and the Guards' frontline was all armour. So I left my genestealers with Patriarch in reserve, hid the aberrants on the cetral objective, and spread two smaller units of stealers out to the flanks - one on the left objective in a ruin, the other in a ruin within striking distance of the right objective. None of those units moved any further up the field: the aberrants were charged by an armiger, killed it in turn two, consolidated sideways 6" into a chimera (to prevent a cleanse), killed that, and were then wiped out by the super-heavy (quake cannon version) and a Russ; the five stealers on the right lost two to indirect fire, and did nothing else all game - standing on the objective would have got them killed (it was very exposed, as the aberrants found), and skulking in the ruin left them in a good position to potentially snatch the objective in turn five; and the stealers on the left were engaged early by Death Corps - they were eventually dragged down, but took lots with them and stalled any kind of Guard advance on that side until we could bring in reinforcements. Our thinking was that the battle would be over the central line of objectives. Pushing those combat units beyond that wasn't going to achieve anything other than getting them shot to pieces. of course, our hand was forced somewhat by going second, but that showed the value of having the units in advance positions - we were already there to contest objectives, and with terrain largely cutting off Guard support fire, we were able to defend the objectives and gain the lead through the primary objective. The second thing that came out of this was my use of reserves. I didn't bring my big unit of genestealers in early, and held them until they could make a critical charge into a damaged russ in turn three, ripping it up and clearing our lines temporarily. In a rare twist of fate, both my units that died (the left flank stealers and the aberrants) went into Ambush. Usually, I'd want to recycle them as fast as possible. But in this game, with the big points swing available at the end, it felt sensible to hold onto them. We didn't play out our turn four in the end, but I had plans to drop the aberrants into the right-hand ruin in turn four, allowing them to move up and overwhelm the right objective during turn five; the stealers were more likely to deep strike in on turn five (being more susceptible to artillery fire), but would have a similar role (or could have been used to take an unguarded objective instead). And thirdly, one that I already knew but really played into in this game - play the mission. Across the table from us was a Banesword, Basilisk, Manticore, Dorn, and Armiger, two Sentinals, three Russ, two Chimeras and a Taurox. We had the mining lasers on a pair of ridgerunners and the huge gun on a Tyranofex. There was no way we could engage in a gun-fight, and no way we could take out all of those tanks. Not to mention the difficulty of getting to most of them, given the deployment zones and some efficient screening from the Guard. So we didn't bother. We didn't attack the Banesword, Manticore or Basilisk at any point in the game, In fact, we pretty much only attacked armoured vehicles once they crossed the midline of the board, where they could threaten objectives and start to see behind cover. But we picked up the maximum primary points each turn, and completed both secondaries. Whilst not everything worked well (the ridgerunners rolled low into the first Russ and were subsequently killed by it, for example), our refusal to engage in a shoot-out meant that the tanks in the backfield ran out of targets early on, and were left having little effect on the game - having deployed deep to avoid being charged, they weren't in position to move onto the midfield objectives quickly. Also, an honourable mention for the Hyper-metabolic Vigour stratagem - it allowed my aberrants to jump from killing the Armiger to wrapping up a Chimera (denying cleanse in the process), and allowed my genestealers to kill a Russ and then move into the ruin hiding the objective on that flank (rather than staying in the open to be shot to pieces). It's still situational, but can be planned around - when I went into the Russ, I deliberately positioned my unit to be within 6" of the ruin, for example. The pile-in part is nice (and helps to set up part two); the 6" consolidation can be vital. Whether or not I'll remember to take that into my next game remains to be seen, but it was fun to come out on top, and felt very satisfying to have achieved victory in a suitably Cult-like way. Dr. Clock, INKS, brother_b and 2 others 4 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6059551 Share on other sites More sharing options...
brother_b Posted August 24 Share Posted August 24 I’ve been sidetracked on my GSC gaming and painting but this is great information as you continue to evolve your expertise and get reps with the faction. “Across the table from us was a Banesword, Basilisk, Manticore, Dorn, and Armiger, two Sentinals, three Russ, two Chimeras and a Taurox. We had the mining lasers on a pair of ridgerunners and the huge gun on a Tyranofex.” This is the problem with GSC. It’s insane to me that they were able to bring that much firepower, which, even though they have mid ballistic skill, still present, high toughness, high, saving throw, high wound vehicles to overcome. it’s not really a surprise, as I’ve played guard a couple of times, but it illustrates the failings of faction design and point allotment. We are charged a premium for units like aberrant, who must make it into melé range to do their damage. Leman Russ tanks on the other hand, are awesome for wound soak, and Dorn tanks are even better. They are priced super competitively IMHO. I feel we could use a 15% point decrease and be in a very good spot. Your write up also demonstrated the importance of playing to the mission, ignoring hard targets, and making tactical moves. I’m not sure it’s good game design, though, to have ignoring or non-interactions with my opponent’s game pieces as a fun and engaging portion of the match. Thanks again for the write up. Rogue and INKS 2 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6059562 Share on other sites More sharing options...
Rogue Posted August 24 Author Share Posted August 24 It was so much armour. By the end of deployment, it really felt like we'd brought a penknife to a gun fight. And I get your point about unit costs. One of the Guard's first moves was to bring up their close-combat armiger, which then charged into the aberrants. Fortunately for me, the armiger had a nightmare - no damage at all in that first turn, and only a couple of wounds caused across three rounds of combat. And that's the rub - my unit of aberrants (with enhanced abominant) cost me 395 points; his armiger came in at 150. Yet my premier combat unit, representing more than 10% of a 3000 point force, still took three rounds of combat to put it down. Now, I know that aberrants aren't great into vehicles in the codex - S7 and AP-2 usually means wounding on 5s and seeing a lot of saves - but for that sort of points differential they really should be better than they were. Because that's the tool kit we have: there's no anti-vehicle option for the aberrants, and whilst acolyte hybrids might have mining weapons, they're also incredibly fragile. And on a complete sidenote, I was reading today that with the new Blood Angels codex you can crank one of the characters up to 11 attacks. Eleven. I get excited when the Abominant charges and gets all the way up to five attacks. the super-fast, four-armed murder machine that is the Patriarch can get to six on the charge; some souped-up metahuman can reach 11. That doesn't feel right at all. (The fact that one of my regular opponents plays Blood Angels has nothing at all to do with this concern.) Moaning aside, and back to the penknife thing, there is a sense in which I think it was a positive thing. Had we had a few more anti-tank options (mining laser rockgrinders, for instance, or a couple more tyranofexes), then I think we might have tried to engage in a shooting battle. And I think we'd have lost pretty rapidly, because we'd still have been outgunned overall. But that imbalance forced our hand into the more sneaky approach, hiding as much as we could for as long as we could. To murder my own analogy, we flipped from a penknife at a gunfight, and left the Guard as a sledgehammer at a whack-a-mole stand - an absolute splattering when it connects, but mostly chasing shadows and arriving too late to do any real damage. The non-engagement thing is funny. One of the Guard players, the one controlling the Banesword, was fairly miffed that we weren't presenting him with any targets - I think it only fired twice across four turns (taking out a unit of zoanthropes turn two, and most of the aberrants turn four (after one aberrant tanked the entire firepower of the quake cannon!). But that was very intentional on our part - the Banesword was a long way back, and we could generally position things to keep away from any potential firing lanes; when we gave up the targets we did, it was a calculated trade-off that also scored us points, or denied them points. Maybe GSC just has to play that way into certain match-ups. brother_b, Ulfast, INKS and 2 others 5 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6059575 Share on other sites More sharing options...
INKS Posted August 24 Share Posted August 24 HUZZAH A VICTORY! Congrats! brother_b and Rogue 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6059582 Share on other sites More sharing options...
brother_b Posted August 24 Share Posted August 24 Ooof I had no idea the armiger was that cheap. I’m not sure what aberrants are for. They’re just so expensive. I’ll un-sidetrack myself soon I’m sure, but penknife is what it felt like for me too. Unless I want to go shooting army with lots of primus, ridgerunners, maybe brood brothers… I just don’t want to. And I was very tempted by the blood angels, I love them as a marine faction, they are my first interest in a marine army, and I’ve been waiting for the eventual upgrade to primaris. The fact that they have an ability to get one of their characters to 11 attacks is insane to me. INKS 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6059597 Share on other sites More sharing options...
Rogue Posted August 24 Author Share Posted August 24 It's for a Captain with a master-crafted chainsword, in the Liberator detachment, according to Goonhammer. He can get to 11 attacks with devastating wounds, and for 10 points more can have sustained hits 3 on top of that. brother_b and INKS 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6059602 Share on other sites More sharing options...
brother_b Posted August 25 Share Posted August 25 It's for a Captain with a master-crafted chainsword, in the Liberator detachment, according to Goonhammer. He can get to 11 attacks with devastating wounds, and for 10 points more can have sustained hits 3 on top of that. That’s crazy. Armor really is a weak spot. I may have to dive into some AT ideas but all I can think of are ridge runner + primus + whatever buffing strats to put on our neophytes. Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6059619 Share on other sites More sharing options...
INKS Posted August 26 Share Posted August 26 This took 4th place this weekend. let me know your thoughts. Xenocreed Congregation CHARACTERS Acolyte Iconward • Warlord • 1x Autopistol 1x Cult claws • Enhancement: Deeds that Speak to the Masses Acolyte Iconward • 1x Autopistol 1x Cult claws • Enhancement: Incendiary Inspiration Biophagus • 1x Alchemicus Familiar 1x Autopistol 1x Chemical vials 1x Injector goad Primus • 1x Cult bonesword 1x Scoped needle pistol 1x Toxin injector claw • Enhancement: Denunciator of Tyrants Reductus Saboteur • 1x Autopistol 1x Close combat weapon 1x Demolition charges 1x Remote explosives BATTLELINE Acolyte Hybrids with Autopistols • 1x Acolyte Leader • 1x Autopistol 1x Leader's bio-weapons • 4x Acolyte Hybrid • 1x Cult Icon 1x Cult claws and knife 3x Heavy mining tool Acolyte Hybrids with Hand Flamers • 1x Acolyte Leader • 1x Hand flamer 1x Leader's bio-weapons • 9x Acolyte Hybrid • 1x Cult Icon 9x Cult claws and knife 8x Hand flamer Acolyte Hybrids with Hand Flamers • 1x Acolyte Leader • 1x Hand flamer 1x Leader's bio-weapons • 9x Acolyte Hybrid • 1x Cult Icon 9x Cult claws and knife 8x Hand flamer Acolyte Hybrids with Hand Flamers • 1x Acolyte Leader • 1x Hand flamer 1x Leader's bio-weapons • 9x Acolyte Hybrid • 1x Cult Icon 9x Cult claws and knife 8x Hand flamer Neophyte Hybrids • 1x Neophyte Leader • 1x Anointed pistol 1x Autopistol 1x Power weapon • 9x Neophyte Hybrid • 9x Autopistol 9x Close combat weapon 1x Cult Icon 1x Flamer 1x Grenade launcher 5x Hybrid firearm 1x Mining laser 1x Seismic cannon Neophyte Hybrids • 1x Neophyte Leader • 1x Anointed pistol 1x Autopistol 1x Power weapon • 9x Neophyte Hybrid • 9x Autopistol 9x Close combat weapon 1x Cult Icon 1x Flamer 1x Grenade launcher 5x Hybrid firearm 1x Mining laser 1x Seismic cannon DEDICATED TRANSPORTS Goliath Truck • 1x Armoured hull 1x Demolition charge cache 1x Heavy stubber 1x Twin autocannon Goliath Truck • 1x Armoured hull 1x Demolition charge cache 1x Heavy stubber 1x Twin autocannon OTHER DATASHEETS Achilles Ridgerunners • 1x Armoured hull 1x Heavy mortar 1x Spotter 1x Twin heavy stubber Achilles Ridgerunners • 1x Armoured hull 1x Heavy mortar 1x Spotter 1x Twin heavy stubber Hybrid Metamorphs • 1x Metamorph Leader • 1x Hand flamer 1x Leader's cult weapons • 9x Hybrid Metamorph • 1x Cult Icon 8x Hand flamer 9x Metamorph mutations Hybrid Metamorphs • 1x Metamorph Leader • 1x Autopistol 1x Leader's cult weapons • 4x Hybrid Metamorph • 1x Cult Icon 3x Hand flamer 4x Metamorph mutations Purestrain Genestealers • 10x Purestrain Genestealer • 10x Cult claws and talons Purestrain Genestealers • 5x Purestrain Genestealer • 5x Cult claws and talons Purestrain Genestealers • 10x Purestrain Genestealer • 10x Cult claws and talons brother_b 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6059826 Share on other sites More sharing options...
Dr. Clock Posted August 26 Share Posted August 26 Glad you're having fun with it @Rogue. @INKS Incredible list! Outlander claw looks like wicked fun. I just want rules for my Necromunda Cargo-8! For anti-tank I'm also interested potentially in a couple brain-cannon guys in trucks(?), plus a couple more Ridgerunners (have only 2 to date). Failing that (and it might not even be that great), I'd strongly consider 2-3 Russes because they are both tougher and shootier than anything in our book : ( Agreed on points generally. Realistically I think we do need access to one more hammer unit per army because everyone is made of paper, and even with slightly better Deep-strike charges it still ends up the swingiest of swingy armies. Keep at it! 4T4AE! The Good Doctor. INKS 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6059827 Share on other sites More sharing options...
Rogue Posted August 26 Author Share Posted August 26 I think 4th is a really good finish, Inks. Interesting that you've taken all the acolyte flamer units with no demo-charges - that's the conclusion I've come to too: better to maximise weight of fire (ha) than to worry about getting within 6" for a one-shot weapon that hits on 5s. Much as I'm enjoying the Broodsurge, I've had an eye on the Xenocreed recently, not least because I can deploy a fair-sized horde, and those enhancements do look nice. What's your order of battle? Which units do the leaders drop into, and who rides in the trucks? INKS 1 Back to top Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6060008 Share on other sites More sharing options...
INKS Posted August 26 Share Posted August 26 Not my personal list. I still haven't played 10th. I just follow the results of others as I see them. Link to comment https://bolterandchainsword.com/topic/371526-red-brotherhood/page/6/#findComment-6060036 Share on other sites More sharing options...
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