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11 hours ago, TiguriusX said:

With keen senses they hit on 2s even with indirect fire

 

I believe they have AP2 

 

That is the exact profile I need for aeldari and sororitas units that give my style of list problems.

 

Only one model in the squad hits on a 2+, the Sergeant has a Signum, exactly the same as for a Devastator squad.  The indirect fire weapons are AP-1 which will be -2 in the Devastator Doctrine. 

I hope they function well with indirect fire, but to do so you only get a AP -1 when in devastator doctrine as the indirect fire takes 1 point of AP from the firing weapon.  Am I miss understanding this.  Either way I see them being a direct fire squad same as Long Fangs anyway.  

1 hour ago, dees said:

I hope they function well with indirect fire, but to do so you only get a AP -1 when in devastator doctrine as the indirect fire takes 1 point of AP from the firing weapon.  Am I miss understanding this.  Either way I see them being a direct fire squad same as Long Fangs anyway.  

AP2 with dev doctrine is enough

 

That will hammer light armor infantry just fine and 

 

It kills glass hammers that hide and advance/charge like howling banshees and repentia and genestealers

 

It can kill also mortar teams that are must have in IG

 

Goff orks are making a comeback now...this gun easily removes grots from scorong secondaries

 

Should be a good tactical addition.  It isnt your main damage piece...it is a counter to specific units.  And worst case they just direct fire missiles

 

 

New league starts in a week

 

This is my first draft for desolators

 

Gonna lose codex warfare as a secondary if i do this though...

Gives up

15 assassination

14 no prisoners

 

Spoiler


++ Arks of Omen Detachment (Imperium - Adeptus Astartes - Space Wolves) [138 PL, 1CP, 2,000pts] ++

+ Configuration +

**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage

Arks of Omen Compulsory Type: Fast Attack

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 

Detachment Command Cost

Game Type: 5. Chapter Approved: Arks of Omen

+ Stratagems +

A Trophy Bestowed [-1CP]

+ No Force Org Slot +

Company Veterans [3 PL, 40pts]
. Company Veteran: 2x Astartes Chainsword
. Company Veteran Sergeant: 2x Astartes Chainsword

+ HQ +

Chaplain [7 PL, -1CP, 115pts]: 3. Exhortation of Rage, 6. Canticle of Hate (Aura), Chapter Command:  Master of Sanctity, Jump Pack, Power fist, Stratagem: Relic of the Chapter, The Armour of Russ

Chapter Master in Phobos Armour [7 PL, -1CP, 120pts]: 2. Lord of Deceit, Chapter Command:  Chapter Master, Stratagem: Warlord Trait, Warlord

Lieutenant in Reiver Armour [4 PL, -1CP, 65pts]: Rites of War, Stratagem: Hero of the Chapter

+ Troops +

Infiltrator Squad [6 PL, 100pts]: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

Infiltrator Squad [6 PL, 100pts]: Helix gauntlet
. 4x Infiltrator: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine
. Infiltrator Sergeant

+ Elites +

Company Ancient [5 PL, -1CP, 80pts]: Chapter Command: Chapter Ancient, Steadfast Example, Stratagem: Hero of the Chapter, Thunder hammer

Judiciar [5 PL, 75pts]

Wolf Guard [7 PL, 115pts]: Jump Pack
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard Pack Leader: Combi-melta, Power axe

Wolf Guard [7 PL, 115pts]: Jump Pack
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard: Combi-melta, Power axe
. Wolf Guard Pack Leader: Combi-melta, Power axe

Wulfen [6 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

+ Fast Attack +

Cyberwolves [1 PL, 15pts]: Cyberwolf

Cyberwolves [1 PL, 15pts]: Cyberwolf

Cyberwolves [1 PL, 15pts]: Cyberwolf

Skyclaws [8 PL, 110pts]
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

Skyclaws [8 PL, 110pts]
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

Skyclaws [8 PL, 110pts]
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Wolf Guard Skyclaw Pack Leader: Combi-melta, Thunder hammer

+ Heavy Support +

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marines: 4x Bolt pistol, 4x Frag & Krak grenades
. Desolation Sgt
. . Replace Superfrak/krak with Vengor & Targeter Optics: Vengor Launcher

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marines: 4x Bolt pistol, 4x Frag & Krak grenades
. Desolation Sgt
. . Replace Superfrak/krak with Vengor & Targeter Optics: Vengor Launcher

Desolation Squad [16 PL, 185pts]: Superkrak Rocket Launcher
. 4x Desolation Marines: 4x Bolt pistol, 4x Frag & Krak grenades
. Desolation Sgt
. . Replace Superfrak/krak with Vengor & Targeter Optics: Vengor Launcher

Created with BattleScribe (https://battlescribe.net)

 

I really like the use of Phobos units and 25 Jump Pack marines together here.  Having foreword deployment should put immediate pressure in the mid-board.  The the Jump Pack marines have a lot of options to get at it in turns 2 and 3, or even turn 1 if the other guy moves fast at you  The Desolators will always have some thing to do with their indirect fire and potential weight of dice.   I like it :yes:  What do you think are its soft spots?

54 minutes ago, dees said:

I really like the use of Phobos units and 25 Jump Pack marines together here.  Having foreword deployment should put immediate pressure in the mid-board.  The the Jump Pack marines have a lot of options to get at it in turns 2 and 3, or even turn 1 if the other guy moves fast at you  The Desolators will always have some thing to do with their indirect fire and potential weight of dice.   I like it :yes:  What do you think are its soft spots?

 

T8 and higher gonna be rough to kill reliably

 

Besides that i dunno...will field test and start a new saga thread if i have time

 

Reaper list has to wrap up sunday so i can close this saga out

 

I face meta busting astra militarum with karskin bomb and russ tank spam

T8 is a pain, but the melta spam should help.  I agree the kasrkin and russes are a tough combo AM have, but even russes go down quickly to dedicated tank busters and it’ll be hard to keep MSU Skyclaws and wolf guard off them. The Desolators should be okay to shoot the Kasrkins away unless he deep strikes them.  That how I would try anyway.  

  • 2 weeks later...

My opponent initially had to forfeit our scheduled time.  I was 4-1 with zero games played as a result.

 

I didn't like that so I was able to get an extension and play.

 

It was a total beat down from the new and broken Astra Militarum.

 

I took notes but I figure you don't want to read about SW being slaugthered every turn.

 

I'll just point out the broken stuff we hope GW will fix

-Their secondaries are basically auto scoring if you don't table AM by turn 3

-Orders bouncing gives way too many buffs to the army

-Tanks can have obsec turned on in command phase...this is super powerful

-Tanks can advance and fire as normal

-Astra militarum have TRANSHUMAN as a stratagem.  Using that on T3 dirt cheap models is ridiculous...I went into melee and got bounced multiple times

-Astra militarum can turn off deep strikes within 12 using an order in the command phase (every infantry model becomes an infiltrator essentially)

-Karskin everyone should already know about by now...auto wounding and MW spam they can devastate targets with their full combo

 

If you face AM expect it to be painful

The mortars will plink away all game and make approaching using walls difficult...add a counter fire tool

 

I finished the league 3-2 and 11th out of 34 total players

3 forfeit wins (I felt strongly I could win those)
2 played losses (I could have won round 1 v nids if I played better but AM was auto loss in current meta)

 

 

Codex warfare is definitely viable with 2 points in heavy doctrine (I expect this to be nerfed next update)

Reaper tank was silly fun but I always lost it immediately out of reserves and it has no synergy in my army

New list does NOT use reaper or the artillery tank...desolation marines are the new hotness and they get synergy buffs

 

That wraps up this saga. 

 

If anyone has questions I can follow up

IG is a new book, you need to fight them with new rules. Bring as many as possible free meltas which the last patch gave SW.

 

Also, you need to check the rules wording carefully and confirmed it applied legally. e.g. IG have a relic banner(every serious IG player would bring it) which makes surrounding units ignore hit modifiers. But the indirect fire penalty is a BS modifier, the banner can't stop their BS reduced to 5+(so hit no better than 4+).

11 hours ago, Tokugawa said:

IG is a new book, you need to fight them with new rules.

 

This is exactly how the meta chasing works

 

New desolation marines will absolutely maul astra militarum

 

bring 3 squads

 

15d3 s4 ap1 indirect castellan shots plus 3d6 S6 ap1 d2 vengor shots will remove mortar teams and infantry in bunches.

 

If things go well you remove kasrkin before they get the drop on you then it is you v a few leman russ tanks turns 3-5

 

At least that is the theory craft i hope plays out with my new desolation saga

 

 

We appear to be headed to another artillery meta. 

 

Aeldari hate AM mortars as well and their counter is night spinner spam

2d6 S7 AP2 D2 is real bad for us

 

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