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Ahh ok, thanks. So to dovetail off of this, it says that 5 guys must go in that venom and the others can go in another transport or on foot. Now does this mean I can buy another dedicated transport with the same unit or do I need to have another infantry unit to buy a raider with? Just tryin to get my ducks in a row. Starting a new painting project, I think I finally after 13 or so years figured out a paint scheme and some new techniques. And yes, it also means I have 4 armies on the work bench. It happens. 

20 hours ago, Galron said:

Now does this mean I can buy another dedicated transport with the same unit or do I need to have another infantry unit to buy a raider with? 

 

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I understand that you can buy a second dedicated transport for the other half as, once split in 2, each half of the initial Kabalite/Wych unit is now considered as an independant unit on its own.

Edited by Bouargh

Its a handy feature of the Venom. I like to put the sybarite, blaster, and shredder (plus 2 splinter rifles) in the 1st Venom for short range work. The splinter cannon and dark lance in the 2nd Venom for long ranged support, reserve screening, and late game objective play.

I was thinking putting the AT of two squads in one Raider and the Splinter anti-infantry weapons in a pair of Venoms so they can go off and do their own side missions when they arent capping objectives which really is their primary job as I see it. I havent played a game with them yet. Still building models and getting base colors on them as I go. In total I'll have three raiders and two Venoms. A lot of Dark light weapons on the board but am not specializing in any particular build as of yet.

  • 2 weeks later...
On 12/2/2024 at 11:53 AM, Galron said:

In total I'll have three raiders and two Venoms.

That's been my general list for a couple editions... + double ravager. Alot of times the Raiders end up jam packed with assault stuff though, often including Archon + Court and 5 kabs.

 

The possibilities are truly endless, and the Firing Deck vibe is just so atmospheric... For me I usually won't jam all the specials in the same 5-man, but do pairs either by range or ideal target as you suggest... Equally I know lots of folks like the 'all specials in one' dynamic as it does free up headspace in terms of how you assign units on the board, and can get you a bit more efficiency when you do apply a pain token or whatever. However, I prefer having no obvious 'centre' in a list to at least try and tax opponent decision-making. If you pile 2 lances 2 cannons 2 blaster and 2 shredders into a Raider, you can be assured that's gonna be in flames momentarily, and you can lose alot of shooting potential quickly when every death costs a real gun. I don't really want my Raider shooting to be better than a Ravager because I don't want people to prioritize my actual late scoring units lol.

 

Seeing as Venoms are the paperiest of planes, I generally use them as flank skirmishers and protect them by staying OUT of small arms range. Hence, with the 2 heavies in them the lance guy goes for an obvious armour target while the splinter cannon in the squad is essentially supplementing the 2 cannons on the venom itself, which I assure you are not exactly a joke into infantry at range or over time. This loadout has no problem kiting an edge all game and gets better if you can find a moment to chill and grab the Heavy bonus, even if that moment is right after the venom eats it. Then you've got the other five with the 18" stuff who end up on foot occasionally, but more often in an aggro raider to get their OC doing work in midfield. The special team also go great with a Court or riding shotgun with 5 Incubi or something.

 

Again - I don't think any possible permutation is necessarily better than another... it's really a matter of style at a certain point, and you shouldn't be afraid to change it game to game to see which you end up preferring in the end.

 

Cheers,

 

The Good Doctor.

 

 

 

 

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