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I realize the answer is probably custodes but I do wonder how other armies stack up. 

The idea is this. max number of units and their choices for all choices in an army. For example if you basic troops have the option of bolters or something else, then you need to max out all troops with option 1 and option 2. 

 

some of these you can or could magnetize. I am not good at it, so I won't do it a lot. but for some tanks and stuff, I think this is doable. 

 

So the question is, which ARMIES have the least amount of datasheets to max out and or options to max out?

Ex: Votann warriors can have bolters or another gun. In order to max them out you would need 6 units of 10 of bolters and 6 units of 10 of the other gun. plus all the special weapons and other choices. 

 

Does this make sense?

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11 hours ago, INKS said:

oh wow, I did not even think of them. I guess they would have the least. followed by custodes. you really have to magnetize knights.

 

Any others?

 

Thought about another one, Solo Quins.


If Solo Quins count, then I'd say my army, Solo Kroot. With max alternate weapon Options it's only:

2 Lone Spears (Gun/Javelin)
2 War Shapers (Stave/Bow)

1 Flesh Shaper

1 Trail Shaper
1 Ramapgers
2 Krootox (Repeater/Tanglebomb)
2-4? Carnivores (The squad can take a different weapon on the leader and a slight weapon upgrade for 1 per 10) (Not sure how you parse that out.) 
2 Farstalkers (Dvorgite Skinner / Londaxi Tribalest)
1 Kroot Hounds

 

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9 minutes ago, Tawnis said:


If Solo Quins count, then I'd say my army, Solo Kroot. With max alternate weapon Options it's only:

2 Lone Spears (Gun/Javelin)
2 War Shapers (Stave/Bow)

1 Flesh Shaper

1 Trail Shaper
1 Ramapgers
2 Krootox (Repeater/Tanglebomb)
2-4? Carnivores (The squad can take a different weapon on the leader and a slight weapon upgrade for 1 per 10) (Not sure how you parse that out.) 
2 Farstalkers (Dvorgite Skinner / Londaxi Tribalest)
1 Kroot Hounds

 

Ok, but how many can you take of each of those max in a detachment if there was no point cap. the kroot have limited weapons options right? so you've only need 6 x 20 warriors? and so on. 3 sets of 10 hounds? 

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7 hours ago, INKS said:

Ok, but how many can you take of each of those max in a detachment if there was no point cap. the kroot have limited weapons options right? so you've only need 6 x 20 warriors? and so on. 3 sets of 10 hounds? 

 

The maximim number of Kroot that I ccould field points wise (and I'm only 10 hounds away from actually owning all this, about 90-95% painted too) 
 

- 3 Lone Spears: 240pts
- 3 War Shapers: 150pts
- 3 Flesh Shapers: 135pts
- 3 Trail Shapers: 135pts
- 120 Carnivores: 780pts
- 18 Rampagers: 510pts

- 9 Krootox: 270pts
- 36 Farstalkers: 255pts
- 30 Hounds: 240pts
- If you could take all 4 enhancements: 55pts
Total: 2770 points
- 9 Knarloc Riders: 330pts
- 3 Great Knarlocs: 300pts
Total With Legends: 3400pts 

 

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13 minutes ago, INKS said:

yeah minus legends. I am not going that rabbit hole. lol

not bad overall when you think about it.


Yeah, I ran full Kroot in a 3k Apoc game with Legends allowed and no unit caps. It was a freaking blast. Played across from a Blood Ravens player and it was like Dawn of War Dark Crusade on the tabletop. 

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4 minutes ago, INKS said:

120 carnivores are a lot but regardless of that it's not too bad. I wonder if GW is going to update the kroot more since they are a sub part of tau


I hope so. There's not too much more design space in the main Tau side of the army, so Kroot and the other Auxilliaries are the next logical step. 

 

Full Kroot plays like its own faction already since we don't use the normal Tau faction rule and get 2 detachment rules instead of 1. 

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So I just put it all out in a spread sheet. rather than post it I will give you the potential problems and what I mean by complete.

you can have or would need 3 flesh shapers. because they have no weapon options and you can only take 3.

however you need 6 Lone spears. because you can take 3 with long guns and 3 with javelins. can you magnetize these guys? I don't know. will I want to? maybe.

 

Carnivors. you need 120 right? MORE! 

for a basic squad you need this. 20 with rifles, 20 with carbines. this includes the leader in there which I know doesn't have that gun. and you need 2 tanglebomb launchers. 41-42 minis for one 20 man squad to be complete because those are their weapon options. can you magnetize? maybe... this is per squad, so this x6

 

farstalkers. what a mess. lol

9 with firearms, 9 with tech rifles, 1 pechra, 1 skinner, 1 triblast, 2 hounds per squad so this x3

 

rampagers are easy, just 18 of them,

 

Riders: 6 x 3 - 9 with repeater cannons -- 9 with tanglecannon  -- 18 total. megnetize? don't know.

 

hounds are easy. 30 of them

 

 

 

 

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4 hours ago, INKS said:

i guess they really need something to deal with tanks, knights and so on

With current rules, not really. I can consistently turn 1 kill a big Knight with my Farstalkers, and I have enough volume damage to down the others will mass attacks. Knights aren't as much of an issue as you'd think for Kroot, I've only lost to them once and it was a really close match vs War Dog Spam. 

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2 hours ago, INKS said:

So I just put it all out in a spread sheet. rather than post it I will give you the potential problems and what I mean by complete.

you can have or would need 3 flesh shapers. because they have no weapon options and you can only take 3.

however you need 6 Lone spears. because you can take 3 with long guns and 3 with javelins. can you magnetize these guys? I don't know. will I want to? maybe.

 

Carnivors. you need 120 right? MORE! 

for a basic squad you need this. 20 with rifles, 20 with carbines. this includes the leader in there which I know doesn't have that gun. and you need 2 tanglebomb launchers. 41-42 minis for one 20 man squad to be complete because those are their weapon options. can you magnetize? maybe... this is per squad, so this x6

 

farstalkers. what a mess. lol

9 with firearms, 9 with tech rifles, 1 pechra, 1 skinner, 1 triblast, 2 hounds per squad so this x3

 

rampagers are easy, just 18 of them,

 

Riders: 6 x 3 - 9 with repeater cannons -- 9 with tanglecannon  -- 18 total. megnetize? don't know.

 

hounds are easy. 30 of them

 

 

 

 

Only the squad leader can take a Carbine for the Carnovire squad, that's why I wasn't sure if it counted. So it would be only 23 minis to be able to swap all options. 

Again, only the leader can take the Tech Rifle. 

The Krootox are pretty hard to magnetize since the gun is tied to the chest piece of all things. That being said, with them being sold in individual kits, I can't see anyone in their right mind buying 18.

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Harlies have a decent shot- they don't have a whole lot of options anymore, and weapon options don't really matter, as no one but Harlie players knows/cares what the different special pistols look like and all of the former special melee weapons have been moved into a single category of Harlequin special weapon, which has no distinct visual difference. So unless you are trying to personally be WYSIWYG as far as models go, this is what a max possible (fieldable army obeying the 3/6 rules as far as GW standards go) looks like- 

 

Solo Harlequins

 

Characters

Death Jester x 3 (no options) - 90pts each (270)

Shadowseer x 3 (2 pistol options) - 60pts each (180)

Troupe Master x 3 (2 melee options plus 3 pistol options) - 75pts each (225)

Solitaire x 1 (no options, Epic Hero restriction) - 115pts

 

Battleline

Troupe x 6 12-man squads (technically 2 melee weapon options each member, sarge additional melee option, 4 members each have 2 special pistol options)  - 205pts each (1230)

 

Other Datasheets

Skyweavers x 3 4-man squads (2 options each melee/ranged) - 190pts each (570)

Starweaver x 6 (no options) - 80pts each (480)

Voidweaver x 3 (2 ranged options) - 125pts each (375)

 

Total - 3445 pts

 

Now, if you wanted to model everything separately and put it on a field (ignoring all army construction rules) you are looking at this- 

 

Characters

Death Jester x 3 (no options) - 90pts each (270)

Shadowseer x 6 (2 pistol options) - 60pts each (360)

Troupe Master x 12 (2 melee options plus 3 pistol options) - 75pts each (1350)

Solitaire x 1 (no options, Epic Hero restriction) - 115pts

 

Battleline

Troupe x 16 12-man squads (6 squads for each melee option, plus and extra 12 sargeants w/their addition melee option, and 36 additional pistol option wielders for 16 full troupes' worth of options)  - 205pts each (3280)

 

Other Datasheets

Skyweavers x 6 4-man squads (2 options each melee/ranged) - 190pts each (1140)

Starweaver x 6 (no options) - 80pts each (480)

Voidweaver x 6 (2 ranged options) - 125pts each (750)

 

Total - 7745pts worth of models 

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I did a break down of Quins last night, when I have a minute I'll post what I have to see if I missed something.

 

Just as an example I need:

 

Troupe Master    3    sp weapon / Shuriken pistol    magnetize?
Troupe Master    3    sp weapon / fusion pistol     
Troupe Master    3    sp weapon / neuro disruptor     
Troupe Master    3    master blade / shuriken pistol     
Troupe Master    3    mb / neuro disruptor     
Troupe Master    3    mb / fusion pistol     

 

so 3 of each of those. will have to try and magnetize I feel. If you want access or I want access to every weapon combo.

 

Troupes end up looking like this:

 

Troupe    6    lead player HB/ fusion
Troupe    6    lead player HSW/ fusion
Troupe    6    lead player power sword / fusion
Troupe    6    lead player HB / Neruo Disruptor
Troupe    6    lead players HSW / Neruo Disruptor
Troupe    6    lead player PS / Neuro Dusruptor
Troupe    6    lead player HB / Shuriken pistol
Troupe    6    lead players HSW / Shuriken pistol
Troupe    6    lead player PS / Shuriken pistol  --this is the end of just the lead player for 6 squads. 
Troupe    66    Harlequins blade / Shruiken pistol
Troupe    66    HSP / Shuriken pistol -- 6 squads of 11.
Troupe    24    Hb / Neuro dusruptor
Troupe    24    HSW / Neuro disruptor
Troupe    24    Hb / fusion pistol
Troupe    24    H special weapon / Fusion pistol -- 6 squads of 11 with special weapon options. 

 

I now have 3 lists totally made out.

Kroot, Sisters of Silver and Quins. still not decided on which. 

I went back and fixed the kroot sheets as I had some of them marked wrong above. 

 

I might mock up knight and chaos knights and I don't love that the three above aren't their own faction but sub factions but we'll see.

Grey knights is also a maybe but I really can't move more on them until their refresh. 

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This is what Crypteks only looks like.

 

Illuminor Szeras    1    no weapon options
Orikan the Diviner    1    no weapon options
Chronomancer    3    no weapon options
Plasmancer    3    no weapon options
Psychomancer    3    no weapon options
Technomancer    3    no weapon options
Cryptothralls    6    no weapon options
Canoptek Scarab Swarms    18    no weapon options
Canoptek Wraiths    18    claws and beamer
Canoptek Wraiths    18    claws and particle caster
Canoptek Wraiths    18    coils and beamer
Canoptek Wraiths    18    coils and particle caster
Canoptek Doomstalker    3    no weapon options
Canoptek Reanimator    3    no weapon options
Canoptek Spyder    6    each can take all weapon options

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Even better- only Destroyer Cult (ie- only Destroyer Cult keyworded, so no Flayed Ones)

 

3 x Skorpekh Lords (no options)

3 x Hexmark Destroyers (no options)

3 x Lokhust Lord (Lord's Blade)

3 x Lokhust Lord (Staff of Light)

3 x 6-man Skorphek Destroyers (no options)

3 x 6-man Ophidian Destroyers (no options)

3 x 6-man Lohkust Destroyers (no options)

3 x 3-man Lohkust Heavy Destroyers (Gauss Destructor)

3 x 3-man Lohkust Heavy Destroyers (Enmitic Exterminator)

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54 minutes ago, Tawnis said:

What about full Null Maiden Vigil? 

Aleya: 65pts
Knight-Centura x3: 165pts

Prosecutors x60: 600pts
Anathema Psykana Rhino x6: 450pts
Vigilators x30: 375pts
Witchseekers x30: 375pts
Enhancements x3: 40pts

Total: 2070 Points. Technically, a full army. :sweat:

Oh it's on the list!!!! :)

The knight centurea are 9 actually, you need 3 of each weapon type.

 

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Bigger than some of the others, but a full Phobos Raven Guard list might be fun- 

 

Kayvaan Shrike - 100

Captain in Phobos Armor x 3 (no options) - 70 each (210)

Librarian in Phobos Armor x 3 (no options) - 70 each (210)

Lieutenant in Phobos Armor x 3 (no options) - 55 each (165)

Lieutenant in Reiver Armor x 3 (no options) - 55 each (165)

Lieutenant w/Combi-weapon x 3 (no options) - 70 each (210)

 

Incursor squad x 3 (no options, 10-man) - 160 each (480)

Infiltrator squad x 3 (no options, 10-man) - 200 each (600)

Reiver squad x 3 (10-man, Bolt carbine + close combat weapon) - 160 each (480)

Reiver squad x 3 (10-man, Special issue bolt pistol + combat knife) - 160 each (480)

Eliminator squad x 3 (Las-fusils all) - 85 each (225)

Eliminator squad x 3 (Las-fusils, sarge w/carbine) - 85 each (225)

Eliminator squad x 3 (Las-fusils, sarge w/bolt sniper rifle) - 85 each (225)

Eliminator squad x 3 (Bolt sniper rifles all) - 85 each (225)

Eliminator squad x 3 (Bolt sniper rifles, sarge w/carbine) - 85 each (225)

Eliminator squad x 3 (Bolt sniper rifles, sarge w/las-fusil) - 85 each (225)

Invictor Tactical Warsuit x 3 (Incendium cannon) - 125 each (375)

Invictor Tactical Warsuit x 3 (Twin ironhail autocannon) - 125 each (375)

 

Total - 5200, though that is with what I would consider some redundant Eliminator squads (mixed sniper rifles/lasfusils will never see gameplay, even if they are technically able to be built in the codex. You only really need the carbine sarge option and even then can magnetize)

Edited by Lord_Ikka
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