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RevlinHeartsblood

PostPosted: Tue Nov 17, 2009 2:50 pm


Van Evok
in dawn of war setup you get night fight in the first turn, giving you tremendous advantage if you can unleash volley before enemy can...


can you possibly tell me more about this dawn of war setup?
is it a last man standing, or a capture the flag, etc?
PostPosted: Tue Nov 17, 2009 8:32 pm


RevlinHeartsblood
Van Evok
in dawn of war setup you get night fight in the first turn, giving you tremendous advantage if you can unleash volley before enemy can...


can you possibly tell me more about this dawn of war setup?
is it a last man standing, or a capture the flag, etc?

HQ and (One?) Troop deploys on either side. First turn is night fight.

The mission itself is separate. Deployments and Missions are rolled separately.

Do you have a rulebook?

Caleidah

Eloquent Lunatic


Hoxtalicious

Greedy Partner

PostPosted: Wed Nov 18, 2009 12:41 am


Rulebook? Obviously not.
PostPosted: Wed Nov 18, 2009 10:01 am


As I remember, its a HQ and two troops, all others come in as Deep Strike (if able) or reserves.

Jason Kharo

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RevlinHeartsblood

PostPosted: Thu Nov 19, 2009 2:43 am


ohh, i believe ive heard of it, or played it once or twice. lol
im used to playing just deathmatch, commander defeat, or king of the hill with my friends. see'in how theyre new(ish)
PostPosted: Fri Dec 04, 2009 3:58 pm


Van Evok
two linked burst cannons??? can anyone say, we have more dakka?

You know, my favorite things about the new Forgeworld Suit have nothing to do with it's weapons. It's that one, it's a Fast Attack choice. Which is awesome because it doesn't compete with anything in my army for the slot. the other and more important one - It has torso twist. TORSO TWIST. Finally a suit that's poseable without having a single solid torso chunk.


RevlinHeartsblood
could someone please explain to me why it seems the blacksun filter is so popular?
i understand the rules behind it, but i see absolutely no use for it.
ive never played a night scenario, and dont intend to either...
is there some use for it that is hidden to me? or are night scenarios more common than ive noticed?

If you're using the basic missions in the rulebook, 1/3 of all scenarios will have Night Fight on the first turn. Outside of that, it's useless. It's not especially popular here, but it has some use in that it is literally the cheapest way to fill one of the required three battlesuit systems.

RevlinHeartsblood
lol... enough pointless babble. what i would like to know is, is adding the 6 armor save from my shaper to the rest of my kroot worth the point cost? i see some value in CC with it. getting a 1/6 chance of them living... but almost ANYTHING will eat through the armor otherwise...

It really isn't worth it. A 6+ save will really only come into play against lasguns and basic CC attacks. At range you should be using cover or forest cover if available. In CC... Well Kroot aren't all that hot in CC, so just try and get the charge to deny it to your opponent..

Oryn


Stephen-Dawn

PostPosted: Sat Dec 05, 2009 8:53 am


Your average Kroot can have a +2 save if they go to the ground in a forest. In case of a long range barrage, going to the ground may be the best option. That and a +3 save normally isn't anything to sneeze at. As for Van Evok, we always need more Dakka. At the moment Dakka is down 42% from last year.
PostPosted: Wed Dec 09, 2009 6:45 pm


Oryn

It really isn't worth it. A 6+ save will really only come into play against lasguns and basic CC attacks. At range you should be using cover or forest cover if available. In CC... Well Kroot aren't all that hot in CC, so just try and get the charge to deny it to your opponent..


lol, i am fully aware at how squishy kroot are, so i usually hole them up in a forest and wait till someones stupid enough to get close. or when i got good cover and they're almost out of shooty stuff ill leave the forest and start playing tag.

but since almost all combat i do with my kroot is close combat, do you think the 6+ save is worth it? point to percentage ratio n whatnot.

RevlinHeartsblood


Oryn

PostPosted: Wed Dec 09, 2009 9:27 pm


Oryn

It really isn't worth it. A 6+ save will really only come into play against lasguns and basic CC attacks. At range you should be using cover or forest cover if available. In CC... Well Kroot aren't all that hot in CC, so just try and get the charge to deny it to your opponent..


First sentence of my post. You buy Kroot to be your cheap troops, camping in forests on objectives & providing an assault screen for a turn. Upgrades are not in the picture for them. If they were a dedicated close-combat unit, they'd have frags and a power weapon. Without them, they're going to lose combat against most things anyway.
PostPosted: Wed Jan 20, 2010 2:21 pm


Oryn
Oryn

It really isn't worth it. A 6+ save will really only come into play against lasguns and basic CC attacks. At range you should be using cover or forest cover if available. In CC... Well Kroot aren't all that hot in CC, so just try and get the charge to deny it to your opponent..


First sentence of my post. You buy Kroot to be your cheap troops, camping in forests on objectives & providing an assault screen for a turn. Upgrades are not in the picture for them. If they were a dedicated close-combat unit, they'd have frags and a power weapon. Without them, they're going to lose combat against most things anyway.

you make a point but then you can just exclude them completely.

boblery


Caleidah

Eloquent Lunatic

PostPosted: Wed Jan 20, 2010 2:41 pm


boblery
Oryn
Oryn

It really isn't worth it. A 6+ save will really only come into play against lasguns and basic CC attacks. At range you should be using cover or forest cover if available. In CC... Well Kroot aren't all that hot in CC, so just try and get the charge to deny it to your opponent..


First sentence of my post. You buy Kroot to be your cheap troops, camping in forests on objectives & providing an assault screen for a turn. Upgrades are not in the picture for them. If they were a dedicated close-combat unit, they'd have frags and a power weapon. Without them, they're going to lose combat against most things anyway.

you make a point but then you can just exclude them completely.

He isn't, though. He says specifically that they're good to camp forested objectives (at which they excel) and to be "screen" units. They might end up winning the combat. Or, they'll give your fire warriors a turn to scurry away from the fight so that they can do what they're good at (long range shooting).

I like to keep them as a reserve outflanking force, but that's just me. Load them up on Kroot Hounds and you have a semi-viable strike group.
PostPosted: Wed Jan 20, 2010 6:42 pm


Caleidah
boblery
Oryn
Oryn

It really isn't worth it. A 6+ save will really only come into play against lasguns and basic CC attacks. At range you should be using cover or forest cover if available. In CC... Well Kroot aren't all that hot in CC, so just try and get the charge to deny it to your opponent..


First sentence of my post. You buy Kroot to be your cheap troops, camping in forests on objectives & providing an assault screen for a turn. Upgrades are not in the picture for them. If they were a dedicated close-combat unit, they'd have frags and a power weapon. Without them, they're going to lose combat against most things anyway.

you make a point but then you can just exclude them completely.

He isn't, though. He says specifically that they're good to camp forested objectives (at which they excel) and to be "screen" units. They might end up winning the combat. Or, they'll give your fire warriors a turn to scurry away from the fight so that they can do what they're good at (long range shooting).

I like to keep them as a reserve outflanking force, but that's just me. Load them up on Kroot Hounds and you have a semi-viable strike group.

that is a nice way to use them. me personal perfures kroot shaper over hounds plus for the shaper you can switch there kroot rifle with pulse carbine.

boblery


Caleidah

Eloquent Lunatic

PostPosted: Wed Jan 20, 2010 11:52 pm


Eh. Dropping that many points to get one additional shot on the charge isn't worth it. I do like taking shapers, though. The Kroot need that little Ld boost if they're going to do anything above and beyond a single round of assault. That's all I'll take Shapers for, though.
PostPosted: Thu Jan 21, 2010 6:30 pm


i a bit new to the game so i dont really know whats really better than what when it comes to kroot. but what about the krootox rider would they worth having?

boblery


Caleidah

Eloquent Lunatic

PostPosted: Thu Jan 21, 2010 6:37 pm


I don't make use of them, but that is only because they take away the ability that the Kroot have to infiltrate. That ability makes them more useful as it also gives the ability to Outflank which has a 2/3 chance of your squad showing up on the table edge that you want later in the game so that they can rout enemies that are standing a little too close to the edge for comfort or are trying to hold an objective.
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