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Posted: Wed Apr 01, 2009 2:48 am
It´s a shame they took the idea 1 command squad + 1 commander + 1 Librarian +1 Chaplain = 1 HQ. Then again, in the old codex it was pretty over powering unit. ^^"
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Posted: Wed Apr 01, 2009 5:53 am
Asmondai It´s a shame they took the idea 1 command squad + 1 commander + 1 Librarian +1 Chaplain = 1 HQ. Then again, in the old codex it was pretty over powering unit. ^^" and expensive as hell, 400+ points without any upgrades... though lethal with all the bonuses...
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Posted: Wed Apr 01, 2009 3:42 pm
Well, I've done it now. Check the Conversion Thread and the painting thread to see my marine abominations. Included is my Mechandrite legged freak. mrgreen
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Posted: Thu Apr 02, 2009 7:44 am
hmmm, got a rule query last night: marine scout bikers do get a free scout move before batle, can they be moved into position to bring drop pod with unerring accuracy via homing beacon? (evil rapid firing sternguard follows razz )
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Posted: Thu Apr 02, 2009 8:51 am
That's sneaky... I wish orks could be that sneaky...
But we orkses has otha' wayz when you allz is mukkin' about!
It sounds like a really nice plan though, as long as you use the terrain for your advantage or get something else that's nasty and bring the enemy fire-attention. ;D
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Posted: Thu Apr 02, 2009 9:06 am
A Land Speeder Storm might be better suited for this plan.
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Posted: Thu Apr 02, 2009 11:17 am
I think the bikers would have a higher survivability due to the 3+ cover save from turbo boosting, there's a slight chance the passengers will die if the vehicle gets busted, also the scout bikers have other "stuff" that makes them a better choice... in my eyes atleast.
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Posted: Fri Apr 03, 2009 1:55 am
And that is why you should take Ravenwing bikers into Deathwing army. ninja You just Turbo-boost your way closer to the enemies and drop the big cousins. xD
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Posted: Fri Apr 03, 2009 11:47 am
Scout bikers can also get first-turn charge on Guard or Tau, royally messing up things for those shooty armies... then backing it up with deep-striking-assault from vanguard vets.
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Posted: Sun Apr 05, 2009 7:23 pm
Van Evok hmmm, got a rule query last night: marine scout bikers do get a free scout move before batle, can they be moved into position to bring drop pod with unerring accuracy via homing beacon? (evil rapid firing sternguard follows razz ) Yup. And they can Turbo for their Scout move. First turn, whaddaya got? Drop Pod Assault with an Iron Clad Dreadnought. Rapid Firing Bolters in turn one, ******** yah.
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Posted: Mon Apr 06, 2009 1:28 am
Executed almost perfect vs-Ork ambush yesterday... a 1,2k pts each, I had 2 full strength tacticals (miss/fla), chapter master with relic blade + 2 x 5 strong terminator squads one with hfl, one with asc. He had 2x 30 strong boyz mobs, 3 deffkoptaz, 10 nobz in a trukk, 10 lootaz, warphead with one boyz mob and warboss with second. Basically 2 things made the game a win for me: orbital strike hitting and obliterating trukk on turn 1, and terminators arriving timely on turn 3 when Ork mobz were lining up for assault and were perfect flamer targets. Last one was possible due to my both tacticals getting teleport homers. I think I will leave them permanently, deep striking without error is worth every point of this little wargear, especially with heavy flamer involved. Final kill points: marines 3, orks 1 (he got one tac squad shot up by lootaz, while I killed trukk, warphead, and deffkoptaz. If the game didnt end so soon I'd get more kp since remnants of his army were retreating all in (last) turn 5 save lootaz who were sitting back in deployment zone unmolested whole game.
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Posted: Mon Apr 06, 2009 1:41 am
I think the ork list lacked alot of stuff to be honest compared to the Beakie list. Some more info about equipment please?
The Beakie list on the other hand looks quite interesting, nothing spiffy on the vets in the tactical squads?
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Posted: Mon Apr 06, 2009 7:25 am
ork mobz had usual nob+power klaw +3 heavy weapons upgrades, nobz had some klaws too, and banner giving them ws5 mind you, shooting up 2x30 boyz is not easy task given limited models I had. not sure what better could use orks, but my opponent was limited on his collection (and so was I).
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Posted: Mon Apr 06, 2009 12:52 pm
His best option would be having three mobs with 20 in each rather than 2 big ones, that'd give you some threats when it comes to target priority.
You should tell your mate that, and do battle again and make a sweet battle report! That's something we lack around here.
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Posted: Tue Apr 07, 2009 2:13 am
I am too lazy to do battle reports... Though there were funny parts, like his warphead re-rolling 1 for random psi-power to... another 1!
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