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My gaming group has decided to get into BFG, which I am very exicted about. I haven't played the game in over 10 years so I'm a bit rusty. Please, review my list and tactics. I don't know if I'm on to something or WAY off base.
1xDespoiler Battle Ship
Warmaster, Mark of Nurgle, Chaos Space Marine Crew, prow torpedoes
2x Devestation Cruisers
1xRepulsive Grand Cruiser
Chaos Lord, Mark of Nurgle, long range lances
Mark of Nurgle
I'm going to be facing Imperial Navy and Dark Eldar for sure.
I'm thinking that I will use them like this:
The Despoiler and the Devestations will squadron to take advantage of the CSM Warmaster's Ld and re-roll. With those three I can have 16 squadrons on the board at any given time. I'm hoping this will be enough to give me space superiority. If I'm not forced to use those squadrons to shoot down incoming torpedos and attack craft, I'm going to start off by sending waves of assault boats to rough them up before the hammer blow hits or destroy their escorts with bombers. Then I'm going to send them closer once a few ships are crippled and finish them off with bombers.
The Repulsive and the Carnages will squadron to take advantage of the Lord and re-roll. They will hang under fighter screen near the carriers and wait out the ordinance shower. If the enemy is sufficiently crippled with critical hits from assault boats they will drive through the enemy formation, lock on and open up. If the enemy is still operational they will skirt around the formation at long range and hopefully do enough damage that I can dive through with the carriers for a close range bomber/lance run and come about and drive through again.
Although it has short range guns, I am planning on usin the Slaughter as a reserve cruiser/bait. It can variably escort the carriers or more likely dive through with the rest of the fleet, or go off by itself to do whatever. I'm thinking of naming it the Leroy Jenkins.
Also, the Despoiler and Repulsive have torpedo salvoes. I'm thinking that the best way to use them is to fire them off right at the start of the game so the enemy has to either change course or spend some of their attack craft to get rid of them. The once they are reloaded I won't use them again until I'm at close range.
As I said, I haven't played in over 10 years, so ANY commentary would be incredibly helpful!
Looks good to me, from a dark eldar side the amount of weapon batteries will do you very well.
"Should take you a while though because of your sloth like pace"
Click here and watch Gedderz try and cross the road
Too much ordnance for my taste. Fleet is okay though in effectiveness, weakest link will be the Despoiler due its speed.
Is there a strategic problem with having too much ordinance? I thought that having a ton of attack craft was a big advantage.
Not since you need do Reload Orders. But I just am more of gunnery player with Chaos. My Tau are for attack craft/missiles.
ALso: 10 years you said: make sure to d/l the rulebook from the GamesWorkshop site. Some things changed. Most important:
* Nova Cannon is Scatter instead of guess.
* Ordnance limits. A fleet may not have more attack craft in play at one point as it has launch bays in play.
Currently FAQ2010 is being made, will go to GW at Christmas for upload. On the GW site you'll also find the Powers of Chaos with Nurgle themed things in it. Powers of Chaos pt2 is in the making.
10 years ago my friends and I played so you could only have as many squadrons on the board as launch bays. Just seemed to make sense.
I did read about the Nova Cannon. That's seriously f*ed up. NCs do a lot of damage and now they are a lot more accurate.
One of my friends has just ordered a 1k list consisting of an Emperor, 2 dominators and a dauntless. Seems like a beardy list to me but there isn't much I can do about it. I'm figuring that if I have to face him my 1k list will be like this:
The bays from the Devestations will allow me to counteract his ordinance and the Carnages and Slaughter gives me the speed and firepower I need to engage him at range or overwhelm him in close.
Does that sound like it will work? I play a fluffly DG army and he plays a semi leaf-blower IG build and so he beats the hell out of me at 40K every game. Great guy, I just dont want to be at a disadvantage in BFG.
no way, the guess NC was much better. My opponent guessed with a max deviation of 1cm at most at a distance of 143cm. So.... that was a lot of direct hits....
Scatter is much better, more playable and all. I think the current NC is neutered to a meh level. Psychological a nice thing though.
The ordnance limit is the best thing ever. Ordnance spam from the ealry days was plain crap. Good they thing made a limit.
His fleet lacks lances. The Dauntless is the only one. And this is easy killed by some bombers. Which means he must use fighters to protect it so loses attack ordnance. He also has no torps. That's good for Chaos. His fleet will also be split. Emperor going abeam, Dominator prow on and Dauntless being sped down...
Your fleet is good.
Heres where you can find the WIP second powers of chaos supplement
too many, gave up counting. rough estimates of 10% even steven, 25% omg i lostorz! and 65% PWNED NEWBS! ^^
<Tossy> Crons are freaking invincible!
So I was looking at the gunnery charts and I realized that for all my massive firepower, my Carnages will only be rolling 3 dice when the target is abeam and over 30cm away. With both of them I'll just be knocking down shields.
However, if I dive in with both under 15cm I can roll 16 dice. If I'm locked on, that could on average do 9 damage. That's almost a guaranteed crippled/dead cruiser with one pass.
So, even with Chaos' long range, isn't it better to dive in and blast away? Or am I missing something?
Close, bang. BANG BANG BANG
that's all of my experience of chaos gunnery. It works. (that also applies to Orks, replacing a BANG with RAM)
There's my helpful input.
Why are you naming your ship "Leroy Jenkins" - have I missed something?
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065