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I guess there aren't that many Speed Freakz Armies out there (or, if there are, you don't hear about them that often) but I'll be playing this Thu against a long-standing wargaming chum whose favourite Army is SFs. His Army includes a lot of trukks (no suprises there) with red paint jobs giving a 13" move, 2" disembark and a 6" assault, lots of missiles (TL on the trukks and also on foot in each mob), burna boyz, Nobz w power clawz, a looted Bassie and a Battlewagon. I think there is also a distinct possibility of there being a pre-first move fighter ground attack strafe too ... ... ...
Anyway, having discussed the options off-line with rikimaru (thanks again, Rikki!) I (we)'ve come up with the following:
'El (PR, FB, TA & MT) @ 97 x 2
'Ui TL (TLMP, TA & TL) + 'Ui (TLMP & TA) @ 169 x 3
12 'La in Warfish (SMS, MT & DL) @ 240
11 'La in Warfish (SMS, MT & DL ) @ 230
8 Gun Drones @ 96 x 2
2 Piranha (FB, TA & DL) @ 150
Railhead (DL & MT) @ 165 x 2
Skyray (TA, SMS, DL & MT) @ 155
Overall total = 1998(according to EoTI Army Builder)
The main principle of this Army is mobility and long-range firepower. The trukks are only armour 10 and open-topped so the 9 Deathrain should be able to cause a lot of pain and grief at range, taking away the biggest Speed Freak threat, ie. the mobility of the trukks and the ability to fall-back into the nearest empty one.
Please note that I haven't taken any Kroot (almost unheard of for me) because I feel they're just too slow for what I'm aiming to achieve. The 2 Piranha are there to try and get rid of the Bassie hopefully by Turn 2 or, at the latest, by Turn 3; otherwise I'd have taken another maxed-out squadron of gun drones (I'm trying these out this time to see how I get on). They're also there to force TP tests which, given the fact that it's Orks that are taking them, might be failed as often as not.
I've chosen a Skyray over another Railhead principally to give me a couple of mobile and survivable MLs. Neither PFs nor SSs can meet the mobility criterion so I've left them on the shelf this time around.
So there you have it. The whole Army can move up to 12" a turn, has enough firepower to wreak havoc on the trukks (or on the bigger, badder characters he'll have lurking in the ranks) and there are a couple of FW squads in WFs held "in reserve" to start picking on the mobz once they've been reduced (hopefully no later than the end of Turn 3) to Footslogging Freakz as opposed to Speed Freakz.
~ Ravenscraig ~
Last edited by Ravenscraig; September 25th, 2007 at 13:37.
Hahaha, as soon as I saw the title of the thread I thought "deathrains".
I think it should do very well; plenty of MPs to whack those trukks and the railheads to pie-plate the mobs that present themselves. The Skyray always works well with the twin Railheads - helping them hit more efficiently, and the seekers can slam another two trukks a turn if you need them to.
I would be tempted to drop the piranha and warfish (down to normal fish) and get some more FWs, but you are correct when you say you need to whack that bassie early lest it wipe out your lynchpin deathrains.
If you get the oppertunity you can effectively FOF a trukk squad. The warfish fire could be used to hit the trukk itself and then the FW squads to fry the squad that disembarks. Might be hard to co-ordinate though.
Should do well mate, I wish you the best of luck. Please let us know how well it does.
Oddly enough I just played against a 2k Speed Freeks army two Saturdays ago, albeit with Marines with Be Swift as the Wind, Blessed be the Warriors and Aspire to Glory. Basically all my guys were either on Bikes or had jump packs. However, the theory was the same as yours (although I had a massive advantage compared to using a Tau list: combat ability!): kill the trukks and other transports, forcing the beggars out and leaving them open to massive firepower.
Remember that any penetrating hit forces the occupants to disembark, by the way. That was something I forgot in turn one, but fortunately remembered for the rest of the game.
The only thing I would be concerned about is the reduction of multi-shot weapons like burst cannons in the XV8s. I too love Deathrains, but the Firestorms are also very useful here, since many of the Orks won't have a 4+ save and their vehicles are equally vulnerable to Str5 weapons. Admittedly of course the BC means you will be closer by dint of its shorter range, but the increase in rate of fire will offshoot that.
Re the HQ choices: maybe a Helios turned into a Fireknife+ to make use of that high BS for first turn shooting?
Are you using the Skyray for mobile Markerlight support?
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
I can't shake the feeing that the TL BC on XV8s is not really that great - the 3 shots (albeit with re-rolls) are just not enough. If the suits could take 2 non-TL BC, or the BC had 4 shots (like the assault cannon) then I'd reconsider. But 3 shots at 18" isn't enough for me to warrant taking the risk - 18" is starting to get a little close for comfort for me! In fact, given I had 10pts left I gave this suit the stim injector, given the fact he was going to have to get pretty close! Additionally, once the mobz are reduced to only foot movement, I'll then have the chance to use the 2 FW squads in the WFs against them ... ... ...
Thanks to you all for all of your comments thus far.
~ Ravenscraig ~
The outcome of our 2,000pts a side on the 6 x 4 table (we ended up playing capture 3 loot counters) was pretty much as I had hoped for. I was lucky enough to get first turn and destroyed 3 trukks on Turn one with the 3 Deathrain squads. One of the Deathrain squads was fired at by the Basilisk but the 3" scatter took it away just enough.
Turn 2 saw the arrival of the 2 Gun Drone squadrons held in Reserve and they and the Deathrain squads took out another 4 trukks and a warbuggy. Turn 2 also saw the Basilisk destroyed by the 2 Piranha.
In Turn 3 I lost one my 'Els because I had clearly forgotten just how much the Speed Freakz 21" charge range is. Amazingly he survived the 32 choppa attacks but also failed to do a any wounds back and was taken down by the power-klaw wielding Nob. Also in Turn 3 I had a Hammerhead charged by a unit of 'Ardboyz - that 21" charge range again - and lost the main gun.
Turn 4 saw the rest of the Orks being mopped up and their one remaining trukk being immobilised - the one trukk that 3 broken squads were haeding for! The 'Ard Boyz squad finally took out the Hammerhead, given that it couldn't get more than 12" away and there's only so much you can do against 9 Burna Boy and 1 power-klaw Nob. The 2 FW squads never disembarked once during the all-too-short game.
But that was pretty much it and the game was a good as over. 2,000pts (or thereabouts) of Speed Freakz taken down for the loss of an 'El and a Hammerhead.
Lessons learned (or, at least, confirmed!):
1. 3 suit Deathrain squads proved to be very effective.
2. The Skyray being able to move at only 12" posed a number of problems and it may be that using 2 Tetra instead will resolve the difficulties of being able to move sufficiently to get LOS to different targets.
3. I forgot to use my Target LOcks on the Deathrain squads which, given the way they were playing, would probably have reduced the game length by one turn.
4. A 21" charge range is not to be underestimated.
5. Orks have an awful lot of attacks when they charge.
6. The Helios 'El worked well, but the XV81 'El with the CIB never got a shot off before he was downed. I think I might trial using an 'O without the Targetting Array, and give him the CIB, a BC and the SMS. 13 shots (8 Str 5 and 5 Str 3) at 18" is quite a bit of firepower.
Other than that, a solid victory, and I'm now starting to feel that my Army at the 2,000pt mark is starting to take shape nicely; I'll now have to try it against Marines, Eldar, Necrons and Nids to see how it fares.
~ Ravenscraig ~
The CIB XV81 would work very well with a drone squad, use the circular drone technique or just have the drones lined up between the squad your shooting and your XV81.
This will give two benefits:
(1) Protection, the circular drone technique works well and would be really good with the CIB because of the close range of the weapon, either that or line up the drones in front, tis is only useful if no other enemy units are close as the circular drone technique prevents any targeting.
You could use drones from the vehicles as protection but the numbers are not high enough to provide extended protection.
A drone squad will survive well if caught in CC and should offer the IC the chance to escape, its not guaranteed but it is reliable.
(2)Firepower, the drones have 8 twin linked shots, added to the XV81's shots this would make for a devastating combo against Orks, the range of the weapons are well matched as well and the drones can pin (always a bonus).
I would try a drone squad, XV81 combo I think you will not be disappointed. Oh and important point do not attach the XV81 to the drone squad.
The tetras are another option, however I would advise sticking with the Skyray, it is tougher and has the added firepower, however both would do well, the Tetras are however not codex but thats not a problem in friendlies.
The Orks do indeed have shed loads of attacks, this is why you should be aiming to create a list that is aimed solely at reducing their mobility while maximising yours, use cover as much as possible to give you the INT bonus if charging is inevitable.
Do not ever take a list aimed at CC (Kroot etc) as this will fail miserably, the railgun, DR and mobility are your friends here.
Again well done and glad I could help, persist with the CIB XV81 and use the drone squad like I advised, I am interested to know if this config works for you against that hoardy type of list, I never tailor so I wil stick with my Helios but I like to know if stuff works and the drone squad could be the key for you on this.
I know I am posting this late, I had a match up 2 weekends ago vs SF. My results were the same, We were playing 1850 points though cleanse mission, My set up was pretty similiar though at 1850 I used no piranhas and had less suits and 3 hammerheads. I popped 5 trucks turn 1 and 2 more on turn 2 and and a wartruck I think on turn 3. Once you get rid of their mobility you can just move away and shoot. The last 3 turns were just me moving away and shooting sub munitions and missiles and backing away. I think in the end I lost.
3 Gundrones( Which I deepstriked behind his Leman russ and popped it) lol I lost the 3 to my DS landing to far off and and 3 couldnt land.
1 Railgun,( i think)
My upcoming blog in the works: