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Hi all. Since I didn't want to constantly post comments with lists I figured I should just update the list I posted first since there have been major changes.
Here is the list I came up with most recently:
Shas’o (Ninja'o) : Cyclic ion blaster, Plasma rifle, Vectored retro-trusters, Stimulant injector, HWMT = 135
Devilfish : disruption pod, MT = 95
8 FW : Team leader, Marker light = 95 (Stationnary team)
12 kroot+4 kroot hounds = 108
Fast attack :
8 Gun drone squad
7 Pathfinders : 4 pulse carbine, Marker light+3 rail rifles, TL = 126
Devilfish : disruption pod, MT = 95
3 crisis suits : A:TL missile pods, TA , B:TL missile pods, TA, C:Team leader, TL missile pods, TA, HWDC+2Gun drones = 184
3 crisis suits : A: Plasma rifle, Missile pod, MT, B: Plasma rifle, Missile pod, MT, C: Plasma rifle, Fusion blaster, TA, Team leader, HWMT, HWDC+2Gun drones = 221
3 stealth suits
3 broadsides : A:Team leader, HWDC+2Shield drones, TA, HWTL, HWMT, B:TA, C:TL = 280
Hammerhead : disruption pod, MT = 155
Special thanks to SavageConvoy for the guideline!
I gave a Marker light to one of my FW because I originally had 1 more pathfinder and wanted to spread my lights a little better. Maybe it's a waste of points as It'll fail 50% of time...
I'm quite pleased with the list as of now, but might try out a few things.
1. Might exchange the 8 FW + Marker light for 11 kroot + 3 kroot hounds.
2. Might take out the Stealth suits and the Gun drone squad in favor of 2x 1 man team piranha with Fusion blaster, Disruption pod and Targetting Array to counter the mech heavy meta. This leaves me with extra points.
3. I'm still very unsure about my HQ. I feel he's point heavy. I might just end up making him Fireknife and have him escorted by 2 guards (removing 1 suit).
4. I think the Positional relay is great but I would add a Shas'el to carry it with PR and T-L missile pods for 86.
5. I also thought of giving up on the stealth team and the Gun drone squad in favor of a second Hammerhead. That leaves me with 30 free points.
Not sure what's best here I guess more field experience will teach me the way!
Glory for the greater good!
Comment if you have anything to say about the present list, the list of options or any point you want to bring up regarding the list!
Last edited by Adonime; September 25th, 2011 at 17:27. Reason: Updating... : list V-1
I'm considering removing the 6 drones attached to my stealth suits in favor of a 5 man strong gun drone strong gun drone squad. I would deepstrike the unit and support the suits anyway (by blocking los etc) so I would leave my suits dry (just the bonding knife). Also will replace the carbine of the 6 man FW crew with pulse rifles and probably will remove the emp grenades to free some points (It was either that of the seeker missiles).
I'm also thinking about separating the HQ and the body guards to keep the 2 suits as Deathrains and give the HQ Airbusting projector with the free points from the removal of the EMP.
I would like to add a FW squad and would probably remove the kroots to do so. Don't know yet though. Infiltrated kroots seemed like the best way to capture far away objectives but they're just too fragile to endure 4-5 turns and hug the trees most of the game.
Your thoughts on the changes and the list itself are welcomed!
Sadly our lists lack variety at the moment. Only a few of our units are actually effective at their point cost and we have to maximize those and cut all else from an already short list of options.
-I would run your commander and bodyguard as the more traditional fireknife combo as they are able to take T.Array and HWMT to make them a bit more effective.
-Lose the Positional Relay. It is a huge point sink for a very limited effect.
-Cut the Firewarriors down to 6 man teams, with no upgrades. I know they seem great on paper with a 4+ save and S5 30" gun, but they will fall too easily if they are out of the devilfish for prolonged periods.
-Lose the T.Array on the fish. T.Array will not buff the BS on the gundrones and it's not worth it to get an extra shot or two in on a Burst Cannon.
-Stealth suits are very points heavy for a unit that is really confused about what it wants to do and lacks the firepower to keep it a threat.
-Lose the Bonding knife on the Crisis suits and maybe change them to deathrains to give you the points shift needed to run the commander in the fireknife pattern.
-Run pathfinders or lose the seeker missiles. They are the only reliable source of marker lights right now and trust me that it's not going to help when you need to pop a vehicle and you need to roll to hit with the marker light (50%) then roll to hit with the seeker (83%) then rolling to see if it's pens or glances. And to top it off having to roll on the damage chart. I don't trust seeker missiles that well. Maxing out missile pods and railguns will make for excellent anti-vehicle and are much more cost effective.
-I know the Sniper drone squads are a bit points heavy, but I haven't played with them so I can't judge. I'd swap them with broadsides or a railhead if you have one.
Thank you for this comment SavageConvoy! I will actually use the comment as a guideline. I guess I built some sort of fluffy list using the SDT and stuff. Anyway some really usefull and precise tips.
I'm trying to come up with a new list following your recommendations!
Simple question, what did you mean by:?you need to roll to hit with the marker light (50%)
Do you actually need to roll to see if the light hits? I tried looking around but couldn't find a clear answer.
If anyone could clarify it would be most appreciated!
Last edited by Adonime; September 24th, 2011 at 06:09.
Yes, you need to have a markerlight token on the vehicle in order to launch a missile. So order is:
(Roll to Hit with marker light)
Use marker token to launch missile
(Roll to hit with missile)
If missile hits
(Roll to determine glance or penetrating)
If penetrate or glance
(Roll to determine damage result)
That's 4 die rolls. Quite a bit, although you do have a much more 'versatile' range in that the markerlight doesn't have to be anywhere near the vehicle carrying the missiles. This is counteracted by the fact that you need to have a markerlight unit in order to get any benefit from those missiles. Interesting concept, but firing on a vehicle has a smaller chance to cause lasting damage. These numbers basically have an additional 50% 'miss chance' that direct weapons fire (railheads, broadsides, etc) just doesn't have.
One thing that is pretty cool about them though, is that if you can place a missile bearing vehicle behind an enemy, you strike rear armor, regardless of intervening cover or the markerlight's location.
At least, that's how I've always understood it.
Gareth is the person I try to impress when I convert and paint.
Im actually going to try taking Piranhas loaded with seeker missiles to turbo boost behind enemy transports and light them up with missiles.
You're right about the cover saves. The FAQ says they opperate the same as seeker missiles. The target only gets a cover save if it's actually in terrain, not do to LOS obstruction.