1500 Kabal. Cheese? - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Page 1 of 2 12 LastLast
Results 1 to 10 of 15
  1. #1
    LO Zealot Sareld's Avatar
    Join Date
    Jan 2005
    Location
    Copenhagen, Denmark.
    Age
    33
    Posts
    1,449
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    108 (x4)

    1500 Kabal. Cheese?

    Ok, this army can hide completely from the enemy untill turn three, where the mandrakes will suddenly jump into existance and secures a nice spot in the very centre of the enemy army/objective, where the scourges will land and set up the web way portal, of which the warriors and the archon will jump out and lay waste to everything in sight. On paper, the tactic seems pretty darn good, and at least very unusual. What do you think of it? And does it qualify as 'cheesy', or is it just a dodgy strategy?

    HQ (167):

    Archon Keeraq (in WWP)
    + Reaver Jetbike
    + Shadow Field
    + Combat Drugs
    + Tormantor Helm
    + Power Weapon
    + Plasma Grenades

    ---------------

    Elites (450):

    10 Mandrakes

    10 Mandrakes

    10 Mandrakes

    -----------------

    Troops (597):

    15 Warriors (in WWP)
    + 2x Splinter Cannon
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Terrorfex Grenade Launcher

    15 Warriors (in WWP)
    + 2x Splinter Cannon
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Terrorfex Grenade Launcher

    15 Warriors (in WWP)
    + 2x Splinter Cannon
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Terrorfex Grenade Launcher

    ----------------

    Heavy Support (286):

    7 Scourges
    + 4x Splinter Cannons
    1 Sybarite
    + Splinter Pistol
    + Agoniser
    + Web Way Portal (active)
    + Plasma Grenades

    Total: 1500


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    The Dvl in Pale Moonlight danceman's Avatar
    Join Date
    Oct 2005
    Location
    Stockholm, Sweden
    Age
    34
    Posts
    889
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    121 (x3)

    I wouldnt say cheesy, no.

    A dangerous army though. You have very little in the terms of taking out tanks and such threats but ALOT to deal with infantry.

    It is very risky to rely a lone deep striking unit to deliver your WWP.

    3rdly IĀ“d try to fit in some lances.

    Other than the rather one-shot WWP delivery it could do pretty well IMO unless facing an Armoured company

    Cheers dancey
    ""What's the matter? Don't ya like clowns? Don't we make ya laugh?" - Captain Spaulding.

  4. #3
    LO Zealot Sareld's Avatar
    Join Date
    Jan 2005
    Location
    Copenhagen, Denmark.
    Age
    33
    Posts
    1,449
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    108 (x4)

    Hi gnome, thanks for the feedback

    Quote Originally Posted by danceman
    A dangerous army though. You have very little in the terms of taking out tanks and such threats but ALOT to deal with infantry.
    Well, I figured that the 6 blasters was enough to kill the tanks I needed dead, and then I would ignore the others. Remember that a tank will only have about 3 turns to get into position and fire if I play it right..

    Quote Originally Posted by danceman
    It is very risky to rely a lone deep striking unit to deliver your WWP.
    As long as I dont deepstrike them to their deaths, there is nothing that can stop them from deploying their portal. And as a second squad would have beer really expensive, I figured that I would take the chance. How would you fit in a second portal? I am out of ideas.

    Quote Originally Posted by danceman
    3rdly IĀ“d try to fit in some lances.
    Lances in the scourge squad? That just might work, as the scourges will safe behind a wall of warriors once they open the portal, but it will cost me a turn of fire to get heavy weapons fot them rather than assault weapons. Otherwise I could fit in a ten man warrior squad with lances, but as the enemy will have nothing to fire at but them untill I initialize the main attack, I dont think that those warriors would live to do anything useful...

  5. #4
    LO Oldie
    Join Date
    Nov 2005
    Location
    California, USA
    Posts
    1,248
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    34 (x3)

    how bout a 8 man squad but with 2 blasters out of webay. that way you wont be wasting the fire of the big squads against tanks
    2000pts Orks 4-2-1

  6. #5
    Archite of Caerbannog KwiKwag's Avatar
    Join Date
    Aug 2005
    Location
    SJ Bay Area
    Posts
    1,582
    Mentioned
    3 Post(s)
    Tagged
    1 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    225 (x6)

    :w00t: No one on the board to start the game? LOL

    Nice, I can just see it now during the setup the mon-keigh just starring at the sky wondering...

    No really, since there are no units on the board your opponent will have an easier time setting up. If there was one or two squads there then at least he would adhere to a normal setup formation. Perhaps the mandrake counters will make him nervous, I dunno, mandrakes are mystery.

    Looks good against IG, Tau and Orks - not sure about the mon-keigh and their shiny suits.

    I dunno, I'm going to look at this list a little longer - No, not cheesy.
    Last edited by KwiKwag; May 16th, 2006 at 17:54.

  7. #6
    LO Zealot Sareld's Avatar
    Join Date
    Jan 2005
    Location
    Copenhagen, Denmark.
    Age
    33
    Posts
    1,449
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    108 (x4)

    The minimum size for a warrior squad is 10, but otherwise good idea, so I´ll go with it. I sacrificed one anti-infantry warrior squad for two small warrior squads with blasters, so I wont waste too much splinter cannon and rifle fire against tanks. what do you think?

    HQ (167):

    Archon Keeraq (in WWP)
    + Reaver Jetbike
    + Shadow Field
    + Combat Drugs
    + Tormentor Helm
    + Power Weapon
    + Plasma Grenades

    ---------------

    Elites (450):

    10 Mandrakes

    10 Mandrakes

    10 Mandrakes

    -----------------

    Troops (594):

    15 Warriors (in WWP)
    + 2x Splinter Cannon
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma Grenades

    15 Warriors (in WWP)
    + 2x Splinter Cannon
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma Grenades

    10 Warriors (in WWP)
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol

    10 Warriors (in WWP)
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol

    ----------------

    Heavy Support (286):

    7 Scourges
    + 4x Splinter Cannons
    1 Sybarite
    + Splinter Pistol
    + Agoniser
    + Web Way Portal (active)
    + Plasma Grenades

    Total: 1497
    Last edited by Sareld; May 16th, 2006 at 18:24.

  8. #7
    Member
    Join Date
    Feb 2006
    Location
    Los Angeles, CA
    Age
    32
    Posts
    107
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    4 (x1)

    when you play this army, let us know how it goes. im very curious to see how well it plays

  9. #8
    LO Zealot Sareld's Avatar
    Join Date
    Jan 2005
    Location
    Copenhagen, Denmark.
    Age
    33
    Posts
    1,449
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    108 (x4)

    After carefully reading the rules, I have reached the conclusion that the scourges cant deploy the portals in the turn they deepstrike. I have decided to get another portal, just to make sure that I get at least one deployed, but I had to sacrifice some mandrakes. What do you think now?

    HQ (167):

    Archon Keeraq (in WWP)
    + Reaver Jetbike
    + Shadow Field
    + Combat Drugs
    + Tormentor Helm
    + Power Weapon
    + Plasma Grenades

    ---------------

    Elites (300):

    10 Mandrakes

    10 Mandrakes

    -----------------

    Troops (562):

    13 Warriors (in WWP)
    + 2x Splinter Cannon
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma Grenades

    13 Warriors (in WWP)
    + 2x Splinter Cannon
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma Grenades

    10 Warriors (in WWP)
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol

    10 Warriors (in WWP)
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol

    ----------------

    Heavy Support (234):

    5 Scourges
    + 3x Splinter Cannons
    1 Sybarite
    + Splinter Pistol
    + Agoniser
    + Web Way Portal (active)
    + Plasma Grenades

    5 Scourges
    + 3x Splinter Cannons
    1 Sybarite
    + Splinter Pistol
    + Agoniser
    + Web Way Portal (active)
    + Plasma Grenades

    Total: 1497

  10. #9
    Member Asmodean's Avatar
    Join Date
    May 2005
    Location
    Western Australia
    Age
    27
    Posts
    182
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    27 (x1)

    hrmm

    From a tactical standpoint, you've basically hit the nail on the head of what DE want : an easy run into combat without getting shot at, much...

    But I reckon what you need, are some wyches for those pesky assault terminators/tyranid warriors/ bloodletters
    Maybe drop one mandrake squad for a wych squad? the potential those babies have coming out so close to the line of the enemy, fully supported is quite huge.

    Lastly, for a DE force, you are conspicously raiderless... remember, that the opponent will have two turns after your scourges land to ready their forces, and since all your warriors need to come from the same place, almost every army in the game could organise a few nasty surprises for you... (ordnance! ) So keep in mind that without raiders you most definately are not guaranteed of actually getting into combat on the turn you come out, in in the face of rapidfiring firewarriors, that would be a bad thing.

    So my advice simplified (and highly theoretical, as I have never thought or played about this one)
    1. Mobilize. the whole Idea behind the warp portal is to get the jump on the enemy; use it, with you manuvourablility, and two possible warp points, you could attack anywhere in his force, with potentially all your units at once.... devestating.
    2. Since you're going to be up close and personal very very quickly, I'd say some wyches would be a good investment; maybe some reavers for tank busting / tying up threatening assault units

  11. #10
    LO Zealot Sareld's Avatar
    Join Date
    Jan 2005
    Location
    Copenhagen, Denmark.
    Age
    33
    Posts
    1,449
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    108 (x4)

    Hi all, I just thought that I would share my expiriences with you, and let you know how this list did during game testing.

    First of all, the main problem about this army was that the rules for the WWP is very clumsy to say the least. At first, I just thought that reading it a few times would make it clear to anyone that the scourges could land and open the portal in the same turn, provided that the scourge sybarite did not fire his pistol that turn.. but I was wrong. Every opponent I have played against have had his own interpretation of the rule, and usually that interpretation meant that the scourges could not open the portal in the turn they landed... go figure. However, I mailed GW and had one of their rules boys confirm my interpretation, with the exeption that it had to be opened in the shooting phase, so that was what we ended up playing by. To simplify, the portal has the following prifile:

    Damage: n/a, Ap: n/a, Range: 2", Assault 1/blast.

    Now, lets have a look on how the army did:

    Things that didnt work:

    Mandrakes: The mandrakes were dissapointing. Very dissapointing. They lacked the killing power to harm anything with a decent armor save, and their special deployment didnt offer nearly as much mobility as I hoped. I however kept one unit for the sole purpose of being on the board while I awaited the reserves, and to sneak in cover on top of an objective and try to hold it with their cover saves.

    Lord on bike: Having 12" of move and 6" of charge is ok, but having 6" of move, d6 " of FoF, and 12" of charge were far better.. Especially when you enter play within charge range of the enemy, and when you have the ability to consolidate into the next squad, and the next and the next... The bike just wasent worth it.

    Underequipped scourges: schouges are sitting ducks when they deep strike, and that is why they need to be able to remove as much opposition as they can before the enemy retaliate. Scourges should never be chosen in squads smaller than 8, and never enter play with less than 4x splinter cannons.

    Things that did work:

    The concept: Having nothing but a concealed squad of mandrakes on the table in turn one is fun, especially when your paranoid opponent have no clue whats going on and whats about to hit him. Fun and competitative.. just the way I like it.

    Diffrent warrior squads for every situation: The blaster/agoniser anti tank/MC squads work wonderfully when they are deployed within range, and 12-16 man anti horde warrior squads work wonders against hordes.

    Multiple portals: two portals is just the right amount of portals to use... Place one portal in each of the enemy flanks, and watch as everything the enemy has is within range of your blasters and splinter cannons. You can even loose one portal to a bad drop and still remain in the game.. simply brilliant.

    Fully decked out scourges: 16 BS4 bolter shots, whereever you like them. Nice. Even lehman russes are in danger of having their rear armor shredded when these guys land, and their agoniser can work wonders when they are supporting the warriors in assault. They may not be able to kill their points back, but they are still worth it all in tactical value.

    The list I ended up with:

    HQ (139):

    Archon Uhrax
    + Punisher
    + T-helm
    + Shadow Field
    + Combat Drugs
    + Gruesome Talisman
    + Plasma Grenades

    -------------------

    Elites (120):

    8 Mandrakes

    -------------------

    Troops (662):

    11 Warriors
    + 2x Splinter Cannons
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma Grenades

    11 Warriors
    + 2x Splinter Cannons
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma Grenades

    9 Warriors
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma Grenades

    9 Warriors
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma Grenades

    9 Warriors
    + 2x Blasters
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma Grenades

    ---------------------

    Heavy Support (56:

    7 Scourges
    + 4x Splinter Cannons
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma grenades
    + Web Way Portal

    7 Scourges
    + 4x Splinter Cannons
    1 Sybarite
    + Agoniser
    + Splinter Pistol
    + Plasma grenades
    + Web Way Portal

    Total: 1489

    Any suggestions or comments? The cool part is that there is tons of ways to expand.. Imagine how effective a taos would be in that portal, or the decapitator as my 2nd HW.. or another warrior squad.

+ Reply to Thread
Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts