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Subsanity
Kabalite Warrior
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PostSubject: Army of trueborn   Sat Jun 03 2017, 16:33

So sitting around playing with the new FOC I am thinking of loading all my venoms with trueborn. Half splinter cannons half blasters at the cost of CP. Thoughts?
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amishprn86
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PostSubject: Re: Army of trueborn   Sat Jun 03 2017, 18:47

You can do some with Shredders too, they are S6 mass shooting. 0ap tho.

Its not a bad idea, but you can do 2 units in a Raider with a total of 5 DL's as well.

Model count is all that matters for Objectives now.

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PostSubject: Re: Army of trueborn   Sat Jun 03 2017, 19:33

Yea the possibility's are running rapid in my head. I currently have one raider was thinking incubi and visarch with an archon.
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PostSubject: Re: Army of trueborn   Sun Jun 04 2017, 14:00

Now the big question is do we start splitting up guns like 2 blasters 2 venom cannons in one venom.
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PostSubject: Re: Army of trueborn   Sun Jun 04 2017, 18:54

I ran them a couple times (not full army one unit each game)

I had 1 unit all Shredders 1st game (Agoniser and Plaster Pistol too)
2nd unit (Once i saw how strong vehicles where and Splinter is NOT heavy weapon) I ran 4 Shredders, 2 Splinter Cannons and still a Agoniser/Blast pistol

In the future i think im going to do a unit of 4 shredders for mass wounds, a unit or 2 of Blasters and a unit of splinter cannons and see how well that does.

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PostSubject: Re: Army of trueborn   Sun Jun 04 2017, 19:42

Im actually thinking 2x splinter cannons and 2x blasters. Copy paste and im not worried about what venom goes down.
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Toffeehammer
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 01:06

Personally I think I'm going to continue running my two 5-man squads with 4 blasters each in venoms. In 7th they always seemed to work really well on the rare occasions I could prevent them from being wiped off the board by turn 3 and, while blasters aren't as powerful as dark lances anymore, it still seems like a really strong unit (also I spent forever scouring the bits sites for all those extra blaster bits and I'll be damned if I don't use them).

Having a venom filled with blasters also seems like it might somewhat mitigate the nerf to the venoms splinter cannons as the venom needs to be within 18 for the passengers to fire anyway meaning the splinter cannons will continue to pump out those 12 infantry-shredding shots we all knew and loved.
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 01:45

Dont forget facing doesnt matter anymore for vehicles!

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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 03:21

2 cannons on a venom and 2 on board 24 shots @ 18in and 2 x D3 might be fun. If I take 4 venoms and keep them in paired up its still 4 blasters. Plus with split fire im not down my AT or my AI when a venom gos down.
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 13:32

Was thinking about Blasters this morning. Whilst Dark Lances are now one of the premier tank buster weapons in the game it's little brother the Blaster just doesn't pack that same punch now. At d3 wounds I now see the blaster as a mop-up weapon, a jack-of-all trades. A squad of Blasterborn should be targeting those vehicles already reduced to 5 wounds that a single Dark Lance might destroy but probably won't. Blasterborn will probably finish it off. Or fire them at small termie squads where the d3 will probably kill 2-3 of them. Or use them to reliably bring vehicles/monsters down into their lower capacity bracket - you can easily do 5-6 wounds with a volley of four of them, it might be enough to reduce the BS of something nasty or cripple something's movement and is much more reliable than throwing lances at the same thing.

I think the strategy for Dark Lances now is to throw them at multiple targets each turn and see which ones get hit for those 5-6 wounds. Then throw use Trueborn/Scourges and possibly Reavers to target those units to cripple or destroy them. Throwing 3 lances from a Ravager at a single model now looks like a waste, you don't wanna overkill stuff - remember, death from a thousand cuts. Lances tag a unit, and Blasterborn finish off whichever one got struck hard that turn.

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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 15:08

What I worry about Dark lances is if our transport give our enemys -1 to hit. What about our enemys transports. Will that just add up to us snap firing again?
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Count Adhemar
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 15:14

@Subsanity wrote:
What I worry about Dark lances is if our transport give our enemys -1 to hit. What about our enemys transports. Will that just add up to us snap firing again?

Our Venoms have -1 to be hit to represent the Flickerfield. Not every transport will have a similar rule. Some models with the Fly keyword have the Hard to Hit rule, which gives -1 to hit them. I'm not aware of any model that has both of these but I've not been through all the codexes yet.

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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 17:40

Wait Venoms also have the fly keyword does this mean they are -2 to hit?




Edit NVM its with Hard to Hit I got it now.
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 18:30

One problem:
You get close with True born in a venom and shoot. The enemy attacks the Venom in cc. Now in your turn, the Trueborn can not shoot. Except for pistols which they don´t have.
So you can fall back with your venom and it can shoot, but NOT the Trueborn inside. They are castrated for one turn.

And even worse: If the enemy surrounds your transport in cc and kills it, your expensive Trueborn are dead.

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Hen Tai, the tentacle guy
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 19:47

Solution: a bit of a gimping, but venom wont die. Move venom out of charge range and shoot at reduced capacity. Next turn disembark trueborn, move venom back, and fire at full cap. Trueborn now screens venom and venom get to shoot again once you fall back.

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Von Snabel
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 20:01

Hmm, I like it. Sort of a "Protect the carrage! Try to crush them with all this gold! That'll show them!"- sort of tactic. I bet they wont suspect it, and we must keep the feeble Mon'khey guessing Very Happy
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 20:03

Venoms have fly keyword.... Does this not mean that only other fly keywords can CC a venom?
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Hen Tai, the tentacle guy
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 20:05

They can still charge it, but the venom can leave cc without penalty and shoot next turn.

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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 20:07

No, that keyword just mean they can fly. The rule for only being able to be charged by models with "Fly" keyword is specificly named on those models. Ex our fliers with the "Airborne" rule Smile
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 20:15

When I played the other day I saw there was nothing preventing a unit from disembarking while the transport was locked in combat thus avoiding the passengers penalty for falling back.

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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 20:48

A lot of people are worried about a unit completely surrounding our venoms's.

But i think you need like 10 models at least. Eitehr way the Venom can "fly"/Fall back and still shoot b.c fly models can do that. i'm not 100% if Fall Back effects the passengers or not.

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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 22:14

The Open-Topped rule on venoms and raiders explicitly states that passengers in a vehicle can't fire if the vehicle has fallen back, even though the transport itself can.
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 22:15

Ok i wasnt sure thanks.

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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 22:37

So make sure your running 2 side by side lol
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PostSubject: Re: Army of trueborn   Mon Jun 05 2017, 22:58

Yeah that works XD

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