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 Scourges vs Trueborn

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Kehmor
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PostSubject: Scourges vs Trueborn   Mon Jun 12 2017, 17:09

With the increase in price of the venom I can help feel scourges outperform trueborn in almost every way. For an extra 3 points you get invuln save, 4+ normal save, deep strike, 7 extra inches of movement, fly, and more weapons choice.

Am I missing something?
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Hellstrom
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PostSubject: Re: Scourges vs Trueborn   Mon Jun 12 2017, 18:17

Being outside a vehicle Scourges die like flies. Put either Trueborn or Scourges inside a vehicle and they become pretty survivable, but obviously Trueborn are then cheaper.
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Kehmor
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PostSubject: Re: Scourges vs Trueborn   Mon Jun 12 2017, 18:25

Hellstrom wrote:
Being outside a vehicle Scourges die like flies.  Put either Trueborn or Scourges inside a vehicle and they become pretty survivable, but obviously Trueborn are then cheaper.


Scourges always get their alpha strike though, and can easily be positioned to be only in line of sight of their target when they enter the game - if you choose something they are likely to destroy then you're guaranteed at least two rounds of shooting before they can even be targeted.

Also without a venom they come in at about half the price and get a better weapon as standard.

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ligolski
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PostSubject: Re: Scourges vs Trueborn   Mon Jun 12 2017, 22:10

Scourges with heat lances in either raiders or venoms (since infantry). You can advance and still shoot just at -1 to hit. Im going to try two squads of 5 in raiders or venoms and see how it goes. Should give them a ton of extra durability and threat range.

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Kehmor
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PostSubject: Re: Scourges vs Trueborn   Mon Jun 12 2017, 22:28

ligolski wrote:
Scourges with heat lances in either raiders or venoms (since infantry). You can advance and still shoot just at -1 to hit.  Im going to try two squads of 5 in raiders or venoms and see how it goes. Should give them a ton of extra durability and threat range.

I probably wouldn't start them in a transport - their in built webway portal is too good to waste - should be easy enough to land them so they are only in LOS of their target, which presumably they'll destroy. Should be easy enough to set it up so that a transport can pick them up shortly after - maybe one that has just dropped off cc units
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Imateria
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PostSubject: Re: Scourges vs Trueborn   Mon Jun 12 2017, 23:30

ligolski wrote:
Scourges with heat lances in either raiders or venoms (since infantry). You can advance and still shoot just at -1 to hit.  Im going to try two squads of 5 in raiders or venoms and see how it goes. Should give them a ton of extra durability and threat range.
Why Heat Lances? They're pretty terrible anti-tank/mosnter weapons now.
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Barrywise
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PostSubject: Re: Scourges vs Trueborn   Tue Jun 13 2017, 08:11

Rolling more dice averages out bad rolls. Missed, failed to wound or rolled a 1 for damage in my last game I played with all my Dark Lance shots. While I might've just had comritical failures and forgot to use a command point, heat lancés don't wound as often but when they do you're in for a world of hurt.

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amishprn86
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PostSubject: Re: Scourges vs Trueborn   Tue Jun 13 2017, 09:10

Blaster Scourge DSing if you want to get "behind" and hit key units other wise Trueborns are a bit better.

Having 1 unit of Scourges might be fun.

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|Meavar
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PostSubject: Re: Scourges vs Trueborn   Tue Jun 13 2017, 09:49

Kehmor wrote:
ligolski wrote:
Scourges with heat lances in either raiders or venoms (since infantry). You can advance and still shoot just at -1 to hit.  Im going to try two squads of 5 in raiders or venoms and see how it goes. Should give them a ton of extra durability and threat range.

I probably wouldn't start them in a transport - their in built webway portal is too good to waste - should be easy enough to land them so they are only in LOS of their target, which presumably they'll destroy. Should be easy enough to set it up so that a transport can pick them up shortly after - maybe one that has just dropped off cc units

I think our tables and enemies look slightly different. I don't think I could ever deploy anything anywere that after the enemy movement phase the scourges are still out of line of sight.
A lot of vehicles etc move 12-14, even most faster units move 8-14. If I want line of sight to one of their units they can usually park 2 or 3 units close enough together to see from that spot and something in front/behind. But most of the time it will be from that the los is only bloked from one sight, which means that everything that is fast enough to move to the place of wathever I killed or further will have los and shoot me. Those scourges have the alpha strike, and maybe not all of them will die, maybe something else has priority, but if he want those scourges dead and they had sight to one of his units, I can expect that they will be dead next turn.
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SERAFF
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PostSubject: Re: Scourges vs Trueborn   Tue Jun 13 2017, 10:49

Used one unit of scourges with DL in 2 games. Started on the table, didn't move. Worked very well, especially when I took them as Ynnari and casted the Word of Phoenix. Good combination with a dissie ravager. The enemy always tried to charge them, but they survived with little casualtis, felt back and continued shooting.
Lances act like always - you either fail to hit and to wound with all 4 guns at a time, or tear the enemy apart when the rolls are good.

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