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 Tactical Tidbits - Skaris Book of Wisdom

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DARK_ARCHON_GAZ_NZ
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Nov 16 2017, 03:59

How can you spin the model to engage more targets?
As I understand it flying models contact points are taken from the base not the hull
Also where does it say you can fly over models charging?
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|Meavar
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Nov 16 2017, 08:35

Normaly you measure from the base but the raider specifically mentions measuring from the hull.
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LordSplata
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Nov 16 2017, 10:38

As a flier you ignore models and terrain when you move, not just during your movement phase
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DARK_ARCHON_GAZ_NZ
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Nov 16 2017, 18:01

1 box of zombie crows will give you 45 bases worth
I split mine into majority single crow bases / and some with 2-3 crows
You just need to buy small flying stems and swarm bases
I had a few birds on the ground or on dead enemy Wink

Using these is an interesting tactic
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Voidhawk
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Nov 16 2017, 20:55

@DARK_ARCHON_GAZ_NZ wrote:
1 box of zombie crows will give you 45 bases worth

Wow, that's awesome value! Where exactly sells these zombie crows?
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DARK_ARCHON_GAZ_NZ
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Nov 16 2017, 21:20

Just google Zombicide: Murder of Crowz

Find cheapest seller for your location
You only need one box
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Skari
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Sun Dec 03 2017, 03:01

Ok I am back! With another tactical tidbit.

Best use of the new Chapter Approved Stratagem Webway Portal - 1 or two units of infantry, beasts or bikes for 1 or 3 command points respectively.

I think there will be a few main uses for this awesome stratagem, but my favourite will be to get some Hellions right into the fight! And be able to deny the enemy a chance to shoot them before they make it into combat.

I am also considering a 20 man unit of kabalite warriors with a blaster and 2 splinter cannon.

Best used to hit a flank hard!
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RedRegicide
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Sun Dec 03 2017, 13:53

Hey Skari, weve been debating this one for a while over on “WWP Tarpit”

I agree with the warrior idea, but it was argued that the punch they’d give wouldn’t be worth their value. Rereading that conversation I’m thinking I may still be open to that idea though

And we came to the conclusion that hellions were a solid option, but you are risking they won’t get into combat, at best you have 55% of getting in (PFP/CP re roll)

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Cerve
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Sun Dec 03 2017, 14:03

After a lot of thought, another good unit to DS is a Troupe+Shadowseer.

A good Troupe around 250ish points, with Fusion Pistols and some CC weapon.
DS both the units, cast the double movement with the Shadowseer, get in range and shoot with the Fusion Pistols and then charge anyone you want.

You get a better positioning thanks for psy power, you still hit hard (both in shoot and melee), and most of all you can do this trick even in the first turn. You have no PfP to wait, clowns still clowns all the time Smile
That's helps you to re-balance the game if you're going second and you lost some of your firepower before your turn.

Seems fun to me Smile
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Silverglade
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Sun Dec 03 2017, 14:22

@Cerve wrote:
After a lot of thought, another good unit to DS is a Troupe+Shadowseer.

A good Troupe around 250ish points, with Fusion Pistols and some CC weapon.
DS both the units, cast the double movement with the Shadowseer, get in range and shoot with the Fusion Pistols and then charge anyone you want.

You get a better positioning thanks for psy power, you still hit hard (both in shoot and melee), and most of all you can do this trick even in the first turn. You have no PfP to wait, clowns still clowns all the time Smile
That's helps you to re-balance the game if you're going second and you lost some of your firepower before your turn.

Seems fun to me Smile

Except harlequins are not DE. So you can't WWP them. (Or did they get the WWP stratagem too? don't know if they did).
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Burnage
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Sun Dec 03 2017, 14:41

@Silverglade wrote:
@Cerve wrote:
After a lot of thought, another good unit to DS is a Troupe+Shadowseer.

A good Troupe around 250ish points, with Fusion Pistols and some CC weapon.
DS both the units, cast the double movement with the Shadowseer, get in range and shoot with the Fusion Pistols and then charge anyone you want.

You get a better positioning thanks for psy power, you still hit hard (both in shoot and melee), and most of all you can do this trick even in the first turn. You have no PfP to wait, clowns still clowns all the time Smile
That's helps you to re-balance the game if you're going second and you lost some of your firepower before your turn.

Seems fun to me Smile

Except harlequins are not DE.  So you can't WWP them.   (Or did they get the WWP stratagem too?   don't know if they did).

Harlies did get Webway Portal, alongside a temporary 3++ save Strategem.
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Cerve
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Sun Dec 03 2017, 15:48

@Silverglade wrote:
@Cerve wrote:
After a lot of thought, another good unit to DS is a Troupe+Shadowseer.

A good Troupe around 250ish points, with Fusion Pistols and some CC weapon.
DS both the units, cast the double movement with the Shadowseer, get in range and shoot with the Fusion Pistols and then charge anyone you want.

You get a better positioning thanks for psy power, you still hit hard (both in shoot and melee), and most of all you can do this trick even in the first turn. You have no PfP to wait, clowns still clowns all the time Smile
That's helps you to re-balance the game if you're going second and you lost some of your firepower before your turn.

Seems fun to me Smile

Except harlequins are not DE.  So you can't WWP them.   (Or did they get the WWP stratagem too?   don't know if they did).

Yep they got the same WWP, and another one which give 3++ to an harlequinn unit who run, for 1 C
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amishprn86
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Sun Dec 03 2017, 15:56

@Cerve wrote:
After a lot of thought, another good unit to DS is a Troupe+Shadowseer.

A good Troupe around 250ish points, with Fusion Pistols and some CC weapon.
DS both the units, cast the double movement with the Shadowseer, get in range and shoot with the Fusion Pistols and then charge anyone you want.

You get a better positioning thanks for psy power, you still hit hard (both in shoot and melee), and most of all you can do this trick even in the first turn. You have no PfP to wait, clowns still clowns all the time Smile
That's helps you to re-balance the game if you're going second and you lost some of your firepower before your turn.

Seems fun to me Smile


Did a small write up already for quins, as Ynnari or pure quins dont matter.

http://www.thedarkcity.net/t16762-harlequins-in-chapter-approved#204512

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Skari
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Wed Dec 13 2017, 18:47

Ok, so!

Tactical Tidbit -

Web way Portal Uses.

I have been using this fantastic stratagem every single game. It allows you to place a single unit (infantry, beast or bike) in deep strike reserve for one CP or 3 CP to place two such units.

So! What have I been using it for?

Kabalite Warriors and Hellions.

I prefer the hellions in the WWP. They are fast, have decent shooting and incredible close combat potential, the enemy tends to shoot them off the table because they are quite nasty, so it is great to have the option to hide them and bring them to the table where you need them most to charge something, tie it up, or break the enemy! Damage two is amazing.

The kabalite warrior option has been a great way to get a unit of 10 or 20 kabalites where you need them most and has let me to win quite a few games!

What are your thoughts?
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Wed Dec 13 2017, 19:05

After playing Hellions for the 1st 10-12 games of 8th and they got into combat almost everytime, they really didnt do much damage at all, 0ap really hurts, the things they are good against normally are +1 toughness and 3/4+ save anyways so the +1 str really doesnt help unless you add the +1S drug (that was my best use for them). Just my personal experience.

As for the WWP, since i've been playing QUins and SOB lately i havent tried it out for DE yet.

I was thinking of taking 2x10 Kabals and letting their Raider go empty, and DSing them as late as i can or is maelstrom w/e i need to to get objectives.

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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Wed Dec 13 2017, 20:08

I used hammy and grots. The actual combo was meh but the extra deepstriking let me burn an objective in the new scourge mission. Extra deep strikes are awesome!

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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Wed Dec 13 2017, 21:24

20 hellions in a portal have netted me most of my wins. If I am going to need them thrown against t8 (leeman russ parking lots/ baneblades/ knights) i do the +1 str to wound on "5". Otherwise, +1 A.

Every game they have died, but every game they have been pivotal, from assaulting flyers to tying up multiple units at once.

The new dex better make them 2 points or so cheaper and their weapon ap-1.

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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Wed Dec 13 2017, 22:18

I have no idea who you're playing against but this army has done nothing but frustrate me. For instance, I will use Razorwing Flocks to screen. Great, except they're pricey for what they do, and if your opponent has any kind of horde mechanics, they're going to lose the horde vs. horde game every time. I play against Orks a lot and the Boyz and Shootas and Grots just annihilate my bird screen.

Also, the Haemonculus' only job in my army is to buff vehicles, which means all my fast vehicles have to be clumped around a slow as balls HQ or else they lose their toughness value. If this wasn't bad enough, he's generally clobbered first in any close combat he sees, and a 5++ save will not keep him alive. At all.

Covens units are overpriced for what they do and generally lack the punch to maul their way through the aforementioned hordes of Boyz like they used to.

The Webay Portal stratagem I have never used, not because I think it's bad in and of itself, but I can't think of a single time I'd want to get my infantry EVEN CLOSER to a rampaging horde of Orks. If anything it should probably be used to keep things off the table for as long as possible, but frankly we need all the shooting we can get for as long as possible before the opponent is inevitably in our faces.

And if I sound like I'm banging a drum talking about Orks, it's because they're another fully Index army so it's more or less apples to apples. If I was to compare Dark Eldar to, say, Tyranids or Eldar, we all know who would win those matches and the tired excuse of "it's just until we get a codex!" would be trotted out.

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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Dec 14 2017, 00:20

It's a sad truth that we have no good solutions to hordes, and also that horde armies (Guard, Orks, 'Nids) are top dogs this edition. It's generally a case of playing the objectives and praying we don't get tabled.

"Luckily", no-one else has any good solution to them either, so our losses don't show up much next to Space Marine player complaints.
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Dec 14 2017, 03:27

The difference is, Space Marines have a list of units they can bring so big it can choke a goat. By fiddling with their loadouts and wrapping stuff around Guilliman they can at least stand a chance.

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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Dec 14 2017, 08:00

TeenageAngst , when the indexes dropped originally did you not say that the DE where one of the most powerfull?

Truth to be told against orks I usually do pretty ok, although that might be partly due to the player (he does not play that often). The one thing I hate about the orcs is that their infantry has a bigger threath range than ours, but since he has relatively little reliable shooting I can keep most of my army alive the first 2 turns and then wreck him once he hits my lines.
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Dec 14 2017, 11:48

Indeed I did, and indeed we were. Razorwing flocks were a force to be reckoned with for 7 points a piece.

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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Dec 14 2017, 11:59

Yeah at 1st we where strong, but with nerfs to us and buffs to others that changes really fast.

But our Index wasnt strong just a few units, and that currently remains the same problem for us as it has been for a long time.


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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Dec 14 2017, 13:34

About the tactic: Nice idea, have not yet played with Chapter Approved, but i will definitly try my hellions again.

About how bad drukhari are: i can not agree, but i have not played against orks, and have still not enough miniatures for 2000 point games. Keeping my blabber in a spoiler tag.
Spoiler:
 
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PostSubject: Re: Tactical Tidbits - Skaris Book of Wisdom   Thu Dec 14 2017, 14:16

Games at 1k are played differently as well, some armies are better at lower points some at higher points.

DG and DW are examples are armies that do bad at low points.

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