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CptMetal
Trueborn
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PostSubject: Saving true born   Mon Apr 02 2018, 09:42

We all have our beloved true born - mostly blaster born - taken away from us or only being able to use them as per index and I don't want that on the long run. I just got the idea to use them as scourges. Add a jump pack or wings and you're good to go!

What do you guys think? What parts would you use?
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Ikol
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 10:06

Scourges nowadays should be running HWB... so no.

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CptMetal
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 10:11

I'm not so sure tat haywire is the go to weapon. Blasters and dark lances are still great.
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Mppqlmd
Incubi
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 10:18

Haywire is better and cheaper against everything that is as solid as a rhino. Even more against quantum shielding, or inv saves.
But it's useless against non vehicles.

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Hen Tai, the tentacle guy
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 10:23

Converting them to scourges sounds like a cool option. When it comes to haywire, I think they are good for finishing vehicles off and cheaper, but you can only use them effectively against vehicles. Blasters are more usefull on a broader scale as they effectively wound and damage everything. If I only bring one squad of scourges, I will kit them with blasters (unless against necrons) If I bring two squads, I will take one squad of each.

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Mppqlmd
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 10:25

I'll take blasters on my 3 kabalites squads, and support them with dissies ravagers and haywire scourges.

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CptMetal
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 10:39

that's not a bad idea I'm just trying to save my converted models. With unique helmets I can integrate them into the rest of the army.

Edit
They have dark elf executioner skull helmets and only them. I'd love to give those to all my models but I don't know where to get similar ones. Any ideas?


Last edited by CptMetal on Mon Apr 02 2018, 11:08; edited 1 time in total
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Scrz
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 11:02

I had a hunch something like this might happen in the long run wen I converted mine so I made sure to paint them in the same colors as regular kabs, and magnetized them with a set of dark lance and splinter rifle arms in addition to the blaster arms. So my guys will just be demoted to fancy hatted, weapon specialists in regular warrior units.
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Hen Tai, the tentacle guy
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 11:13

I was too lazy to glue my trueborn together, so i guess that I have two extra kabalite squads to add to my footslogging list.

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RedGriefCult
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 11:14

It seems to me that the best application of Scourges is 1 squad with HWB and 1 squad with shredders. This lets you respond to any threat foe less than 200 points
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hekatrixxy
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 13:10

I’m going to test out two squads of Scourges tomorrow night. One with shredders, one with blasters. Against Craftworlds so both should be effective. I’ll probably end up building one squad each of HW, Blasters and Shredders.

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RedGriefCult
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 13:23

Alas the poor heat lance.
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yellabelly
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 13:35

Haywire seems appealing for Scourge at the moment. Blasters just top up dark light which is available elsewhere, haywire offers a different way of tackling vehicles which dark light might struggle with. The only concern for an all comers list is if you face tyranids or a non vehicle army - they become entirely toothless!

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Imateria
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 13:47

I'm thinking of keeping my Trueborn around but equipped with Shredders. Go Obsidian Rose and put two squads in a Raider for 8D6 S6, AP-1 shots with re rolls to wound at 18" range. The average number of shots on 8D6 is something like 28 so goodbye hords.
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Lord Asvaldir
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 13:54

Probably a solid idea, but personally I want to move on fully from the index and into the codex, so I will be leaving trueborn behind. Not really a big deal for me since I just started painting my trueborn, easy enough to revert back to the scheme for my normal kabalites.

On the topic of scourges, honestly I think with the exception of heat lances and funnily enough dark lances, every weapon choice on them is valid. I have two standard carbine squads I'll be happy to keep using, and I just ordered another box I'm going to throw haywire on. Blasters seem just as valid though, honestly just going for haywire because half the cost and I'd like more variety. Shredders on them seems fun as well, probably will make a unit with them as well someday.

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TeenageAngst
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 14:19

I'm going to keep running them until tournament packets explicitly prevent me from doing so.

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Gorefather
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 19:05

I'm going to keep mine distinct since they're already converted up, but I'll probably phase them into my normal Kabalite squads unless I want to do some gimmick lists.

Ideally though, I'd love to try and find some small jump packs to run them as Scourges, but I'm not about to start hacking up my existing units to so so.
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Myrvn
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 20:58

Any good recommendations on elf aesthetic jump packs?
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CptMetal
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 21:10

Maybe the corsair ones from forge world?
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Myrvn
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 21:16

I've thought about it, but they look a little light. If I can't find something else I may try it.
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Imateria
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 21:19

@CptMetal wrote:
Maybe the corsair ones from forge world?
Can't really get them anymore, last I checked the standard upgrade pack is long gone and only the heavy weapon set is still available, Which since you only get 4 jet packs in that set it becomes ridiculously overpriced to sort out full squads with.
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Imateria
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 21:23

@Lord Asvaldir wrote:
Probably a solid idea,  but personally I want to move on fully from the index and into the codex,  so I will be leaving trueborn behind. Not really a big deal for me since I just started painting my trueborn,  easy enough to revert back to the scheme for my normal kabalites.

On the topic of scourges,  honestly I think with the exception of heat lances and funnily enough dark lances,  every weapon choice on them is valid. I have two standard carbine squads I'll be happy to keep using,  and I just ordered another box I'm going to throw haywire on. Blasters seem just as valid though, honestly just going for haywire because half the cost and I'd like more variety. Shredders on them seems fun as well, probably will make a unit with them as well someday.
Whilst Haywire Blasters aren't terrible anymore, I think they're still the worst choice of weapon for Scourge. Blasters average only slightly higher on damage output against T7, 3+ vehicles but have a much greater chance of taking them out in a single volley and are usable against other targets where Haywire becomes useless.

At 12pts I can definitely see some good use for Heat Lances, they're not that great against most vehicles but will be good for dealing with tough multi wound infantry like Custodes, or things like Daemon Prnces. Still not the best weapon choice but a lot more usable now the they've more than halfed the points cost on them.
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Lord Asvaldir
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PostSubject: Re: Saving true born   Mon Apr 02 2018, 21:43

Yeah in terms of reliability, the blaster probably wins out over the haywire blasters, but I wouldn't mind having a little more variety in my weapon choices. Plus I have a good friend who plays necrons, and haywire blasters will be nifty against quantum shielding.

I cannot see any use for heat lances however. They still suffer from being an anti-tank weapon, but one that can't properly wound its targets with s6. Against stuff like custodes why not just keep using blasters, only 5 pts more than haywire blasters and so much more versatile. In addition to having blasters, dissie cannons are such an amazing pts cost for what they give you now and the ideal gun for dealing with multi wound infantry. Plus heat lances also still suffer from not getting their melta benefit on the turn scourges deep strike in. I can't foresee ever using heat lances.

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Gorefather
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PostSubject: Re: Saving true born   Tue Apr 03 2018, 02:05

I wonder, do you think Hellion skyboards could be trimmed up and turned into jetpacks? It has jets and "wings" and the rail makes a decent hood.
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Mppqlmd
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PostSubject: Re: Saving true born   Tue Apr 03 2018, 09:56

The only use for HL is going to be Reavers advancing on the first turn, shooting them at BS4+, then engaging.

It can add some punch to that strategy.

Otherwise they are useless.

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