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 An Agent's Field Guide: Serving Vect to the Fullest

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Melkor
Hellion
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Posts : 57
Join date : 2012-08-03

PostSubject: An Agent's Field Guide: Serving Vect to the Fullest   Sat Apr 21 2018, 04:06

Here I would like to write a treatise on the lesser races and how to properly use the most unique weapon in our Codex, Agents of Vect. Obviously priority depends on your situation, but I would like to present some thoughts on the most likely suspect for our Agent's. Beginning today with the Space Marines, I am rating all of their Strategems based on my overall desire to have them not come to be used. My intention is to eventually finish every codex. Please feel free to share your opinion as well and thanks for reading! Notes are in green

On Space Marines:
 

Imperial Guard:
 

Some closing thoughts to round out Chapter 1:

I don't care that much how much a stratagem cost my opponent, I just need to do maximum damage to his plans. Particularly, I think that Agents is most useful against Stratagems with a very narrow opportunity for use, like Only in Death does Duty End or Vortex Missile. Too bad most of the REALLY good stratagems in the game cannot be countered.
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Cerve
Wych
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Location : Ferrara - Emiglia Romagna

PostSubject: Re: An Agent's Field Guide: Serving Vect to the Fullest   Sat Apr 21 2018, 11:00

Yeah Agents of Vect is nearly broken (: nice topic!
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Rodi Sikni
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PostSubject: Re: An Agent's Field Guide: Serving Vect to the Fullest   Sat Apr 21 2018, 11:24

Killshot is a "must counter" unless you are playing a full on foot army.

If someone are playing 3 predators, it's very sure that it have near a cheap lieutenant and a captain to use their auras. He will destroy all your vehicles and then spit put on their face.

3 Predator full laser + hunter killer misile are 12 laser shots and 3 misile shots that  hit on 3+ re-rolling 1s and wounds on 2+ re-rolling 1s and causes 1+1d6 damage.

3 predator with lasser + autocannon + hunter misilles are 8 laser shots, 3 misiles shots and 3 2d3 autocannon shots that hit on 3+ re-rolling 1s and wounds on 2+ re-rolling 1s and causes 4 damage each wound.

Never let them play that stratagem, never.
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AzraeI
Kabalite Warrior
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Join date : 2018-03-04
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PostSubject: Re: An Agent's Field Guide: Serving Vect to the Fullest   Sat Apr 21 2018, 13:39

although it would be hillarious to counter the chapter master stratagem
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Melkor
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Join date : 2012-08-03

PostSubject: Re: An Agent's Field Guide: Serving Vect to the Fullest   Sat Apr 21 2018, 14:04

@Rodi Sikni wrote:
Killshot is a "must counter" unless you are playing a full on foot army.

If someone are playing 3 predators, it's very sure that it have near a cheap lieutenant and a captain to use their auras. He will destroy all your vehicles and then spit put on their face.

3 Predator full laser + hunter killer misile are 12 laser shots and 3 misile shots that  hit on 3+ re-rolling 1s and wounds on 2+ re-rolling 1s and causes 1+1d6 damage.

3 predator with lasser + autocannon + hunter misilles are 8 laser shots, 3 misiles shots and 3 2d3 autocannon shots that hit on 3+ re-rolling 1s and wounds on 2+ re-rolling 1s and causes 4 damage each wound.

Never let them play that stratagem, never.

Solid points. I must confess I've never actually seen this stratagem used, and haven't seen 3 Predators in forever. On consideration, I should probably believe that this has a very narrow window of opportunity to use. No set of three Predators clumped together should survive more than a turn of our shooting. If I get around to collecting all the chapters into one post, I will look into revising that.
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Heath
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Join date : 2018-01-28
Location : Honolulu

PostSubject: Re: An Agent's Field Guide: Serving Vect to the Fullest   Mon Apr 30 2018, 10:53

There is a stratagem similar to Killshot for a group of 3 Vindicator's... i have seen it generate 25+ mortal wounds. Probably never see it in competitive play, but it can still turn out real nasty.

Bottom line, if you see 3 Preds or Vindis, kill one of them ASAP, and if they go first you may have to use Agents to stop the Killshot. I also feel you could just deploy out of range of them, but not all deployment modes allow this.

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