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 What Unit Load Outs Would You Like to Try?

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sgb69
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PostSubject: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeFri Apr 05 2013, 20:06

What's that one unit loadout that you've been wanting to try out but haven't gotten around to? Or if you've tried everything you want, what's your favorite unconventional unit choice?

On a side note, it turns out that I've got a friendly 3,000 point game this Saturday. I'll try to fit as many ideas in this thread into that list as possible then come back with the results.

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inorexia
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 06:00

The Harly Gunstar.

Archon, x2 blast pistols, djinn blade, clone field, WWP (and maybe some other stuff like drugs, but those are the core).
Joining a group of harlequins with a death jester, shadowseer with fusion pistol and troupe master with power spear and fusion pistol.
What's the point? PRECISION SHOTS, BRAH


Yes, I know it won't work. But I get to run my john-woo-style archon, so I'm happy Very Happy

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Archon Farath Mure
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 09:00

Haemonculus Ancient with a Power Axe, Mindphase Gauntlet, Vexator Mask, and Liquifier/Shattershard with a handful of Grotesques. I don't think it'll really work often, but it would be hilarious when it does.

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RabbitMaster
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 15:08

A full-sized squad of 10 trueborn with 2 splinter canon, 4 shredder and 4 carbine. Should be fun to drop 4 blast template S6 (mini-thunderfire yay !) and pretty devastatating against any infantry unit.
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Thor665
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 17:22

Asdrubael and His Wacky Friends

Vect
The Dais.

Then, as the nine models to ride with;
Malys
Lelith
Drazhar
The Duke
Urien
Another Haem, maybe two (to provide the unit Furious Charge and maybe fearless)
And Archons/Succubi to finish flushing it out.

I did some mathhammer and test fights with it in theory a few times, and it did some horribly awesome things to a large number of potential deathstars.

It does cost around 2000 points and require an Apocalypse match though, there is that as a stumbling block.

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Skyboard surfer
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 17:44

The Baron and Troop choices of 2 x 20 Hellions.
Fast attack 2 x 10 Reavers.

With Ride of the Valkyries playing in the background.

Well it would make me smile.

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RabbitMaster
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 17:52

@Thor665 wrote:
Asdrubael and His Wacky Friends

Vect
The Dais.

Then, as the nine models to ride with;
Malys
Lelith
Drazhar
The Duke
Urien
Another Haem, maybe two (to provide the unit Furious Charge and maybe fearless)
And Archons/Succubi to finish flushing it out.

I did some mathhammer and test fights with it in theory a few times, and it did some horribly awesome things to a large number of potential deathstars.

It does cost around 2000 points and require an Apocalypse match though, there is that as a stumbling block.
Love the idea of an all-star DE unit ! (poor Baron left alone with it's skyboard, at least he should be allowed to "waterskiing" behind the Dais Very Happy ).
The second haemy is uneccesary though, Vect is already fearless :-) (well unless you want some tools from the haemonculy armory of course).
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Mngwa
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 17:54

@Thor665 wrote:
Asdrubael and His Wacky Friends

Vect
The Dais.

Then, as the nine models to ride with;
Malys
Lelith
Drazhar
The Duke
Urien
Another Haem, maybe two (to provide the unit Furious Charge and maybe fearless)
And Archons/Succubi to finish flushing it out.

I did some mathhammer and test fights with it in theory a few times, and it did some horribly awesome things to a large number of potential deathstars.

It does cost around 2000 points and require an Apocalypse match though, there is that as a stumbling block.

I just have to see that battle live Shocked
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thejamppa
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 18:04

I really would like to try Ancient hemmie with Huskblade leading unit of wracks supported by Shredderborns in Venom.

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DominicJ
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 18:32

Its not that unconventional, but an Archibi squad in a raider followed by a Cronos.

I'm trying the miniversion in a venom next game

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exsquared
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 19:40

Beast packs. Got the models today (counts as at least), looking forward to seeing what they can do.
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Barking Agatha
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 19:53

@RabbitMaster wrote:
@Thor665 wrote:
Asdrubael and His Wacky Friends

Vect
The Dais.

Then, as the nine models to ride with;
Malys
Lelith
Drazhar
The Duke
Urien
Another Haem, maybe two (to provide the unit Furious Charge and maybe fearless)
And Archons/Succubi to finish flushing it out.
Love the idea of an all-star DE unit ! (poor Baron left alone with it's skyboard, at least he should be allowed to "waterskiing" behind the Dais Very Happy )

Is there a reason he couldn't ride on the boat too, skyboard and all ?

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DominicJ
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 20:01

indeed, he would just be bulky(2) wouldnt he?

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Thor665
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 20:54

Potentially wrong on two counts.

First - the Dais requires 9 additional *models* so any bulky models, by definition would cause the unit to go over transport capacity. So, even if you think a Skyboard can embark on a Raider, it couldn't legally deploy with Vect and 8 other models in a raider.

Second - even though they have the 'bulky' rule, a Jump Pack unit cannot embark on a transport unless the transport's rules specifically allow this. (pg 78) There are not many transports with rules specifically allowing it - and certainly none in our Codex (though, maybe the Tantalus...meh) The Dais is definitely not one of them, regardless.

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sgb69
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 20:54

Ya, which would put them at 8 models.

If two model pile out then we could throw him in.

Edit: Dang.


That's a lot of HQ choices. I'll cram as much of it in as possible and report how it goes.

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Thor665
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 20:56

Except for pg 78, natch.

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DominicJ
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSat Apr 06 2013, 21:40

so it does, jump infantry no, bikes yes, Dias none Smile

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sgb69
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PostSubject: Re: What Unit Load Outs Would You Like to Try?   What Unit Load Outs Would You Like to Try? I_icon_minitimeSun Apr 07 2013, 23:14

In any case, here's a unit by unit break down of how things went:

I went first, rolled up the nightfighting warlord trait, mission was the scouring, objectives were pretty well spaced out, but mostly in the area between our deployment zones. Most valuable ones being on the flanks and in terrain, so yes. A generally favorable mission. They didn't seize.


Ancient Haemy and Grots:
They had to redeploy, so he didn't get into combat until turn 3. At which point he assaulted the unit of mega armor nobz to prevent them from getting strength 10 on the charge and instant deathing the Groetesques. No character meant no challenge, but the mindphase gauntlet let them tarpit like champions.

They received fearless from the Cronos and ended up tying up two depleted squads of terminators and the nobz until it was too late for them to help elsewhere.

Rating: B+. The Haemy felt wasted, and it really wanted a husk blade. Also, I may have forgotten the Power Axe in my haste to test the mindphase gauntlet.


The Baron and two squads of 10 Hellions:
One squad traded their lives for the enemy havocs on turn 1. Bad from a points perspective, worth it from a positioning one.

The squad with the baron deepstriked into terrain and put some dakka into some cultists. With Feel No Pain from the Cronos they survived half a board of return fire, and ended up contesting an objective

Their mobility and hard hitting nature wasn't quite expected. I haven't put much effort into this unit in the past. Next time I should probably have more patience with them. Going to ground for the first turn or two and eating fire from those havocs might have been a better plan.

It felt like the Baron's squad was a hammer and the squad without the baron worked best as a fire magnet. You know, drawing fire away from units that were advancing. Baron's squad covered my Harlequins (who were stuck outside of cover for a turn) and the naked squad covered my Archon and Wracks.

A. Scoring. Hard hitting. Great style. Durable with the baron and a pain token. Felt very risky.


Haemy + Mandrakes
They ended up outflanking. They killed off a 10 man chaos marine squad over two turns with minimal casualities to get their 2nd pain token, then assaulted and wrecked a predator. They were also essential in supporting that far flank and preventing the enemy from claiming an objective. The got supporting fire from the Shredderborn's Venom once.

That said, they ended up getting killed by a deff dread.

Rating: B-. They did much more than expected. Outflanking didn't screw me because both flanks were good targets. I think at lower points there would be less target and less use to outflanking. Balefire mattered a lot.


10 Trueborn with all the guns in a Raider
It got blown up on turn 1 without being able to shoot more than 2 splinter cannons and only 2 trueborn survived the blast. Needs more testing.

I now know what it feels like to have your landraider explode before you get to use it. This unit had serious plans that didn't really get to happen.

Rating: ?


4 Shredderborn in a Venom
They had to get really close before being able to fire, so they got escorted by a beast pack. They killed 3 of 5 marines including their heavy weapon and then assassinated the Big Mek by shooting and then assaulting.

Wounding on 2's is really nice. Their main target, the cultists, they were never able to quite reach. Got eaten by a Deff Dread.

They were really fun and a refreshing change of pace, but I can't recommend them over 3-4 guys with 2 Splinter Cannons. They were more mobile I suppose, and they did inflict more wounds on the Marine squad in one turn than 2 SCs were likely to over two turns.

Rating: D. I'll test 'em a bit more, but they almost ID'd a few razorwing flocks over the course of the game. Which would've been bad.


Pistolero Archon and Harlequins
Needs more testing. The unit ate 11 cover ignoring wounds from Cluster Mines on turn 1, earning the enemy first blood before their turn happened.

Raitng: ?


4 Incubi in a Venom + Cheap Archon (VB, Haywire Grenades)
Went pretty well. They ended up taking down the enemy chaos lord, and a unit of termies, and 10 man chaos marine squad on an objective. As well as eating rapid fire from twenty cultists and surviving. They were all stars this game and really made me want to field them in my regular list at some point.

Rating: A.


Huskblade Haemy + Wracks
A nifty concept. I like how furious charge makes the huskblade a much better option. That said, Wracks don't like squaring off with terminators as much as Wyches or Groetesques do.

This unit ended up squaring off against close to 300 points worth of chaos lord and Termiators, hoping to either get lucky with their Liquifier Guns, get lucky with the Huskblade, or buy time for the Archon and Incubi the get down there.

I should've sent them after cultists, but the huskblade made me want to go after that juicey chaos lord, but we ended up attacking a termie Sarge instead who killed our haemie with lighting claws. The wracks ended up puting two wounds on the lord though before running away.

Had good odds of working, would've been a crushing blow if it had, but it didn't pan out this time.

Rating: C.


Beast Packs:
As always, beasts are freaking amazing. The mission made them scoring which meant that the enemy HAD to shoot at them. One camped in ruins all game and held an objective for me. The other collapsed a flank with help from the Shredderborn and Mandrakes.

Really, ya can't go wrong with beasts.

Rating: A. Probably the best or second best entry in the entire codex.


Voidraven, with 2 Missiles and Flickerfield:
We got a bit lucky this game, making four Flickerfield saves eating one glance and surviving a pen. Massive fire magnet. It didn't actually blow up any vehicles or finish off any full squads. Fired 1 Shatterfield at a tank on a whim, stunning it where the void lances failed.

Rating: B. A razorwing would've been cheaper and inflicted much more damage. But a razorwing would've gone down much easier. That AV 11 matters.


Cronos with all the upgrades.
Surprisingly, it was only the melee upgrade that doled out pain tokens this game. Once to the Hellions and once to the Groetesques. Those tokens mattered incredibly much this game, allowing us to pull off stupidly amazing things, in addition to it being a solid fire magnet fore two turns and the focus of most of those deepstriking reserves.

Rating B.



We ended up winning 6 victory points to 4. We claimed an objective worth 3 with Beasts, killed a fast attack choice (scout bikes), and killed their warlord. They claimed our home objective for 2 with outflanking scouts and got first blood. We both got linebreaker.

We had our Archon + incubi alive, the baron and 3 hellions alive, some Wyches, and two beast units (one with a glider and a flock remaining).

They had 50-something cultists, 3 walkers, one predator, two nobz, 6 or so termies, 5 Vanguard Marines, their scouts, and 5 marines remaining.


The full list was:

Ancient Haemy 345
+ Mindphase Guantlet, Vex Mask, Liquifier, Power Axe.
4 Grots + Liquifier Gun
Raider

The Baron 105

Haemy + 7 Mandrakes 155

10 Trueborn 260
+ 2 Splinter Cannon, 4 Shredders, 4 Carbines
+ Raider, Nightshields, Flickerfield

4 Shredderborns 133
+ Venom

Archon + HWG VB
4 Incubi
Venom

Archon 130
2x Pistols, Djinn, Clone Field

7 Harlies
+ Tons of upgrades.


Troops: 815
10 Hellions 160

10 Hellions 160

10 Wyches 235
+ Hek, PGL, Haywires, 2 Hydra Guantlets
+ Raider, Enhanced Aethersails, Nightshields

Haemy Huskblade + 9 Wracks + 1 Liq 260
+Raider, Enhanced Aethersails, Nightshields


Fast Attack: 583
Beast Packs 156
Beast Packs 156
--> These ended up being short on Khymera, so the points went into making that Incubi + Archon Venom that didn't quite fit originally.

Heavy Support: 460

Voidraven 175
+ Flickerfield, 2 Shatterfield Missiles

Cronos 110
+ All the upgrades


Looking it over, there was a missive shortage of anti-tank. Seems we'd be relying on melee and the voidraven.



The opponents were:

1,500 Chaos Marines
Khorne Lord + Termies

2 Hellbrutes with Reaper Autocannons

2 Squads of 10 Chaos Marines

2 Squads of 30 cultists with Autoguns and Heavy Stubbers

2 Predators with Autoguns and Heavy Bolters

1 Havoc squad with 2 Heavy Bolters and 2 Autocannons


1500 Marines + Ork Allies

1 Terminator Chaplain + 5 Thunderhammer Stormshield Termies

5 more Thunderhammer Stormshield Termies

1 Big Mek + KFF + Deff Dread (with extra Dread Arms)

1 Unit of Mega Armor Nobz in a trukk

5 Scouts with tele homer and cloaks

10 Tac Marines with flamer, Missile Launcher, Combi-plas, and tele homer

3 Scout Bikes with Locator Beacon & Cluster Mines

5 Vanguard Vetrans with Jump Packs

Something else, but I can't remember.


All those walkers. All those autocannons. All those reserves that won't scatter. Good stuff, kinda fun lists.

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