|
Post by bolk on Dec 6, 2015 23:53:28 GMT
Claw? As in lightning claw? Because Khorne Axe is too pricey?
|
|
|
Post by gigasnail on Dec 7, 2015 3:05:55 GMT
run power fist and lightening claw. you have the S8 from the fist when you need it for vehicles or w/e, and the S4 AP3 at I5 when you need to kill regular guys.
|
|
|
Post by bolk on Dec 7, 2015 9:17:48 GMT
Sure, AP3 is plenty usually, but swinging at initiative with AP2 is really tempting.
|
|
|
Post by gigasnail on Dec 7, 2015 15:44:53 GMT
Not for 30 points it's not.
|
|
|
Post by bolk on Dec 7, 2015 16:39:46 GMT
It`s steep, that`s for sure. But if you get 15 pts left over, why not? I`m still in the process of building and painting my KD, so it`s just theoryhammer for my part still.
|
|
|
Post by gigasnail on Dec 7, 2015 18:03:19 GMT
For 10 points more I get fist/claw, which let's me deal with about anything I need to. The axe is just too much.
|
|
|
Post by gigasnail on Dec 9, 2015 7:00:18 GMT
have a game this weekend, probably looking at DA or SM battle company + skyhammer, but who knows. dwayne is always unpredictable in what he'll bring or do. thinking about bringing KDK, so fooling with lists again. grav troubles got me down, but i still want to play w/ Dthirster and dinobots, so we put in a voidshield generator:
1848/1850 KDK CAD/CSM CAD KDK CAD juggy lord, fist/claw, sigil (warlord) D-thirster X8 cultists X8 bloodletters 7 flesh hounds 7 flesh hounds 6 flesh hounds maulerfiend, lash maulerfiend, lash maulerfiend, lash voidshield generator, X3 shields CSM CAD sorcerer, bike, sigil, force maul, spell familiar, melta, ML3 sorcerer, bike, sigil, force sword, spell familiar, ML3 X10 cultists X10 cultists
VSG gives turn 1 grav protection to the dthirster and dinobots. each IC rides with a dogpack. the sorcs fish for cursed earth, invisibility, endurance, w/e. cultists and BL are around for objectives and speed bumps/blood tithe if facing T1 assaulters. dog pound, dinobots and d-thirster punch things to death, trying to go for objectives/killing units on objectives.
i can make a (probably) much more spammy, better scoring and annoying version of this list by dropping the d-thirster and adding a gorepack.
|
|
|
Post by gigasnail on Dec 12, 2015 23:06:46 GMT
alternate list
1848/1850 KDK CAD/Gorepack/CSM Allied KDK CAD juggy lord, fist/claw, sigil juggy lord, claw/claw, sigil X8 cultists X8 cultists maulerfiend +lash maulerfiend +lash maulerfiend +lash VSG w/ 3 shields gorepack X3 bike X2 melta X3 bike X2 melta X5 dogs X5 dogs X5 dogs CSM allied juggy lord, axe of blind fury, sigil, VotLW X10 cultists Relic Sicaran, HB sponsons, maelific ammo
had legacy of ruin on the sicaran (1st war for armageddon) but it's only a 6" range and the wording is murky (is it units within 6"? models? wtf, FW) so i ditched it. has a punchy lord for each dogpack. voidshield protects the dinobots and company from grav for a turn; can use the KDK cultists to speed bump vs. sky hammer and RG vets for important targets if needed, since it's just gravy when they die.
|
|
|
Post by gigasnail on Dec 12, 2015 23:55:37 GMT
or, since having daemons with a 3++ and VSG to survive the T1 alpha is really (please do not swear) tasty:
KDK CAD juggy lord, sigil, fist/claw D-thirster X8 cultists X8 cultists X5 flesh hounds X5 flesh hounds X5 flesh hounds maulerfiend, lash maulerfiend, lash VSG, 3 shields
CSM CAD sorcerer, bike, ML3, force maul, spell familiar sorcerer, bike, ML3, force sword, spell familiar X10 cultists X10 cultists relic sicaran, HB sponsons, maelific ammo, legacy of ruin (1st war for armageddon)
makes some compromises to fit the VSG, D-thirster, and relic sicaran with all the toys in, but i think it's reasonably punchy. sorcerers fish first for cursed earth, then for good stuff on biomancy. potential 3++ along with 3 shields first turn. that's pretty durable.
also found a problem with the first version of the d-thirster list; pretty sure that lord had a bike and not a juggy. will go back and adjust if that's the case.
|
|
|
Post by gigasnail on Dec 14, 2015 1:42:23 GMT
didn't get to play today. my opponent skated on me, utility emergency.
|
|
|
Post by gigasnail on Feb 20, 2016 5:40:37 GMT
annnnd like, round 16 of trying to get a game on. after dicking with list for the last two hours, this is what i've settled on:
KDK/CSM 1849 KDK CAD lord, fist/claw, bloodforged armor, juggy, sigil (WL) dthirster cultists cultists flesh hounds X10 flesh hounds X5 flesh hounds X5 maulerfiend w/ lash maulerfiend w/ lash VSG, X3 shields CSM sorcerer, ML3, force sword, spell familiar, bike, sigil, melta bombs, gift of mutation sorcerer, ML3, force maul, spell familiar, bike, sigil, gift of mutation cultists cultists
didn't realize that bloodforged armor 1) can't be taken by heralds, and 2) gave FNP in addition to EW and that 3+ armor save. it's pricey but with the lord and a sorcerer or two in a 10 man dogsquad, i think it'll pay for itself.
if the list was more serious, would probably drop the maulerfiends, move the dogs to a gorepack, and bring back bel'akor. the VSG going to be needed for alpha strike protection for the dthirster, provides the same for the maulers so eh, you know. this one's mostly for funs anyway.
|
|
|
Post by gigasnail on Feb 21, 2016 18:21:55 GMT
Long game because we were both very rusty, and because of a super complicated assault into ongoing combat left us both asking "wtf" over several rules interactions. 10-0 KDK win, we called it and totaled the score at the top of turn 4 because it was late and there was no way he was coming back.
ITC big guns (I think it's mission 5?), 2 objectives each that double as maelstrom objectives, with linebreaker, slay the warlord, and king of the hill tertiary. Vanguard strike deployment, and night fighting was on T1.
From memory, his list went something like:
Sammael on jet bike (WL) Command squad, banner, champ, apothecary on bikes 2 lvl 2 libbies on bikes, maul 4 (5?) units of MSU black knights with corvus hammers and plasma talons 4 landspeeders and a darkshroud in squadron
The detachment let them reroll jink saves and fired overwatch at BS2 (or they got it organically, I forget), and the formation that squadroned the landspeeders and shroud let them shoot overwatch for a unit that got charged within 24", was pretty brutal.
Large central ruin, one medium ruin in each player's far corner, 1 small ruin in each player's middle area, and six or 7 craters. Nowhere near as much big terrain as we usually play with.
I rolled all telepathy on both sorcerers and got shriek and shrouding on both, and invisibility on one. Rest of powers were useless (fear is so dumb). He rolled on the DA powers, but they were equally useless as nearly everything in my army is fearless (well, cultists...).
I won the roll off to go first and he failed to seize. We had both scouted units forward; I moved one small dog squad up as a screener and held one back (expecting him to also scout forward and shoot, so i could assault t1), and also scouted the large dog squad up. All 3 IC's with the large squad, everything but one small dog squad trailed back to the VSG. Cultists on objectives.
He had deployed opposite me, bikes all over and that speeder formation on top of some low ruins. Guys, this thing is bad news. Had 5 assault cannons and 5 heavy bolters firing overwatch for the bikes at bs2, in addition to the bikes firing plasma overwatch at bs2 as well.
T1 I move forward, leaving a hole for a Maulerfiend and one dog squad to move up and using the other dogs as lane blockers. Sorcs get shrouding off on themselves, and invisibility on the Big D. Shriek goes off and does nothing (rolled a 9). Small dog squad and Maulerfiend charge, the speeders shoot the fiend with 20 assault cannon shots at bs2, taking it to one HP after invuls. Dog squad looses 4 to plasma overwatch and does not make combat. Maulerfiends dies to melta bombs before swinging. One BT point, and this was the last unit to die until T3.
His turn, he backs up into his corner so he can make me eat more overwatch. I'd have shot everything and charged, but he was able to flat out where I was looking at having to make 10" charges, so not a bad move really.
T1 maelstrom I get 1 point, he gets none.
T2 I get shrouding and invisible off again. Get the 2nd dog squad into combat with a unit of 3 bikes and loose 3, fail a charge with the big unit after getting my face plasma'd off in overwatch, BT and 2nd maulerfiend have no units they can get to.
His turn, he moves forward and shoots everything into my large squad and assaults it with everything. It gets real complicated quickly because I lost some dogs in wierd places leaving gaps and 2 of his units killed themselves out of the combat, only the 2nd time I've ever seen this happen. Thought I was in a lot of trouble but I held on pretty well. Sammy challenged the Lord and they whiffed at each other. Took a wound on a sorcerer, lost some dogs, killed minimal in return. He elected not to hit and run, after action discussion we recognize this was a pretty big mistake.
T2 maelstrom, I score 1, he scores 0.
T3 was a complete reversal, my strung out dogs all get in, my sorcerers start cutting up marines, and both the Maulerfiend and invisible BT get into combat with his command squad. The fieND takes some hits from the speeder overwatch but makes the 5++'S like a champ. Takes a couple on the chin from power mauls, then kills 2 (3?)in return. The BT takes no wounds, but lands 3 wounds (rolled 3 1's lol) and rolls a 4, 6, 6 on the D table, killing the last 2 command squad guys. We stopped it here after we realized the last six instant death/no save wounds wound have carried over to Sammy (he was attached to the command squad, and it was dead).
I got 2 maelstrom, he got 1.
We scored it end of 3/top of 4, 4-1 maelstrom to me, primary was 3-2 to me (I had 3 objectives, he had 1 and had killed one HS), so primary and secondary win, 8 points. Got linebreaker and king of the hill making it 10, and would have got warlord as well if we would have finished that fight out properly.
Fun game, for both of us. I have some rules/procedural questions Ill post up in tactics later.
|
|
|
Post by WestRider on Feb 21, 2016 19:00:11 GMT
The re-rolling Jink and BS2 Overwatch are inherent DA Rules. The Formation benefit is something like if they Turbo-Boost on their first Turn, they count as Jinking in the next Opponent's Turn without having to Snap Fire on their second Turn.
Big Flesh Hound Packs can get into some ridiculous situations, yeah. Back in November, I ended up with a huge multi-combat (something like 12 Units involved total), that at one point had a 14" gap in the middle, but was still one Combat, because of the way my strung-out Dogs had got Charged at each end, and then had to Pile in.
|
|