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Tactical discussions


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9 replies to this topic

#1
grahamulot

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Hail all! I wanted to ask and discuss some units and their application. I am not a very good player so please keep that in mind.

1. Dev and/or assault centurions outflanking. We can do this for one single CP. seems decent? I don’t know for sure.

2. Outflanking helblasters for 1cp... anybody done this?

3. Drop podding in general and more importantly long fangs. I feel like that could be good and really put people on the back foot.

This is edition has been pretty rough for my majority footslogging army. Primars worry me due to the lack of transport options( cost effectiveness wise)

Your wisdom is appreciated.

#2
grahamulot

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Also what has worked well for others? I’m getting shot up.

#3
Jorin Helm-splitter

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1. Yep we can. I haven't ran centurions yet so I'm not sure how good they are for wolves. I think drop pod long fangs are better for wolves.

2. Yeah I like outflanking Hellblasters with the assault variant in some matchups. I don't think it works if your relying on overcharge though. It's just too hard to set up re-rolls.

3. Look up TiguriusX's battle reports he used drop pods quite well.

4. As far as getting shot up make sure there is a lot of LoS blocking terrain is on the table, 9th needs a ton of terrain.

Edit: added a little to my response, and fixed some spelling errors.

Edited by Jorin Helm-splitter, 10 January 2021 - 10:42 PM.


#4
CrystalSeer

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All three work quite well. With hellblasters I recommend pairing them with a wolf priest to hit/wound easier.

#5
Karhedron

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All three work quite well. With hellblasters I recommend pairing them with a wolf priest to hit/wound easier.


Ah now personally I like to pair my Hellbalsters with a Wolf Lord or Bjorn so I can reroll 1s and thus minimise the risk of overheats. This is more important for us than other Chapters as we can't take an Apothecary to resurrect models. I think 9th edition favours the Assult variant of the Hellbalster best. The other option are plasma Inceptors as these are basically 2 Hellbalsters stuck together with a Jump Pack and built in Reserve option. The BLast rule means that they will get 6 shots per model against any squad of 6 or more meaning they are really effective, even vs chaff units.

Centurions are now available to us but the concensus seems to be that they are not particularly good in 9th edition outside of a few specific Chapter traits. If you like chunky models, Aggressors may be better.

Long Fangs in Drop Pods are really good. Normally 5 Multimeltas and the Cherub mean they can delete almost anything short of a Lord of War on the turn they land. TiguriusX has posted several battle reports showing how he uses this setup and it looks strong.

Another cheeky use for Long Fangs is with a Wolf Guard Pack Leader in terminator armour with an Assault Cannon. Then use the Thane strategem to Master Craft the Assault Cannon so it is D2! Combine this with the Cherub and the guy gets a one-per-game 12-shot volley at S6 D2 AP-1 (or -2 with the Dev doctrine active). They can't fit in a Drop Pod sadly but would be a funny loadout for a Land Raider/footslogging/Outflanking.
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#6
Jorin Helm-splitter

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On a side note I wouldn't rule out the impulsor for key units (hellblasters/blade guard vets). When 9th came out I was really down on them due to the higher cost, the shield nerf, losing fly, and bring it down. I wouldn't recommend running more than 1-2 of them but with bring it down being adjusted I think it's worth it for your elites.

#7
CrystalSeer

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All three work quite well. With hellblasters I recommend pairing them with a wolf priest to hit/wound easier.

Ah now personally I like to pair my Hellbalsters with a Wolf Lord or Bjorn so I can reroll 1s and thus minimise the risk of overheats. This is more important for us than other Chapters as we can't take an Apothecary to resurrect models. I think 9th edition favours the Assult variant of the Hellbalster best. The other option are plasma Inceptors as these are basically 2 Hellbalsters stuck together with a Jump Pack and built in Reserve option. The BLast rule means that they will get 6 shots per model against any squad of 6 or more meaning they are really effective, even vs chaff units.

Centurions are now available to us but the concensus seems to be that they are not particularly good in 9th edition outside of a few specific Chapter traits. If you like chunky models, Aggressors may be better.

Long Fangs in Drop Pods are really good. Normally 5 Multimeltas and the Cherub mean they can delete almost anything short of a Lord of War on the turn they land. TiguriusX has posted several battle reports showing how he uses this setup and it looks strong.

Another cheeky use for Long Fangs is with a Wolf Guard Pack Leader in terminator armour with an Assault Cannon. Then use the Thane strategem to Master Craft the Assault Cannon so it is D2! Combine this with the Cherub and the guy gets a one-per-game 12-shot volley at S6 D2 AP-1 (or -2 with the Dev doctrine active). They can't fit in a Drop Pod sadly but would be a funny loadout for a Land Raider/footslogging/Outflanking.

My main opponent is necrons, who are mostly 1 wound. This makes overcharge unnecessary for me, otherwise I would agree.
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#8
QuarterPounder

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Outflanking and Droppodding is fantastic in that it lets you react to your opponent's moves, steal an objective in the back that you would struggle to reach otherwise, gain secondary points from objectives like Engage on all Fronts, etc. The key downside to plan for is that a savvy player can screen their key units, objectives, etc, to limit your options for where you can drop in. During Deployment I always like to think about what I need the drop-in unit to accomplish, and then what roadblocking enemy units I might need to focus on removing.

Overall it's one of my favorite tools in our arsenal, though.

Edited by QuarterPounder, 13 January 2021 - 04:09 AM.

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#9
grahamulot

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Thanks for all the awesome replies and ideas. I think aggressors with Keen Senses could be good. Running and gunning without modifiers. Blade guard seem excellent as well

#10
TiguriusX

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Thanks for all the awesome replies and ideas. I think aggressors with Keen Senses could be good. Running and gunning without modifiers. Blade guard seem excellent as well

 

FYI...when you use keen senses on Aggressors to shoot you also hit with the PFs on 2s in the same turn


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