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MoGuy

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About MoGuy

  • Birthday 11/15/1994

Profile Information

  • Location
    Germany
  • Faction
    Halo Prime

Previous Fields

  • Armies played
    Adeptus Mechanicus, Scions, Imperial Knights, Imperial Agents

MoGuy's Achievements

  1. I hope they make our HQs actually useable. Right now both the Archon and the Haemy outclass the Succubus - our supposed melee specialist - in close combat. Both have more attacks, the Haemy can get a whip which does D2 and the Archon has a 2++ and more attacks than the Succubus. For what I really hope is that they make a true Coven list viable. Give Wracks -1AP on their melee weapons, drop the price on their "flamer" and make the Haemy actually survivable (that 5++ and 6+ FNP doesn't help him against anything with a Powerfist etc. Any melee unit will tear him down). A 4++ and a 5+ FNP to everyone in 6" around him would be dandy. Both the Talos and Cronos are absolutely terrible right now. The former needs to be T7 and his macro scalpels should do D3 damage. Change the Chain Flails to make 2 or 3 hit rolls per attack and he can be kitted out to either kill hordes or elite targets. The Cronos needs a rework on its healing ability. Right now it can't kill a naked Grot in CC which means it can't reliably heal our stuff. Our Grotesques need more wounds and a slight price drop. Right now they are only really good at killing T4 stuff - but so is almost everything else in our army. Their cleavers should be S+2 AP-2 D2 and maybe -1 to hit. That way they can properly trash tanks. Remember that bit of fluff in our 7th edition codex where a Grot smashes open a tank and then breaks his bones to squeeze himself inside and kill the crew? Ah, good times. General things I would like is to see our HQs actually getting to choose from some wargear options! The Archon lost like what 70%? of the wargear he could select from in former editions? Let him take a Skyboard or bike would be nice (the Dark Angels got an HQ on Land Speeder so why not?) and give the Archon an actually useable ability. Change capacity for Venoms from 5 to 6 so that they are in line with their Harlequine pendant and we can finally stick a character in there with a squad. Same for the Raider but changed to 11 or 12. And the Splinter Cannon needs a price drop and/or AP-1. I have spoken!
  2. Two Leman Russes and a Baneblade are beatable. And the Chimeras are just Rhinos with a few lasguns. Played against Iron Warriors recently with a Knight two bunkers with lascannon Havocs and three Basiliks. I almost tabled him.
  3. How do you play the defiler? If it stands in the back and only shoots its melee weapons are dead points. If it moves forward it only hits on 5+ unless you spend a point for blasphemous machines. But then again you would probably want to spend that point on Daemonforge. And spending one or two command points each turn just to make the unit work doesn't seem that good to me.
  4. Join this cabale, brothers and sisters. Let us pool our knowledge as to better smite our enemies! Looking at our arsenal of weapons it becomes quite obvious that we are very capable at demolishing MEQs with Inferno Bolters, Tzaangor Blades and a myriad of other ways. But tanks, vehicles and MCs are a different story. Neither our Troops nor our Terminators are really effective against those. Glimpsing over to the Death Guard or vanilla CSM we can see that they can take (Combi-)Plasmaguns, Melters, Blightlaunchers etc. in their troop and Terminator units, making them way more flexible. So we have to look for other ways to dispatch of those pesky Leman Russes, Imperial Knights, rigid Ork constructs and Space Marine vehicles. I want to compile our knowledge and experiences with our different anti-tank weapons/units in this thread to get a better understanding of those. I'll start with my humble contribution: (Hellforged) Predator I don't own a normal Predator but instead play a Hellforged variant with a Plasma Destroyer (2D3 S7 AP-3 D2 shots without "Get's Hot") and Lascannon sponsons. Performes well as a tank hunter but is often the first thing to get blown to bits on my opponent's turn. The degrading profile also stings. Which takes me to my favourite AA unit. Helbrute Now that our Exalted Sorcerers provide a re-roll of 1s to-hit a rifleman dread with a Missile Launcher and Lascannon combo is very attractive. It is also almost 50 points cheaper than the Predator and never degrades. WIth the Fire Frenzy stratagem, it can also throw out 4 Lascannon and 2 Missile Launcher shots which is more than a Land Raider can shoot. I also like to change out the Lascannon for the Plasmacannon. Most vehicles are T7 so it still wounds on a 3+ and the damage isn't as swingy as on the Lascannon. The nearby Exalted will keep the Helbrute from overheating and even if he does this might trigger his Crazed rule to let him shoot again. It is paramount however, that you take at least two Helbrutes since they aren't that tanky. Maulerfiend Love the model. As with anything that needs to cross the field to get into CC you need to run this beast either in pairs or with other CC distractions (like the Mutalith, a CC Helbrute etc.) so that at least one or two of those units make it into close combat. Once there pop the Daemonforge stratagem and enjoy the show as the Maulerfiend rips apart whatever you send it against. I also strongly urge you to take the Lasher Tendrils and NEVER the Magma Cutters. The former not only look more badass they also help the fiend to dispatch infantry while the later is very unreliable with only two shots. Forgefiend In almost any other Legion this might be meh at best. But with our ability to buff it up with Flickering Fire, Prescience and Daemonforge it can put in some serious work! The volume of fire is good enough to deal with MEQs and it can shred tanks! So far these are the units I have tried. Feel free to add your experiences. Maybe some of you can enlighten us on our Forgeworld options?
  5. Our +6" range on psychic powers should help to avoid Shadow in the warp penalties. I would strongly advice to taking some screening units like Cultists or Tzaangors. Forgefiends or Maulerfiends should be very good against MCs so I would include those. I am also very fond of Missile Launcher + Lascannon Helbrutes.
  6. I'll play a squad of 6-9 Bowlightened supported by a Shaman. Their advantage over their spear armed brethren is that they can rush somewhere to hold an objective and still harass the enemy.
  7. They need a price drop to about 130 points and their flamer has to actually do some damage. Make it 2D6 hits with D1 or something.
  8. I have yet to field mine in 8th edition. However, I agree that it has almost zero offensive power. Yet I want to field one along with the MVB and a Maulerfiend. The Drake can charge something turn 1 to apply pressure and hopefully my opponent will try to shoot it down thus it can absorb attention otherwise directed towards my CC monsters.
  9. Has someone tried an Exalted with Seers Bane and spamming Boon of Mutation on him?
  10. My pleasure. I often see battle reports where people bring maybe two tanks and some other non-vehicle units (Havocs, heavy weapon teams etc.) as their anti-tank units. However, it is quite easy to kill two tanks and infantry with heavy weapons can be killed by, well, anti-infantry weapons. My third army between Death Guard and Thousand Sons is Dark Eldar. Playing them in 7th Edition was brutal since every unit they have dies to a stiff breeze. So target saturation was a think I quickly picked up on and I've been using it to great effect to this day. It worked again very well this game. Even with his three Basilisks, the Knight and the Havocs he still couldn't kill all units and made the error of splitting up his fire instead of focusing down one target. As an example, he fired a lot of Lascannons into my Maulerfiend, which left my Helbrutes completely unmolested. From my experience people tend to focus on the melee-machines since they feel more like a thread as they are coming closer and closer. Anyway. I've now finished my Mutalith Vortex Beast and my second Helbrute. Sadly the pics aren't the best and the colors are more vibrant IRL (adjusting the saturation with a photo editor helps a little bit but it's still not lifelike).
  11. I took no pics but I shall report nonetheless! My opponent's list was: 100x Cultists (2x 40 and 2x 10) Renegade General (or whatever the cheap R&H Commander is named) 3x Basilisks 1x Chaos Lord (Warlord with the WT that makes everything within 6" fearless) 1x Sorcerer 2x5 Havocs w/ 4x Lascannons each 2x Bunkers 1x Renegade Knight w/ Big Melter Cannon and Fist We played a mission from Chapter Approved called "Recon". Basically we each generated 3 Tactical Objectives each round and could use reserves like in 7th edition. I chose my side of the battlefield, he dropped his first unit. I deployed my two Helbrutes, the Pred and the Exalted in my centre, behind LOS blocking terrain that would shield them from the two Havoc teams. My big herd of Tzaangors were waiting in the webway. The MVB and Maulerfiend took my right flank, Daemon Prince behind them. Chaos Spawn took my left flank, Ahriman and the Shaman behind them. My ten Cultists just camped a backfield objective all game, scoring "Secure Objective 2" but otherwise doing nothing all game. Worth their 40 points. ;) He deployed the Havocs in his Bunkers, the two big Cultist blobs at his front to shield the bunkers and characters. The Basilisks he deployed behind LOS blocking ruins as they didn't need LOS anyway and deployed the remaining Cultists nearby. The Knight stood at his left flank, opposide of my MVB and Maulerfiend. First Turn saw my Predator brought down to 1 wound and a few wounds off the Maulerfiend and MVB. I cast Prescience on the Predator and Ahriman threw Smite, Infernal Gaze and Tzeentch's Firestorm at the Knight, stripping off 7 wounds (Firestorm did 4!). Then I opened up with the Predator and used Fire Frenzy on the Helbrute. Tzeentch bless his Sarcophagus! He hit 3 of his 4 Lascannon shots, wounded with all three, Knight failed all 3 and I rolled hot for the damage, destroying it. A quarter of my opponent's army (pointswise) brought down on the first turn. The laughter of the Dark Gods was drifting over the battlefield. Glorious! My Tzaangors dropped in his backlines and the carnage continued. Over the course of the game they killed the Commander, a Bunker, a squad of Havocs, two Basilisks and about 30 Cultists. I've fielded them in many configurations since 8th came out. As 10 man squads, as 15, 20 and now as a 30 blob and the big blob performed the best by far. However, the Tzaangor Shaman was pretty much wasted this game since he couldn't reach my opponent'S backline to buff my Tzaangors. So I think the lesson learned here is that he might only be worth it if he rides around with Bowlightened or if you are footslogging the Gors. The MVB was neat. His powers are good but he too has the problem the Shaman has that he can't reach the Gors. In terms of raw damage the Maulerfiend is probably better since you can just pop Daemonforge on it and watch as it goes to town. But the MVB seems like a solid unit. With its regeneration and the occasional Temporal Manipulation cast on it, it is very stubborn and on half health, it even gets to double the range of its powers. Ahriman also killed his Sorcerer (with Psychic Powers of course! How dares he stand before the Chief Librarian of the Thousand Sons!) and the Daemon Prince took his Warlord's head. With their Commanders dead, their warmachines broken and their troops fleeing in terror the Thousand sons won 16 - 8. At this point I want to underline that Tzeentch's Firestorm isn't as useless as people make it out to be. Yes, statistically it is Smite but harder to cast. However, in a game we aren't throwing nearly enough dice or are casting it nearly often enough that we can expect statistical results. More often than not I got 3+ mortal wounds out of the power. It surely is a bit of a gamble but if you want to crush opponents with Ahriman showering them in mortal wounds then I would suggest giving this power a shot. At worst it is a mini smite. At best it can kill a character in a single blow.
  12. Got a game tomorrow. 2000 points vs. Iron Warriors. My list: Should come down to 1994 points. Gameplan: Drop Tzaangors via Webway, advance the Shaman behind them for +1 to-hit, advance MVB to give them either +1S, -1 AP (making their blades -2) or letting them re-roll their charge distance. With the Brayhorn they only need to roll an 8 to make it into combat after deepstriking. The Shaman will get "Weaver of Fate" to further enhance his brethren. This many Tzaangors with all those buffs will probably destroy any infantry unit or cripple/destroy most vehicles. The unit's foot(claw?)print is also big enough that they can alternatively just tie up a few units. MVB and Maulerfiend rush up the field to put pressure where needed. The Helbrutes and the Predator sit in my backline near my Exalted. He'll let them re-roll 1s, heal them with "Temporal Manipulation" and buff the Pred with "Prescience". The Cultists either screen my Exalted or just sit on an objective. Ahriman will fly up the board and hopefully flense the souls of my enemies from their bodies! I intend to give him "Tzeentch's Firestorm", "Infernal Gaze" and "Glamour of Tzeentch". He can either go full ham and cast three powers that all do mortal wounds or substitute one for the "Glamour of Tzeentch" buff. The Daemon Prince will of course get "Diabolic Strength" and "Gaze of Fate" for that sweet, sweet free reroll! He can either pick out targets of opportunity or assist the Maulerfiend-MVB-Duo. My beloved Rubrics (sadly I only own 10. But I ordered another box so I can bump them up to 20. Mwahahah!) will cruse to some midfield objective. The Aspiring Sorcerer will also know "Weaver of Fate" to make his Rubrics tougher. And lastly my unit of three Chaos Spawn will just run around with Ahriman so that he can't be targeted. If I get the opportunity I'll throw them at some Infantry and use the new stratagem. I think this list is a solid TAC list. The Helbrutes, Maulerfiend and Pred help me out against armour. The Cultists, Rubrics and Spawn can grab objectives, as can my characters since almost all of them have a 12" move. I've got plenty of ways to deal with infantry and between Ahriman and the Daemon Prince real power that can wreck stuff in melee or destroy it with mortal wounds. May Tzeentch guide my dice tomorrow! I shall report once it is done. :)
  13. Got my Codex since Tuesday. ;) They are S7 AP-2 D2. Or if you attack with the tentacles you make 12 attacks (at full health) S7 AP-1 D1. MVB costs 150 points on the nose.
  14. Thanks. :D Just finished my second Exalted and my Mutalith's base. Almost finished my second Dreadnought and started working on the Mutalith. I'm going for different hues of green on the beast with some fades into blue. Trying to make it look Cthulu-esque or like a deep sea creature. The vortex on its back I'll probably paint as a fade from violet to red to a very bright yellow in the middle.
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