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Wellington99

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  1. How did you manage that? Mine keeps losing his arms, mainly the shotgun arm, so now he's sat on the naughty step (read: in my case) and if I use a Ratnik I just borrow the AP HMG Blackjack I have
  2. Wellington99

    CB News

    The only thing is that you need those Muls to get at least halfway up the board. Best way to use the Uragans is to plant them up near your opponent and forcing them to deal with them. In a position where the rangeband works and they're covered from being surprised from behind (granted they have minelayer so they can defend their back), they can be devastating. I'd argue you'd be better off with the 16 point SMG Streloks. More points to spend on other units, and if you're gonna spam them, it's probably better. If you want for more camo tokens, go minelayer
  3. Wellington99

    CB News

    I would however personally suggest some kind of Chain of Command if you take Voronin. If you take Voronin, everyone knows he's your LT. One thing I did notice is that, with exception of the Line Kazaks, all the FO's for TAK are fairly expensive, because they're also good/decent combat pieces. Nothing like Foxtrots (18 for camo infiltration FO) or Chasseurs (20 for same).
  4. Wellington99

    CB News

    Well with any luck I'll get some kind of handle on them when I do the escalation league and tournament we're doing. Gonna use it to test some things out. One thing I did notice though is Voronin with Sensor and T2 boarding shotgun can actually be hilarious. I'm not 100% on how it works, but triangulated fire with a T2 weapon probably is amusing
  5. Wellington99

    CB News

    Interesting. Means the Dynamos can create choke points and deny areas fairly easily with their movement Far as I remember, Ratniks always had Minesweaper, but I could be wrong. The Vet Kazak Duo is gonna be hilarious with the MK 12 profile. And only .5 SWC for a Harris? I'm in. 2.5 SWC for the T2 Harris VK, the AP HMG VK, and then whatever you'd want to round it off.
  6. Wellington99

    CB News

    Oop, yeah, forgot Frenzy does that. I usually only end up running one model that has it, and that's a 3rd Grey in the special core fireteam with Isobel and Volunteers in Caledonia, so I forget that it means you can't go back into camo state (among other things). Does throw a wrench then into things when working out what he's good for. Maybe surprise around the corner a HI or TAG you want dead and stab it? It's probably the one unit that I can't immediately picture a role for on the battlefield. Any thoughts on the Mine Dispenser on the Dynamos, what that is? Doesn't say they get mines in their profiles like if they have minelayer.
  7. Wellington99

    CB News

    I can't wait to get stuck into the Frontoviks. I actually didn't notice they were LI until I gave them another look over. The fireteam with them and Vet Kazaks is already making me think of a really solid team that can march up the board and deal with most things, and while odd, having a 112 in a fireteam with Frontoviks might not be too bad of a thing to try. Soon as they release a box set for the Frontoviks, I'm snatching that up. I also joked that TAK actually stands for T2 Army Korps, because holy heck, look at all the T2 you get, and it's very feasible to have a ton in. Plushenko with CoC is going to be awesome, though for people who take Voronin, probably an autoinclude. By himself though, he can be a very solid pain in the butt. I'd like to know more about McMannus, though. Namely his backstory considering Russian first name, Scottish last name. Looking at his stats and what he has, I think the way to use him is to run out of camo into a unit with Assault and proceed to gut them, then either pop back into camo or shoot. He does miss out on Marksmanship Lv1 that Scouts get, but having a camo unit with NBW, Assault, CC 22, and a T2 CC weapon means there's a good chance that whoever he runs into is dead (though units like Ajax probably still beat him out). He can still do decent ranged damage, and having an Ojotnik will help, but the proof is in the playing. I'm certainly gonna give him a good run out. I'm still not fully sold on the new Trak Muls, and I'm not sure why. Having ECM and Minelayer means that they can more easily defend your backfield, and because they're different than the normal Trak Muls, you can, if you felt like it, take two of the Traktor Mul Kuryers and two normal Traktor Muls. It's kind of a similar situation as the Ratniks. On paper they seem good, but I've had plenty of games with my Blackjacks where I've tried to use them as active turn pieces moving them up the board and gotten blasted into smitherines, usually courtesy of a missile launcher. Now I only field the one Sniper in vanilla, but have been wanting to try the HMG version in USARF in order to finally get to use them properly. Ratniks have the (probably more personal) issue of being more close range units. I certainly want to try the twin Molotok version as it's quite a lot of firepower, and the heavy rocket launcher profile is nice too, but I'm not sure how well it will do when I actually get to using them. Like you, I am really excited for when TAK has released the new models. I have my Coldfront box waiting for me at the local shop and I'm splitting it with a new ALEPH player. Gonna split the Beyond Coldfront box with him once that comes out too. Frontoviks are gonna be my new mainstay Note: I tried for hilarity's sake to see how much it would cost for all T2 in the Vet Kazak and Frontovik fireteam. The answer is 160 for two Vets with the XVISORs and three Frontoviks. It's so hilarious.
  8. Well I’ve got some things in mind from this that I can try into a list and see how it goes (last game of our escalation League is 300 points Biotechvore and I have to get my two in Wednesday before the big tournament Saturday so gotta take things that can move quick). I already have a solid CHA list that I can repurpose and take some uneccesary things out to add things like McMurder.
  9. I think I got confused between the two symbio things Tohaa get, though the local Tohaa player loves his beasts and I’m sure I’d be asking about them sooner or later. I was originally referring to the little nugglings that say “nope” to any damage for one turn (hence why I said about them being get out of jail free cards). The good thing about CHA is that I can easily get 14-17 order armies for 300 points so getting McMurder in there won’t be an issue. Would you build an army around him or just have him as a support unit to basically be another nasty piece of work to be dealt with that can ruin your opponent’s day?
  10. Out of the armies I’ve faced, I seem to have the most issues with ALEPH and Tohaa (excluding bad dice rolls). Fortunately Ariadna has the great equalizer of T2 for most problems, but the issues I have with the two other armies usually boil down to the insane kit ALEPH can get on its units (MSV 3 was a bitch to deal with, with the only thing able to touch her being a screaming 6 point Galwegan chain rifleing her face) and the get out of jail free card that are symbio Beasts. I also have some issues dealing with TO camo units, however I’ve never had issues against PanO’s TO units surprisingly. I know template weapons are good vs them because you don’t need to roll for them but I usually end up in a situation where I can’t get any into a position to fire at them. What’s some good ways of dealing with TO units without using template weapons?
  11. I’ll give it a go with some proxies. It could be interesting due to the special firepower it gives with 4/5 of the Greys having T2 weapons and having the AP HMG. The reason I thought about it was after the game I played vs the PanO Military Orders player with the knight Fireteam I had wondered if a Fireteam of a lot of T2 weapons could even the odds
  12. And what about a Grey Fireteam? Is it worth it to take say an AP HMG, two T2 rifles, and two heavy shotguns in a Fireteam to run up the board, or am I probably still better with the Isobel+Grey+Volunteer Fireteam?
  13. The trick I found with the Uragan is that you have to run them up the board and put them close to your opponent but still in a fairly safe place. Close enough for the rifle range band missiles to work. Had the perfect situation where it was within 8-16 inches of two guys hiding next to each other just behind the corner of a building and within less than 20 inches of like four guys behind some boxes who would have to close into the 16 inches rangeband to get any shots. One of the two behind the corner moved out and I fired three pie plates at them and killed both iirc, and knocked out another one or maybe two from the boxes group. It of course requires you to be able to roll right up without taking damage (or much damage if your engineer can quickly fix it up), but for 18 points 1 SWC it’s worth it in my opinion in Caledonia What would you think of a list that included McMurder and his cousins, with Wallace to give them a regular order instead of an irregular order, plus obviously support units and other aggressive units for when they get put down? Is it too much fur and fury or just right?
  14. Currently my staple 300 point list includes the Isobel+Volunteer*AP HMG Grey and a Wulver Harris with the T2, the Heavy Shotgun, and the Mark 12. It also has a Dozer with the Trak Mul Device And an Uragan to stroll up the field (which it’s actually been somewhat decent), and some Galwegans to toss smoke (and volunteer LT, 112, and a Cateran). It’s a very aggressive list but I like it. Public consensus is that everyone hates the Wulvers, T2 weapons, and the Grey in the Fireteam. I’ll give Wallace a shot sitting in the backfield sometime. Could prove useful, especially if I wanna splurge and get two Caterans to lock down two sides of the board. Someone who I had forgotten about cause I haven’t used him in forever is Mccrough or however he is spelled. The Wolfman with a Templar CCW and MA3. What’s a good way to use him? I did have a game that I can remember where he ran up, popped smoke, and just blind fired chain rifles through smoke at my Yu-Jing opponent (who promptly backflipped away). The funniest thing was his Quang-Shi on his turn *had* to run into close combat with him because of how close he was so he just squashed him. Died next turn of course cause dice weren’t in my favor and he had one wound already taken but it was amusing enough And speaking of him, what about his 23 point cousins? Any point to taking them? Maybe with Wallace in the backfield?
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