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Stoobert

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Posts posted by Stoobert

  1. Thanks for the advice. I'll juggle a couple more points and still can afford the 2nd Wyvern.

     

    Grey Hunters x9 with 2x Plasma 209

    WGPack Leader w C-Plas and Frost Axe 54

    Drop Pod #1 35

     

    Blood Claws x8 with 1x Melta 141

    WGPack Leader in Term + C-Melta Chainfist 57

    Drop Pod #2 35

     

    Wolf Guard x5 all with Combi Melta 175

    Drop Pod #3 35

     

    Rune Priest L1 Termie w/ C-Plas + MBomb 100

     

    Previous Allied Contingent Cost 798 New Cost 736

     

     

    QUESTIONS:

    Can a mixed squad of Blood Claws with a Wolf Guard in Termie armor still "sweeping advance"?

     

    If you have Counter Attack and Rage do you get Rage if charged? Seems like NO, just checking.

  2. My OFCC IG army which can best be described as a "assorted tanks with some vet squads" needs a re-working of their drop pod SW allies now that the new dex is out.  My models are limited.  These are the only Termies I own.  All my GH are already modeled with CCW.

     

    GH pod #1 is anti-infantry (plasma) and GH pod #2 (incl. WGPL) is melta.  The 5x WG in pod #3 are an anti-tank suicide squad.  The Rune Priest either rides with the WG or deploys on the field attached to a bunch of Guardsmen.  

     

    Grey Hunters x10 with 2x Plasma and Drop Pod #1: 225

    Grey Hunters x8 with 1x Melta (138), WGPack Leader in Term + C-Melta Chainfist (59), Drop Pod #2 (35): 232

    Wolf Guard x5 all with Combi Melta and Drop Pod #3: 175

    Rune Priest L1 Termie w/ C-Plas + MBomb: 100                           
                                
    Previous Allied Contingent Cost     798                New Cost        732

     

    Although I lose 2 models (one with a Melta) and a Cyclone, I actually save 66 points which is enough for a 2nd Wyvern.  Thoughts, spot errors?  Thanks!  :smile:

  3. A few rules notes that I screwed up:

     

    Indirect Weapons ignore Line of Sight restrictions, including Cloaking Fields. They are never Blocked or Impeded.   This mean you can Torp someone behind a planet, although it seems you'd probably have to measure in a curve as if the torps would be programmed to drive around the planet. 

     

    Asteroids only Blocked if you pass through 6" of asteroid, otherwise Impeded.  Not 6" past an asteroid, but THROUGH 6".

    • Like 1
  4. I still would like to try the optional Victory Points rule, but we have been doing destroyed slightly wrong.  It doesn't swing as much as I thought when losing a tier 2.

    http://community.spartangames.co.uk/index.php?/topic/10472-what-happens-when-the-battle-log-maxes-out/?p=195464

    Losing a tier 1 or 2 squad gains the killer 1/2 the HP (rounded down) of the single highest HP model in the squad (in the case of mixed cruiser squads) not 1/2 of the HP of the entire squad.

    Thus let's say you have a tier 2 cruiser squad (5 HP per ship) and one of them is upgraded to heavy cruiser (6 HP).  Kill it and and that's half of 6 HP, or 3 BP.  Your opponent gets -2.

    It's a BIT less of a swing at tier 2.  Pretty much unchanged at tier 1 (except for battlecruiser pairs)

  5. Not a Terran in the fleet my man!  :biggrin:   I agree your Battleship isn't that impressive, it just isn't that sturdy.  But you may have have been too aggressive with it.  The Heavy Cruisers might be your best "first in" unit -- a squad of 3 have 2x HP of the Battleship and mines.  There was one other factor: I was determined to destroy it. :tongue:

  6. I find mines annoying but I hope/trust that now that we know the rules (mines can be placed each turn) we will adapt to this threat and become less upset about it.   It's part of the game as they tested it so I'm trying to have a little faith that mines aren't "broken as hell".

     

    Your assessment is generally correct, except for the 'full stop' part.  Full stop comes in the secondary movement phase after you've already moved 1/2" minimum movement.

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