FlingitNow wrote:brain fail on my part, sorry. The point remains you're going to struggle aginst BA Rhino rush without more MLs to strip cover saves, I'd also prefer to see the Deathrains in larger units.
First, no problem. I didn't catch my math mistake, had it in my mind that the
TL-
MP were 20 as opposed to 18 for some reason.
Second, Don't think rhino rush is that bad for this list. Rhinos are not the threat but rather what is in them. As soon as the Passengers get out they will be toast.
Third, I haven't found the units of three to be points efficient. I like my crisis teams cheap and want to force my opponent to have to deal with too many targets.
FlingitNow wrote:Lets assume the marines are out of cover. The BS and Strength is the same. So the only difference is the save. Marines get no save against Vespids and a 3+ save against FWs meaning 3 times as many Marines per shot will die to the vespids.
For 32 points of Vespids you get 2 shots at 12" for 30 points of FW you get 6 shots at 12". Therefore 30 points of FW will do exactly the same amount of damage as 32 points of Vespids within 12" assuming the marines are dumb enough to stand out of cover. Put cover in there and the story gets a whole lot worse for the Vespids.
A)Thanks for correcting my math, You are correct in that their
MEQ killing power is equal as long your opponent roll average for his armour saves. With the Vespids only
inv saves apply.
B)The marines will be standing out in the open when they are assaulting so I find the coversave argument not applicable. I use Fusion Blasters contantly and have found that at 12' or less the only time I run into a coversave issue is when shooting at things that get a cover save from moving fast or have such as a natural ability and these units are not what you should be going after with your Vespids.
FlingitNow wrote:Whilst Vespids are superior in HtH but still terrible at it. I don't see how they are a delaying screen. At 16 points a model they are not an efficient point spend on a meat shield otherwise they shoot charge, lose and allow the enemy to gain movement by consolidating... It's not like you can even march block using their mobility like in Fantasy.
What you do with the Vespids is that you move out to intercept the assaulting units. You jump to the side or behind the unit and after shooting you assault to pull them back or off to the side.
The Vespids are better in assaults than people give them credit for. Yes they are handicapped by S 3 but I 5 and thier mobility usually lets them be the ones to assault which denies your opponents the assault bonus. You just have to assault with them only when the conditions are right and don't fool yourself into thinking that thay can assault Termies, genestealers, or large units. Example, against a
MEQ units you want there to be only 4 or less in the unit when assaulting with 10 Vespid, against
GEQ you can go for a 1:1 ratio. Against the aforementioned
TEQ's and Genestealers just don't do it unless you think you can pull the enemy out of your way.
FlingitNow wrote:Yes mobility is their one advantage, but again with your lack of marker lights that counter strike will not be very impressive. As I've pointed out the same points in fire warriors would do just as much damage and have the advantage of being scoring.
1)I have a squad of markerlights
2)Markerlights are not necessary, only helpful. By turn 2 the enemy has already wasted his smoke so Markers can be dedicated towards uping
bs on whatever is deemed the highest priority target.
3)Fire warriors cannot engage the enemy as a screen in an 18" threat circle.
a)
FW move 6" and if enemy is in range they have to choose whether to shoot or move out to assault, unless you arm your
FW with carbines which then makes them less effective than the Vespids in shooting.
b)Vespids can move 12" and assault 6". This means that the Vespids can move up to that unit just at the edge of assault range, shoot and have the choice of assaulting after the shooting phase. This ability to move up, cuts off the enemies next movement phase. This can give an extra turn before the gets to the castle in the corner.
FlingitNow wrote:I like the 2nd version of the list better I think the Ion Head fits better with 2 units of broadsides. Though personally I prefer my Deathrains with targetting arrays rather than flamers. With the spare points I'd up one squad of deathrains to TAs and a squad of 3.
On the kroot thing I'm not convinced they'll work brilliantly in either list. But they will do more for you than footslogging FWs. I still don't get why you have a squad of footslogging fire warriors?
1)Thanks for the feed ack on the lists
2)Not a fan of the large crisis team of
MP's I feel that they are not point efficient. 4 S7 shots will usually do the trick and the added cost of trying to fit in target locks means taking a Shas'vre and other added costs. Also, I don't like the larger foot print of the 3 crisis suit team and how it affects
JSJ.
3)The flamers are for when the enemy is close. At that point three missile hits are not going to do as much as 2 flame templates. Also the points being invested just to get an extra missile hit perturn just seems inefficient.
4)As to the Kroot vs Fire Warriors, I will have to try them both. I think that the Kroot may work better with the Vespids but I want to play leap-frog with the fire warriors in order to maintain
VoF while moving. You see, I am not planning on having one unit foot slog but rather all of the Fire warrior units will cycle through a turn of walking and a turn of riding. This is a method of using one transport to move two units that is often refered to as leap-frogging.
I am thinking of usig this to start off with a screen in front of the broadsides but then making the castle disappear in a single turn as the army starts making use of its mobility.
Again, thanks for the C&C, please keep doing so. I want to really work the list and possible tactics over.