Switch Theme:

[LI] Thoughts on legions so far  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in fi
Locked in the Tower of Amareo





Yea that's odd. Teleporting amidst enemy/space hulk fine, building bad.

2024 painted/bought: 109/109 
   
Made in us
Been Around the Block





 westiebestie wrote:
Agree with C, Reavers are strong, long range Reavers deleting a structure at will in one turn scares you away from garrisoning. This is at 1500. At 2000+ And with more counters it might be different.

Warp missile we are not playing cause they are broken. We currently expect to limit them to 0-1 per army and assign them a point cost, later on..

Warlords+ I expect to dominate at 2000-2500 currently, we'll see.

 ashlevrier wrote:


-Going overly aggressive to score VPs turn 1 is punished by Divide & Conquer.

Every time i play aggressive i win. but so far you have only played marine vs marine. as i am one of two marine players in the group and everyone else is aux. i have sean both armys be played. establishing board control and forcing the other guy into his corner or deployment zone so i can hold the objectives is for now the winning strate.



Opposite experience for me, only Astartes at my club. All are pretty experienced alt activation players and tactically shrewd, so dont fall for e.g partial rushes. Just playing the long game of divide & conquering the aggressive parts of the enemy army first, and thenoutscoring turns 3-5 has worked so far. Yet to face a full rush air cav, the most so far have been 1 Thawk + 2 Eagles worth of Terminators, Ass Marines supported by 16 rushing Dreads at 1500, with the rest of his army coming in transports behind. Overwatch and AA is pretty decent if positioning well. Sicarans do work. My counterchargers handle the rest, then I can deep strike behind their front portions and start to counter.

When I get to face SA I plan to go very aggressive, both as they are better at long range, weak on AA and weak on RoF so weak on Overwatch given everyone and their mother seem to be going only max Vanquisher Cannons currently.

People also tend to miss the humble Heavy Bolter, maxing Lascannons. That 5+ Overwatch does a difference.


-All are pretty experienced alt activation players and tactically shrewd.
we in my group we invented a minis war game based on alt activation. https://acpgames.com/about-2/ you should check it out. though i think its dead now.

-Sicarans are great at over watch. i out fit mine with he heavy bolters and the autocannons. considering they only have 16 inches of range. most AC can just stay out side there range and not get shot down. but the few times i have been able to get a plane in range. i have shot it down.

in my local group we have one aux player that will bring two units of 12 ogers and a large unit of axe men. he also dose large units of normal infantry. backed by tanks with vanqs. the other aux player not wanting to play a one note army trys the combined arms balance list build. i will tell you the first one has been working better than the second.

marines have a good amout of point defence weapons. but there short ranged so we have to get aggressive and close. bolter is only 8 inches.

also i have seen over watching vanqs shoot down some planes. also over watched my knight one time that charged them. vanqs are just good


Automatically Appended Next Post:
The_Real_Chris wrote:
 ashlevrier wrote:
i lost a full unit of terminators because they scattered into a building.


Stick to teleporting into spacehulk corridors, far safer


lol look in my head they just went to the back rooms and are lost for ever. warp none sense.

This message was edited 1 time. Last update was at 2024/01/10 18:32:13


 
   
Made in us
Been Around the Block





Some pics of my stuff
[Thumb - 20240110_123609.jpg]

[Thumb - 20240108_222347.jpg]

[Thumb - 20240104_220604.jpg]

   
Made in no
Slaanesh Veteran Marine with Tentacles





Sweden

@Ash: cool, haven't heard of it, will check. I didn't mean that your group is any less experienced btw, I trust you and your experience its just I think there are so many variables with terrain & tactics. And SA being rather limited on options, especially if they load up on Vanquishers with only LC hull weapons to kill the high value stuff and leave themselves open to not stopping the Infantry assaults due to weak overwatch. Yes, Ogres are brutal on charge I hear.

Sicaran Overwatch is 16/8" (or 22 w LC sponsons ) but I use it to shoot the things coming out of the airplanes or transports on charge orders, and we were talking about aggressive early rushes working or not, not long range flyer duels. You have to unload within 10" to get the charge in, and during the charge you get within 8" so it can Overwatch with all its weapons. Dont waste them on the Hawk.

They're quite effective at stopping aggression imo. Deredeo & my flyers can try to bring the Thawks down. Storm Eagles I can Overwatch down or shoot its contents, they're more fragile.

Automatically Appended Next Post:
I am expecting the Sicaran to be a pretty decent defence to drop Pods too. I bring 10 at 1500p, they're my jack of all trades with a bucket of dice. 60-70 Overwatch dice, a lot of it on 5+, make a big dent in any Terminators, Assault marines & Dreads (currently Contemptors) disembarking/charging.

Turn 1 I position myself to counter play any early aggression if I see air cav, typically placing Sicarans a bit to each side, behind LOS blockers with diagonal or sideways lanes of fire to Overwatch. Will do the same vs pods. If no rush comes Turn 1 or they dont have any capability to charge Turn 1 it's a normal game and I can just build on the objectives for Turns 2-5 trying to both outscore & outkill locally as needed depending on scenario.

The big problem will be an all Assault Transport/pod rush list that should overwhelm my rounded list, and probably most rounded lists. We'll see how that goes. My Night Lords buddy intends to play that.

This message was edited 3 times. Last update was at 2024/01/10 20:11:55


30k: EC, AL, IW
Epic30k: IH, House Coldshroud, Legio Metalica, IW, Legio Interfector, AL
40k: EC CSM, Orks
DzC/DfC: UCM
WW2 Battlegroup/Bolt Action 6-15-28mm: German 41-44, Soviet 41-43, French 1940

Instagram @grimdarkgrimpast
 
   
Made in gb
Ridin' on a Snotling Pump Wagon






I’m also looking forward to Mechanicum joining the fray. Because MOAR is what I want.

Of everything. All of it.

MOAR.

   
Made in fi
Locked in the Tower of Amareo





Certainly more variety on opponents wouldn't hurt.

Daemons could be fun too if GW decides to do those for legions. So far not much of sight on regular HH either though...

2024 painted/bought: 109/109 
   
Made in gb
Resourceful Gutterscum






 Mad Doc Grotsnik wrote:
Looking at the Demi-Company.

We’re as yet without Vanguard and Light Armour things to choose. And the only Transport option are Rhino, which we also, more importantly, can have as Dedicated Transport freebies.

This needs to change. Pronto.

I’ve nearly maxed out my Infantry options. All I’m short of are two bases each Heavy, Plasma, Assault and Terminators, all of which are comfortably covered by Just One More Box.

Oh, and Bastion, we need Bastion. But the models for that are coming in the form of Deredeo and Tarantulas.




A properly maxed out "demi-company" formation is really over a company's worth (fluff wise) of infantry...! Must admit its bugging me slightly how to structure my detachments and formations with that in mind....


On th vanquishers point, the release of additional might make them less OP overall, but I don't see that's likely to address the real issue with them which is that they are just flat out better than the regular russ. I appreciate the internal balance between the (uncosted) unit weapon options is pretty poor across the board, but it's particularly frustrating imo on what is one of the key units if you want to run SA armoured formations.

This message was edited 1 time. Last update was at 2024/01/11 00:27:54


 
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

Piousservant wrote:
 Mad Doc Grotsnik wrote:
Looking at the Demi-Company.

We’re as yet without Vanguard and Light Armour things to choose. And the only Transport option are Rhino, which we also, more importantly, can have as Dedicated Transport freebies.

This needs to change. Pronto.

I’ve nearly maxed out my Infantry options. All I’m short of are two bases each Heavy, Plasma, Assault and Terminators, all of which are comfortably covered by Just One More Box.

Oh, and Bastion, we need Bastion. But the models for that are coming in the form of Deredeo and Tarantulas.




A properly maxed out "demi-company" formation is really over a company's worth (fluff wise) of infantry...! Must admit its bugging me slightly how to structure my detachments and formations with that in mind....


On th vanquishers point, the release of additional might make them less OP overall, but I don't see that's likely to address the real issue with them which is that they are just flat out better than the regular russ. I appreciate the internal balance between the (uncosted) unit weapon options is pretty poor across the board, but it's particularly frustrating imo on what is one of the key units if you want to run SA armoured formations.




I think they need more special rules that interact with choosing not to move. There are some in the book but so far none of the models utilizie them, for example siege weapon is a great rule, if the model with the weapon doesn't move it can double the weapons range.

Maybe it just needs a rule where it can't move and fire or it reduces its accuracy.

This message was edited 1 time. Last update was at 2024/01/11 12:45:23


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in us
Been Around the Block





Piousservant wrote:
 Mad Doc Grotsnik wrote:
Looking at the Demi-Company.

We’re as yet without Vanguard and Light Armour things to choose. And the only Transport option are Rhino, which we also, more importantly, can have as Dedicated Transport freebies.

This needs to change. Pronto.

I’ve nearly maxed out my Infantry options. All I’m short of are two bases each Heavy, Plasma, Assault and Terminators, all of which are comfortably covered by Just One More Box.

Oh, and Bastion, we need Bastion. But the models for that are coming in the form of Deredeo and Tarantulas.




A properly maxed out "demi-company" formation is really over a company's worth (fluff wise) of infantry...! Must admit its bugging me slightly how to structure my detachments and formations with that in mind....


On th vanquishers point, the release of additional might make them less OP overall, but I don't see that's likely to address the real issue with them which is that they are just flat out better than the regular russ. I appreciate the internal balance between the (uncosted) unit weapon options is pretty poor across the board, but it's particularly frustrating imo on what is one of the key units if you want to run SA armoured formations.



I think it's a problem of all weapons being able to target anything. Like if the vanq could not target infantry at all then it would not be so good.

Flames has a rule called no HE. Tanks with this rule can't shoot infantry.

If they did that in legions. Have weapons with HE and weapons with out it. It might go a long way to helping the game.
   
Made in fi
Locked in the Tower of Amareo





Elsewhere after posting my game report person commented how vehicles are too good and infantry dies too easy.

However I pointed out opinions might be coloured by people not actually using much of infantry...

My game I had 2000 pts list with 2 box worth of infantry(all the infantry I had bar 3 commander stands)...That's...less than 300 pts.

Call me stupid if you want but I don't see it weird that 1700 pts has more durability than 300 pts

So out of curiosity I went for not complete infantry spam but put in 4 detachments and about 1300 pts with infantry and then added some support stuff.

End result was bit over 170 infantry model...And I would say that swarm is going to be not so easy to remove. And indeed would have in yesterday's game been pretty darn mean anti-list counter seeing how many armourbane missiles and vanquisher cannons I was facing.

Currently people aren't actually using that much infantry. And yes I can understand WHY. Tanks are cool. Tanks are cheap to bulk up points. Starter comes with tanks. Infantry swarms you can play in 40k while tank hordes less so. And GW's supply issues don't make collecting huge swarm at once easy(hell local FLGS got exactly 0 boxes of basic marine infantry at the first wave...still waiting for those...).

But maybe the "infantry dies too easy" comments starts to slow down when people actually use significant % of points and not an after thought.

My opponent had even less of infantry with 1 box

Above 170 model list had 8 marine and 6 SA box worth of stuff. Not optimized though so would have plenty of extra stands. Would be painting half blood angels, half imperial fist for siege of terra theme if I went for it. 8 boxes with same colour scheme would get boring for me.

This message was edited 2 times. Last update was at 2024/01/11 07:56:36


2024 painted/bought: 109/109 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Infantry sure is cheap!

My Demi-Company currently stands at 546 points, and is comprised of…

One Command Stand
Troops with 3 increases of Heavy (10 stands)
Troops with 3 increases of Plasma (10 stands)
Troops with 3 increases of Tactical (10 stands)
Support of 10 Contemptors
Support of 6 Terminators
Support of 6 Assault Marines


That’s a lot of stands, and a pleasing spread of combat capabilities. For basically Sod All Points. And it came from just three infantry sets.

I think I’ll, in due course, be in the market for another three, maybe four boxes if I want to max out the support elements and add a matching Demi-Company.

And as I’ve said before, the options on a Demi-Company really aren’t as restrictive as I originally thought. Not once you’ve enough stands to start specialising squads.

   
Made in fi
Locked in the Tower of Amareo





Yep. The infantry is dirt cheap. In points. In cash and availability not quite so So far haven't seen any youtube report with even 4 box worth. Frankly don't remember 3 box one...

And btw those contemptors add up quite a lot of points so remove that and...

Yeah those infantry come in pittances in points

And from my game hardly reasonable to expect 300 pts to survive just as well as 1700 pts ;-)

I'll be getting boxes slow and steady myself. Have 2 marines and 1 SA now. Have ordered marine box from GW(no sign of delivery so far...) and FLGS has order standing. These will be blood angels giving me full 8 assault marine formation. When I get around to getting more marines will start imperial fist force.

SA will be more of backburner project but some more infantry to use though ally point limit restricts bit. Can't add just as freely as marines.

And 170 stands is...still lot to scythe through. At least there's no resurecting units in LI

2024 painted/bought: 109/109 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Really must seek a buyer for my Solar Auxilia half.

Ideally Swapsies, but probably missed the boat on that one 🤣🤣

   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

A photo I yanked from FB of someone playing 3k points. The tank parking lots in FoW and Team Yankee used to annoy me a bit, but this takes it to another level. I know we are dealing with fantasy concepts of super humans fighting thirty thousand years in the future, but this still tramples the suspension of disbelief bit for me, which it will do for anyone with even a passing acquaintance with real-life military history.

Spoiler:


It will be interesting what other big-points units come along to soak up some of those 3k points, I guess units moving on via drop-pod (or in reserve) will also help with the cramming of miniatures. Or the game just ends up settling on 2k as a standard. Or, I might just be making more of a fuss than is needed and this doesn't bother most people!



Automatically Appended Next Post:
 Mad Doc Grotsnik wrote:
Really must seek a buyer for my Solar Auxilia half.

Ideally Swapsies, but probably missed the boat on that one 🤣🤣


If you try either the Middlehammer or Epic 30k Legions Imperialis FB groups you will probably find someone who wants to swap, there are still some posters on there asking that sort of thing.

This message was edited 2 times. Last update was at 2024/01/11 10:51:52


Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
Small but perfectly formed! A Great Crusade Epic 6mm project: https://www.dakkadakka.com/dakkaforum/posts/list/694411.page

 
   
Made in gb
Ridin' on a Snotling Pump Wagon






On tank heavy?

I do wonder how much of that is the difficulty in getting mitts on new toys, and points intensity?

For instance, if I get a box of Marine Infantry, that’s what, 250 points tops, and not particularly effective on the board? But, a box of 4 Kratos? That’s 260 points

Same pounds, more or less the same points, just about. But the Kratos? They’re ready to go as a full unit. You could, but don’t need, to add a second box to bulk out the unit, because the four as they come are already plenty effective,

   
Made in fi
Locked in the Tower of Amareo





 Pacific wrote:
A photo I yanked from FB of someone playing 3k points. The tank parking lots in FoW and Team Yankee used to annoy me a bit, but this takes it to another level. I know we are dealing with fantasy concepts of super humans fighting thirty thousand years in the future, but this still tramples the suspension of disbelief bit for me, which it will do for anyone with even a passing acquaintance with real-life military history..


Wonder if any point sink etc is going to really change that...

People have habit of maximising power and cramming models side by side allows concentration of range and stops enemy from skirting range.

Imagine you have 9 predator spread out. I skirt ranges with 9 predators of my own so that I'm in range of roughly what I aim to kill.

I shoot 9 predators. You shoot 4-5.

Yes I'm capping maybe bit if I spike high but capping your damage output unless YOU spike over the odds.

This won't change whether you have room on board or not. Concentration is still what you want to maximize rule benefit.

Moving side by side also helps hiding behind terrain.

This message was edited 1 time. Last update was at 2024/01/11 11:13:52


2024 painted/bought: 109/109 
   
Made in gb
Longtime Dakkanaut




infantry, in terms of how many points each wound costs, are the best thing out there

they may die easily, but do you have enough bullets to get all of them?

infantry suck in small numbers with a few exceptions, e.g. marine heavy support bods in a building will do work, but to advance you need a lot, it means several large units advancing as a wave, dilute enemy firepower, with your own long range stuff supporting

its basically WW2 tactics, having run large infantry formations I smiled when facing tanks, they simply lack the rate of fire to splat enough infantry to stop them

but you need a lot, as in "I can take your P75 output for two turns and still have enough bodies"

and by that I mean I can take notably above the average damage result, the result you only have a 25% chance of exceeding.

say if you have four shots, that will likely do three hits, that means I need to be able to take six hits and still have enough to kill you

a pair of sicaran are 105 points, assume loaded for little guys so AC/HB, 5 shots, on a 5+, assume 3.5 hits, so seven hits, half with AP-1. facing Auxilia thats likely seven kills

for the same points I get 16 las-rifle stands, or any of the similar cost infantry upgrades

for good output you will break them, but not kill them, on average they will probably have a few more stands survive, assuming you went HB not LC on the sides.

but its a seriously large unit, which short of printing not many people will have access to, especially since you really need to be running them in triples, and probably two triples, which is still only a bit over 600 points, to which the support axe lunatics and commanders need to be added so maybe a 750 point pair of formations, thats a lot of bodies. especially with someone aggressive, march orders first turn, then charge orders if they get close

will take luck to stop, or a specific anti infantry load out

and thats probably less than half the SA army, so it can bring a brick of tank hunters as well
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

 Pacific wrote:
A photo I yanked from FB of someone playing 3k points. The tank parking lots in FoW and Team Yankee used to annoy me a bit, but this takes it to another level. I know we are dealing with fantasy concepts of super humans fighting thirty thousand years in the future, but this still tramples the suspension of disbelief bit for me, which it will do for anyone with even a passing acquaintance with real-life military history.

Spoiler:


It will be interesting what other big-points units come along to soak up some of those 3k points, I guess units moving on via drop-pod (or in reserve) will also help with the cramming of miniatures. Or the game just ends up settling on 2k as a standard. Or, I might just be making more of a fuss than is needed and this doesn't bother most people!




Yeah it's less than inspired, I think this is also why I'm finding 1500 point enjoyable and looking at 3000pts at sort of obnoxious for the exact reason in the photo.

I remember thinking when I saw the white dwarf battle report pics how silly it looked to see 6 sicarans or 6 kratos so close together. I think in addition to a limit on formations, some detachment sizes might need to be addressed as well, 10 vanqs is very strong.

Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




could be worse, could be the Mil24D helicopters from Team Yankee.. where if you fit the rotors to them look good individually, deploy two, in unit formation and they now look stupid

but not as stupid as the bod who took six, didn't bother with the rotors to get them side by side

to the point someone posted the picture to Battlefront with a "is this really what you want the game to look like?"
   
Made in fi
Locked in the Tower of Amareo





 Crablezworth wrote:

I remember thinking when I saw the white dwarf battle report pics how silly it looked to see 6 sicarans or 6 kratos so close together. I think in addition to a limit on formations, some detachment sizes might need to be addressed as well, 10 vanqs is very strong.


Wouldn't change. If you make 10 russ forced into 2x5 russ the 2 detachments would be simply side by side. Same # of models would be b2b.

If you limit # of detachments AND limit size of detachments then you are just limiting size of game that can be played turning more toward 40k with small models. And the models would STILL BE b2b.

People cram models close because unit works better as small group. You could have 10'x10' board with unit of 2x5 russ as entire army for both and they would still move models b2b. Why? It gives advantage.

This message was edited 1 time. Last update was at 2024/01/11 13:38:40


2024 painted/bought: 109/109 
   
Made in gb
Longtime Dakkanaut




yes, and the only way you counter it is to give a disadvantage, many games thats some sort of blast template, or a similar effect.

personally I'd go with you nominate a model as your target, all fire into that detachment but you nominate a single model

+1 to hit if anything of the same scale is within say 1" of it, causes spreading out a bit

won't work on this scale with how many models are here
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

tneva82 wrote:
 Crablezworth wrote:

I remember thinking when I saw the white dwarf battle report pics how silly it looked to see 6 sicarans or 6 kratos so close together. I think in addition to a limit on formations, some detachment sizes might need to be addressed as well, 10 vanqs is very strong.


Wouldn't change. If you make 10 russ forced into 2x5 russ the 2 detachments would be simply side by side. Same # of models would be b2b.

If you limit # of detachments AND limit size of detachments then you are just limiting size of game that can be played turning more toward 40k with small models. And the models would STILL BE b2b.

People cram models close because unit works better as small group. You could have 10'x10' board with unit of 2x5 russ as entire army for both and they would still move models b2b. Why? It gives advantage.



You're missing my point, the entire take away was 3000 didn't look that good, the idea is to make the game function better at lower levels for me, not to limit anyone wanting to play 3000. I just think 4 russes in a detachment looks better than like 6 sicarans. For what it's worth I think seeing giant units of dreadnoughts makes no sense at all, would have much rather they were closer to armigers in prowess and had far fewer in a detachment like 1-3.

One can do stuff very easily to make things seem a bit less silly, limit formations, even go so far as to make each one 0-1 so solar aux can't spam pioneer company. Slash vehicle detachments in half or more so at most you see like 3-4. The current system controls for nothing and the only limiting factor has been the game's popularity, people can only get what they can get, doesn't mean in 6 months time people won't have crazy amounts of stuff. On the print side we can already see people perfectly capable of fielding like 60-70 tanks. I'd love for this game to be combined arms and not parking lots, currently the incentives are a bit wonky. For what it's worth I don't think a detachment of 16 solar aux looks cool or awesome either, 4-8 bases seems fine for most infantry detachments.

A final thing I'd address in terms of lower point level and immersion is, it's one thing to lose a flyer to another flyer or some precision guided heat-seaking death missile from an acastus, but to lose one to bs weapons just dumping dice is just too easy to have happen at times, just like light weapons can't scratch vehicles, there should really be more limitations on weapons targeting flyers at lower point level games. I think I understand what its so easy at high point levels because the output of a lot of larger flyer units is disgusting, but for a game with all this granularity it tends to round off a few too many corners at times. I'd rather have the reality be that one need both dedicated ground AA and likely flyers to counter other flyers than just needing 6's, but it largely seems like anything with decent range and light at will do if the rate of fire is high enough, looking at swarmer missiles for example.

This message was edited 4 times. Last update was at 2024/01/11 14:14:04


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

leopard wrote:
could be worse, could be the Mil24D helicopters from Team Yankee.. where if you fit the rotors to them look good individually, deploy two, in unit formation and they now look stupid

but not as stupid as the bod who took six, didn't bother with the rotors to get them side by side

to the point someone posted the picture to Battlefront with a "is this really what you want the game to look like?"


The trick is to have varying height flying stands so you can position them right next to eachother but separated by several inches of height. Doesn't look quite as dumb then.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in gb
Longtime Dakkanaut




chaos0xomega wrote:
leopard wrote:
could be worse, could be the Mil24D helicopters from Team Yankee.. where if you fit the rotors to them look good individually, deploy two, in unit formation and they now look stupid

but not as stupid as the bod who took six, didn't bother with the rotors to get them side by side

to the point someone posted the picture to Battlefront with a "is this really what you want the game to look like?"


The trick is to have varying height flying stands so you can position them right next to eachother but separated by several inches of height. Doesn't look quite as dumb then.


dunno, a game where a guy with a pistol at one end of the thing can't hit someone at the other has issues

and yes you can vary the flight stands but even then you tend to get rotors overlapping (would have been nice to have a clear disc for the rotors anyway, the kit ones are nice but fragile)


Automatically Appended Next Post:
plastic Arvus inbound!

This message was edited 1 time. Last update was at 2024/01/11 14:25:30


 
   
Made in gb
Longtime Dakkanaut



London

 Pacific wrote:
A photo I yanked from FB of someone playing 3k points. The tank parking lots in FoW and Team Yankee used to annoy me a bit, but this takes it to another level. I know we are dealing with fantasy concepts of super humans fighting thirty thousand years in the future, but this still tramples the suspension of disbelief bit for me, which it will do for anyone with even a passing acquaintance with real-life military history.


What is your point? Look they left gaps!

Hmm, maybe should multibase the tanks
   
Made in es
Regular Dakkanaut




 Crablezworth wrote:
tneva82 wrote:
 Crablezworth wrote:

I remember thinking when I saw the white dwarf battle report pics how silly it looked to see 6 sicarans or 6 kratos so close together. I think in addition to a limit on formations, some detachment sizes might need to be addressed as well, 10 vanqs is very strong.


Wouldn't change. If you make 10 russ forced into 2x5 russ the 2 detachments would be simply side by side. Same # of models would be b2b.

If you limit # of detachments AND limit size of detachments then you are just limiting size of game that can be played turning more toward 40k with small models. And the models would STILL BE b2b.

People cram models close because unit works better as small group. You could have 10'x10' board with unit of 2x5 russ as entire army for both and they would still move models b2b. Why? It gives advantage.


A final thing I'd address in terms of lower point level and immersion is, it's one thing to lose a flyer to another flyer or some precision guided heat-seaking death missile from an acastus, but to lose one to bs weapons just dumping dice is just too easy to have happen at times, just like light weapons can't scratch vehicles, there should really be more limitations on weapons targeting flyers at lower point level games. I think I understand what its so easy at high point levels because the output of a lot of larger flyer units is disgusting, but for a game with all this granularity it tends to round off a few too many corners at times. I'd rather have the reality be that one need both dedicated ground AA and likely flyers to counter other flyers than just needing 6's, but it largely seems like anything with decent range and light at will do if the rate of fire is high enough, looking at swarmer missiles for example.


I insist in trying the 7+, 8+ & 9+ mechanics. That's a 6 followed by a 4+, 5+ & 6 like in other GW games... Instead of 6s always hit.
   
Made in gb
Longtime Dakkanaut




I think that single change, bringing back the 7, 8 9 to hit table, would solve quite a few problems

I mean yes you will still have shots into the dark taking time, indeed more time with the second roll, but it stops the "don't care about penalties, its a six anyway" stuff

I mean a heavy bolter hits on a 5+, a las cannon on a 4+.. not sure why waving at both from a window suddenly is a great equaliser

also resolves a few of the air issues

and note, I'd also hit "skyfire" with -2 to hit targets that are not fliers, hover mode of not (and would permit actual landing at which point they are considered to not be either, just a normal vehicle)
   
Made in gb
Fixture of Dakka





The Arvus announcement this afternoon has given me a lot of confidence for future releases, and looking forward to putting in an order for the little darlings. Naturally they'll need troops to transport, so in the meantime I think a box of Solar infantry is in order!


Casual gaming, mostly solo-coop these days.

 
   
Made in fi
Locked in the Tower of Amareo





leopard wrote:
yes, and the only way you counter it is to give a disadvantage, many games thats some sort of blast template, or a similar effect.

personally I'd go with you nominate a model as your target, all fire into that detachment but you nominate a single model

+1 to hit if anything of the same scale is within say 1" of it, causes spreading out a bit

won't work on this scale with how many models are here


Blast temples just artificially twist situation if one side is.

And irl you don't drive leopards plate to plate even without artirelly and facing just t-72.


Automatically Appended Next Post:
leopard wrote:
I think that single change, bringing back the 7, 8 9 to hit table, would solve quite a few problems

I mean yes you will still have shots into the dark taking time, indeed more time with the second roll, but it stops the "don't care about penalties, its a six anyway" stuff

I mean a heavy bolter hits on a 5+, a las cannon on a 4+.. not sure why waving at both from a window suddenly is a great equaliser

also resolves a few of the air issues

and note, I'd also hit "skyfire" with -2 to hit targets that are not fliers, hover mode of not (and would permit actual landing at which point they are considered to not be either, just a normal vehicle)


Then we get to flyers are autotake or ennmy has unkillable unlts and unkillable units never been good for pleasant game experience.

As is yesterday 6 lightning and 2 thunderhawks ate silly amount of flrepower and 3/8 were still alive.


Automatically Appended Next Post:
SamusDrake wrote:
The Arvus announcement this afternoon has given me a lot of confidence for future releases, and looking forward to putting in an order for the little darlings. Naturally they'll need troops to transport, so in the meantime I think a box of Solar infantry is in order!



Funnily got box yesterday. Add that and its 250 pts ally det(bit more if i take sentinels) with 2 plane wings to carry units to grab lone objectives plus 4 stands left to slog.

Tasty.

This message was edited 2 times. Last update was at 2024/01/11 15:48:54


2024 painted/bought: 109/109 
   
Made in us
Been Around the Block





tneva82 wrote:
Elsewhere after posting my game report person commented how vehicles are too good and infantry dies too easy.

However I pointed out opinions might be coloured by people not actually using much of infantry...

My game I had 2000 pts list with 2 box worth of infantry(all the infantry I had bar 3 commander stands)...That's...less than 300 pts.

Call me stupid if you want but I don't see it weird that 1700 pts has more durability than 300 pts

So out of curiosity I went for not complete infantry spam but put in 4 detachments and about 1300 pts with infantry and then added some support stuff.

End result was bit over 170 infantry model...And I would say that swarm is going to be not so easy to remove. And indeed would have in yesterday's game been pretty darn mean anti-list counter seeing how many armourbane missiles and vanquisher cannons I was facing.

Currently people aren't actually using that much infantry. And yes I can understand WHY. Tanks are cool. Tanks are cheap to bulk up points. Starter comes with tanks. Infantry swarms you can play in 40k while tank hordes less so. And GW's supply issues don't make collecting huge swarm at once easy(hell local FLGS got exactly 0 boxes of basic marine infantry at the first wave...still waiting for those...).

But maybe the "infantry dies too easy" comments starts to slow down when people actually use significant % of points and not an after thought.

My opponent had even less of infantry with 1 box

Above 170 model list had 8 marine and 6 SA box worth of stuff. Not optimized though so would have plenty of extra stands. Would be painting half blood angels, half imperial fist for siege of terra theme if I went for it. 8 boxes with same colour scheme would get boring for me.


i run 3 infantry boxs of marine infantry. i need at least 1 more box of Rhinos. if i had one more box of dudes i feel i could just swarm the objective and not get pushed off of it.
   
 
Forum Index » Other 40K/30K Universe Games
Go to: