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Made in fr
Tough Traitorous Guardsman






Chaos is coming!
So I'm preparing for war.
Distributed in three detachments (one Undending and two Purge), here's all the units included in my list.

Command squad 110 (including Master of the Horde, Nurgle covenant and Banner of hate)
Command squad 45
Command squad 45

15 men with lasguns, 2 chemical flamers, command vox 60
15 men with lasguns, 2 chemical flamers, command vox 60
15 men with lasguns, 2 meltas, training 75
15 men with lasguns, 2 meltas, training 75
15 men with lasguns, 2 meltas, training 75
15 men with lasguns, 2 meltas, training 75

10 zombies 30
10 zombies 30

3 spawns 55
3 spawns 55
3 spawns 55
3 spawns 55

3 wyverns with chemical flamers 165

2 medusae 160
2 medusae 160

1 earthshaker 55
1 earthshaker 55

3 Rapier laser destroyers with training, one extra crew 79
3 Rapier laser destroyers with training, one extra crew 79
3 Rapier laser destroyers with training, one extra crew 79
3 Rapier laser destroyers with training, one extra crew 79

Promethium pipelines 40

***
The pipelines give a 4+ cover save to a very large area.
All infantry squads give 3+ cover for intervening model to each other, to the zombies and to one unit of medusae (the one which the Warlord will joined).
The infantry squads with meltas push forward, hoping do die young in order to come back with outflank, chasing backfield vehicles or Knights in their way.
The infantry squads with flamers stay behind near the pipelines with their torrent shredding flamers, protecting my artillery while able to hurt units that come within ~18". Their command vox nets give some staying power to my random LD units.
The zombies cover the flanks to prevent charges from deep striking enemies.
The spawns have many possible roles. Being fast and resilient (each unit having 9W at T5), they try to reach the farthest objectives, moving 24"+2D6 in two turns (with also fleet).
For the moment, the output dommage is limited. So I have the artillery, the majority of which having ordnance:
--four 5" blasts s10 ap2 at 36"
--two 5" blasts s9 ap3 at 240"
--twelve 3" blasts s4 ap6 at 48" (shred, ignores cover)
--twelve twin-linked shots s9 ap2 at 36"

No real way to deal with FMC, I know. But I have 110 infantry models (90 can 'resurrect', 20 have FnP) plus 12 spawns to play objective missions very well and cover the board.
What do you think?
Can it beat deathstar lists?

This message was edited 11 times. Last update was at 2016/07/28 10:11:18


 
   
Made in gb
Battleship Captain




Don't Unending Horde/Master Of The Horde squads have to be bigger than that? For some reason I was convinced they were minimum of 20.

Probably making that up. Sorry.

You've got lots of units, and lots of fast, respawning units, so objectives should work okay.

You've got bugger all you can snap-fire, though, so trying to engage invisible targets (a common problem with Deathstars) will be trouble.

I don't see why it shouldn't work. Give it a try!

Termagants expended for the Hive Mind: ~2835
 
   
Made in fr
Tough Traitorous Guardsman






Thanks
locarno24 wrote:
Don't Unending Horde/Master Of The Horde squads have to be bigger than that? For some reason I was convinced they were minimum of 20.


The number '20' you have in mind is the max size of a regular infantry squad, which is increased to 30 when taking a Master of the Horde. In any case, it's optional. For Master of the Horde to apply, the squads must numbered at least 15 models, though.

This message was edited 1 time. Last update was at 2016/07/28 11:32:27


 
   
Made in us
Nurgle Predator Driver with an Infestation




Looks solid. I wouldn't worry about invisible death stars. You just block the way with bodies and then come back to life and laugh.

FMC will be an issue as you said, but you can probably just ignore them and play the ground gsme. Just be ready to slowly lose your back line.
   
Made in fr
Tough Traitorous Guardsman






My principal worries is when my shooting attacks cannot reach the enemy, like backfield Riptides with their 60" gun (same problem with Stormsurges). I did not figure out yet how to deal with them with Renegades, though outflanking resurrecting units could locked them in combat, but this won't happen before turn 3 at best : the unit has to die, must then come from reserve (note that they are not in ongoing reserve), then wait a turn to charge. -- Spawns have the potential to reach them but a good player will make sure they don't. -- In theory the rapier laser destroyers have the perfect weapon but they won't reach them. -- Maybe medusae with breacher shells (48" instead of 36"), but it still only one wound each at the best.

Maybe the promethium pipes are not the best option. It's just that i bought these beauties : https://www.forgeworld.co.uk/en-PL/Solar-Auxilia-Flamer-Section and I want to play them as Renegade flamers (my initial thought involved 18 flamers with the pipelines). My other options are a VSG (I have one) or a Skyshield (I would have to buy one). I think any of these fortifications are worth it in an artillery army, but I'm not sure which one is the best.
-- Promethium pipelines have the advantage of being huge and cheap (40pts) and the torrent buff is nothing to sneeze at. (And we play ITC at my store, so flamers can shot invisible units.) The Gets hot rule from chemical flamers pairs well with Master of the Horde : it's okay if they die lol.
-- Void Shield Generator are good but not outstanding. One would allow me to hide my Banner of hate behind, out of sight, which is handy. In that case. I could drop the Command vox nets (10pts).
-- Skyshield is huge! and the 4++ is the best bonus granted by these fortifications I think. It also gives me more room for deployment (an issue, really), because i can deploy on top on it and on the ground level beneath, though multiple levels are to be avoided now due to the major impact boost to blast and template weapons.

Mmm. What do you think?

This message was edited 8 times. Last update was at 2016/07/28 13:40:51


 
   
Made in us
Auspicious Daemonic Herald





You can't use the Pipeline's torrent buff with Chemical Flamers because they aren't a Flamer Weapon anymore (as described in the rulebook)
   
Made in fr
Tough Traitorous Guardsman






You can't use the Pipeline's torrent buff with Chemical Flamers because they aren't a Flamer Weapon anymore (as described in the rulebook)
Mmmh. Sadly I think you are right.

Well the difference of damage output is not that big, so I'm ok with using regular flamers, though I will call them chemical for the fluff.
Let's say I have 6 flamers vs. 6 chemical flamers against T3/4/5 models, each covering 5 models (which I think is easy with torrent).
With the chemical flamers, considering that one will gets hot and die, it's 22,4/18,5/13,9 wounds. With the regular, it's 20/15/10 wounds.
Next turn, its 5 chemical flamers vs. 6 regular. If a chemical gets hot, which is likely, then the damage output is almost the same, since 4 chemical flamers will also cause 17,8/15/11,1 wounds. Actually, it's less effective against T3, but slightly more against T5.
In conclusion, this purge benefit is not what I would call a good benefit. The torrent flamers are good though (chemical or not), since in this set up 6 flamers will kill 5 marines in one turn, which is about the same price as 30 of my men with 6 flamers (120 pts). Then I also have 24 (or 48) lasgun shots, which should kill 0,89 (or 1,8) marine.

(In comparison, 6 meltas from bs3 squads will only kill 2,5 marines, and that's only if they don't have cover.Their lasgun would kill 1,4 (or 2,7). Of course, meltas have better target potential that marines, but still.)

This message was edited 16 times. Last update was at 2016/07/28 19:09:37


 
   
Made in fr
Tough Traitorous Guardsman






(GW answered my Facebook message. They say that they don't tend to cover FW material but that they "suggest that chemical flamers are no longer flamers".)
   
Made in us
Dakka Veteran





please clearly mark which units belong to which detachments.

And yes you can do that Unending Host / CAD exploit for obj sec reviving platoons. Just make a bat rep please when you play it so I can see what happends.

This message was edited 2 times. Last update was at 2016/07/31 23:22:10


In the Grimdark future of DerpHammer40k, there are only dank memes! 
   
 
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