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Made in us
Longtime Dakkanaut





whidbey

building a khorne daemon army bloodthirsters demon princes bloodletters and bloodcrushers.

I was thinking of putting 12 bloodcrushers into the army at 3 units of 4.
giving each unit the icon, rending and instrument. giving me the maximum wound allocation.
it also gives them several units to shoot at.
4 is enough to kill most units on the charge and I am hoping not to wipe out the unit until there turn so I am not shoot to hell.

thoughts?
   
Made in us
[ARTICLE MOD]
Longtime Dakkanaut







You'll find that while 4 gets the job done about 75% of the time, the other 75% of the time they get cacked.

That's why I switched to 1 squad of 8 as opposed to 2 squads of 4.

"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

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The eye of terror.

skkipper wrote:building a khorne daemon army bloodthirsters demon princes bloodletters and bloodcrushers.

I was thinking of putting 12 bloodcrushers into the army at 3 units of 4.
giving each unit the icon, rending and instrument. giving me the maximum wound allocation.
it also gives them several units to shoot at.
4 is enough to kill most units on the charge and I am hoping not to wipe out the unit until there turn so I am not shoot to hell.

thoughts?


Don't forget to bring the Pavane.

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Blunt Force Trauma wrote:Pavane is for Slannesh, he was making a Khorne army.


Just put a skull on him.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
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[ARTICLE MOD]
Fixture of Dakka






Chicago

Centurian99 wrote:You'll find that while 4 gets the job done about 75% of the time, the other 75% of the time they get cacked.

That's why I switched to 1 squad of 8 as opposed to 2 squads of 4.


I'm not sure I follow this logic.

If I have eight, total, does it matter if they're in one squad of eight, or two squads of four? Unless you're out of Elite slots... But then the reason you switched to a unit of eight isn't because two units of four wasn't getting it done, it was because you needed the slot.

Anything that is going to gack four will take a big chunk out of the eight, or will gack one squad of four. In either case, you're left with one squad of four. But, starting with two squads of four gives you a bit more versatility.

   
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Grisly Ghost Ark Driver





NC

Here is what I have found:
Take the bloodcrushers in however many squads it takes to get an odd number of total units. This way, you can potentially drop in more stuff on turn 1 and overload a flank. If you are running khorne, then I believe this is the way you have to do it in order to not get shot to death. But as for actual number in the squad, it depends on what you are using them for. If you plan to drop them in your opponents face so soak up fire, then I would run larger squads than 4.

Falcon Punch!


 
   
Made in us
Banelord Titan Princeps of Khorne






If you are set on 12 in your army, why not try 1 unit of 8 and 1 unit of 4? You could save a few points on icons and what not, and still have a bunch!

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on board Terminus Est

I run two unts of six with icon instrument and fury. Fury is there to take out walkers.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Longtime Dakkanaut





whidbey

the icon and instrument and rending are there not only to do their job as needed but also to divide up the wounds.

if i charge with 2 squads of 4 decked out with everything.
you need to do up to 9 wounds before I lose 1.
if I charge with one squad of 8 you have to only due 5.

I see going with 2 units of 6 is tempting then I have a free elite slot for a small flamer unit.
   
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I'd stick with squads of 4, with the whole upgrade thing (for wound allocation) they're 200 points only. If there's three of them, thats even more chance one will survive to really hit home hard.

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skkipper wrote:the icon and instrument and rending are there not only to do their job as needed but also to divide up the wounds.

if i charge with 2 squads of 4 decked out with everything.
you need to do up to 9 wounds before I lose 1.
if I charge with one squad of 8 you have to only due 5.

I see going with 2 units of 6 is tempting then I have a free elite slot for a small flamer unit.


I don't think that's entirely correct. Depending on how you charged, the unit you are attacking can allocate all their attacks against a single unit of Crushers. You still need to do 5 wounds to remove one crusher in a unit of 4. You can't spread out the casualties as you like between two units. The downside of a 4 man squad is that after you lose one or two, it's a three or two man squad. With a squad of 8, if you lose 1 or 2, you are still a very formidable adversary.

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

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Made in us
Longtime Dakkanaut






Los Angeles, CA

Centurian99 wrote:You'll find that while 4 gets the job done about 75% of the time, the other 75% of the time they get cacked.

That's why I switched to 1 squad of 8 as opposed to 2 squads of 4.


Cent, you usually always make lots of sense to me...

But 75% of the time they work, and the OTHER 75% of the time they don't? I'm hoping typo. If it is, which of those numbers is supposed to be a 25%?


There are so many right answers to the OPs question...

4 with all upgrades- maximum wound dispersal
or
8 with rending and instrument heaviest unit in game. Add table supports to prevent disaster.

These are my faves, but i've seen any and every config work for people.

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Feel free to PM me to talk about your list ideas....

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Made in us
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8 is the way to go. rend and musician is mandatory. The icon isn't bad. You often want to support the crushers but their bases are so huge it dangerous to deepstrike near them.

PS - Stay away from Dreads!!!
   
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whidbey

8 just seems like it would need a huge hole on the table to fit
   
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on board Terminus Est

Six is perfect, especially when you take Skulltaker or a herald. The unit is completely complex.

G

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Made in us
Longtime Dakkanaut





Shep wrote:But 75% of the time they work, and the OTHER 75% of the time they don't? I'm hoping typo. If it is, which of those numbers is supposed to be a 25%?

I assumed he meant it like my old football coach, "Remember, half the game is mental. And the other half is physical. And the other half is emotion."

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Shep wrote:
Centurian99 wrote:You'll find that while 4 gets the job done about 75% of the time, the other 75% of the time they get cacked.

That's why I switched to 1 squad of 8 as opposed to 2 squads of 4.


Cent, you usually always make lots of sense to me...

But 75% of the time they work, and the OTHER 75% of the time they don't? I'm hoping typo. If it is, which of those numbers is supposed to be a 25%?


Sorry, typo. Yep, 25% of the time, they don't. The big problem is that 25% of the time, you probably don't have other units that can get the job done. 8 bloodcrushers can do things that 4 can't.


Redbeard wrote:
That's why I switched to 1 squad of 8 as opposed to 2 squads of 4.


I'm not sure I follow this logic.

If I have eight, total, does it matter if they're in one squad of eight, or two squads of four? Unless you're out of Elite slots... But then the reason you switched to a unit of eight isn't because two units of four wasn't getting it done, it was because you needed the slot.

Anything that is going to gack four will take a big chunk out of the eight, or will gack one squad of four. In either case, you're left with one squad of four. But, starting with two squads of four gives you a bit more versatility.


The problem comes when you get assaulted. There are units that should get tossed into assault against bloodcrushers. Against those, 4 bloodcrushers are dead meat. 8 can, if not destroy those units, cripple them to the point where they're no longer effective. With bloodcrushers, they only move 6+6, so the chances of you getting assaulted are fairly good.

deFl0 wrote:8 is the way to go. rend and musician is mandatory. The icon isn't bad. You often want to support the crushers but their bases are so huge it dangerous to deepstrike near them.

PS - Stay away from Dreads!!!


skkiper wrote:
8 just seems like it would need a huge hole on the table to fit.


Yes and no. I dozens of games, I've have 1 deep strike mishap with them. If they're in your first wave, you simply put them down first. If they're in your reserves, that's why icons are great.

The other thing that 8 bloodcrushers let you do is essentially compensate for bad scatters, because with 8, you place the first model, six models around it, and then the 8th in whatever direction you want. Essentially, from your initial impact point, you get the last model to place up to 150mm (~6") in any direction. That's a huge advantage.

"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. 
   
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on board Terminus Est

That's why taking a squad with dreadnaught sized bases is so powerul from a deep strike POV.

One thing to coMpare 8 vs 2x4 is that you could be spending twice the pooints to make them complex.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
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Indiana

But in a unit of 8 3 differnt models doesn't make a very complex unit. That's the only reason I haven't tried a unit that big.

I'm playing nob bikers tomorrow and running a list based on 3x5 all complex.

Ok/uh oh? I figure three units of crushers are good speedbumps that bite back

Also having trouble deciding on HQ. Two thirsters would deal some damage. Fateweaver would be nice for hte reroll but could be moot in the end. Skulltaker is juicy against nobs...

This message was edited 1 time. Last update was at 2009/05/01 05:45:13




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Made in us
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Longtime Dakkanaut







Dual thirsters is ridiculous-silly good. Fateweaver can be really good, but creates a point failure source in your army that also restricts its mobility. Skulltaker is cool...but very, very expensive, when you consider that mounting him on a jugger will cost as much as 4 more bloodcrushers.

8 Crushers isn't a ridiculously complex unit, but honestly, with T5 and 3+/5+, you don't need them to be.

"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers

Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. 
   
Made in us
Fixture of Dakka






on board Terminus Est

Skulltaker is excellent choice for a mono khorne theme. He can split off for multi charges and wreck shat all by his lonesome.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Longtime Dakkanaut





Indiana

I think today I am just going to roll with the 3x5 crushers and dual thirsters. Fateweaver is nice but against nob bikers I dont see the reroll mattering much, and his martial prowess is nothing that will earn his points back vs them.

So if you consider him an upgrade to the crushers to give them rerolls, he is quite expensive.



​ ​​ ​​ ​​ 
   
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Fatewaever boosts the entire army and has an arsenal of tricks up his sleeve. It's not just about the reroll but of course it's mostly about the reroll. I don't want to play him because of the gimp stigmata he brings immediately. I want to be better than that.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
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Indiana

But the boosts he offers don't make much difference vs. the bikers.

He is allowed to fire twice, but other than bolt, nothing matters vs bikers.

Boon is unlikely to work on orks (needing a 5+ against a nob or 6 against a warboss.)

Wind and the st5 ap 3 will be absorbed by saves.

Breath isnt bad, but it means I am most likely sacrificing the guy.

That is just my reasoning.




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A rerollable 5+ save is better than 50% odds.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

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Florida

6-8 is a nice about number.

Its a nice big unit that can tear pretty much nearly anything outside of mass dreads.

Comparing tournament records is another form of e-peen measuring.
 
   
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That's why it's important to design a list that has other elements that can take out the drednotts.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
 
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