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Made in us
Major






far away from Battle Creek, Michigan

I'm playing in a doubles tournament in two weeks and some players have come up with the spacewolf jaws of the wolf and csm lash of submission combo. Could be nasty. The lash lines up a unit in a straight row bearing on the space wolf and then blamo--the ground opens up.

What are some other cheesy as combos?

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Grisly Ghost Ark Driver





Bay Area CA

WOW!!!!



I play CSM and try to keep it as Competitive and NON cheesy as possible.... but i constantly play SM cheese and bash it to the ground... but that.... thats just MEAN!



mmmm i smell fresh gouda...

   
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yes, my adepticon team has been practicing on how to beat this specifically, because we know its going to be the "hot new combo" for adepticon 2010.

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Mira Mesa

Demogerg wrote:yes, my adepticon team has been practicing on how to beat this specifically, because we know its going to be the "hot new combo" for adepticon 2010.
How exactly would you beat that? Stay in your transports? Play Eldar/Slaaneshi/Stealer Shock?

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Grisly Ghost Ark Driver





Bay Area CA

me guess would be anything that can take out a DP as soon as possible.... Or The stormcaller.... maybe Grey Knights With a Vindicare paired with mech guard to null both powers?

   
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Junior Officer with Laspistol






The eye of terror.

Assuming that you're playing marines (as a base-line) each marine only has a 1/3 chance of dying from the jaws.

Circling up a unit to take max hits from a vindicator is a much better way to kill stuff, so I wouldn't be too worried about this combo.

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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Nuremberg

Mech up!

Lash + Anything is the way to win at doubles though. Such a stupidly overpowered power.

   
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The eye of terror.

Da Boss wrote:Mech up!

Lash + Anything is the way to win at doubles though. Such a stupidly overpowered power.


Not really. If you're good at positioning and using range, then Lash can be helpful, but is not really all that good.

Every time I bring lash in my Chaos army, I wish I had brought my flying nurgle prince instead.

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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Grisly Ghost Ark Driver





Bay Area CA

willydstyle wrote:
Da Boss wrote:Mech up!

Lash + Anything is the way to win at doubles though. Such a stupidly overpowered power.


Not really. If you're good at positioning and using range, then Lash can be helpful, but is not really all that good.

Every time I bring lash in my Chaos army, I wish I had brought my flying nurgle prince instead.




and thats y i only field 2 nurgle winged princes

   
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Longtime Dakkanaut





Gothenburg

Callidus and jaws is even better.
Plus its not as unfluffy as chaos and SM working togther.

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Wicked Canoptek Wraith




Vancouver, BC

How about Fortuned Nob Bikers? My friend and I are still undefeated in doubles games with that combo.

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riman1212 wrote:i am 1-0-1 in a doubles tourny and the loss was beacause the 2 people we where vsing where IG who both took 50 conscipts yarak in one a comistare in the other


lukie117 wrote:necrons are so cheesy it should be easy but space marines are cheesy too so use lots of warriors with a chessy res orb
 
   
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Steelcity

Must use some rules that allow you to do so.. Fortune specifically says "Eldar unit within 6"

Jaws + lash is fine but so are plasma cannons and theyre more common

This message was edited 1 time. Last update was at 2009/12/07 01:40:20


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Krazy Grot Kutta Driva





England.

Chaos and DE
Lash and ravagers? Thats three plasma templates on a nice grouped up unit. Much much nastyer than JOTWW and for only 20 points more. Also nice and fluffy (well more fluffy than most combos so far)
   
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If you could fortune necrons, THAT would be cheese. but, if what kirasu said is true, then its not possible.
   
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Lash+tzeentch daemons w/ flamers is pretty gnarly - the deepstrikes can be a bit off, and you can still gather them towards you for a maximised firebath. It's far more effective than JOTWW, but taking SW is a cheaper way to get around the fact that Tzeentch are horrible in combat - we all know that Khorne+Tzeentch hybrids are powerful.
   
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Last plus Pavane?

 
   
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250 guardsmen. with two inquisitors with null rods for our command squads. Knock yourself out, but just let me know when you are ready to concede

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Rotting Sorcerer of Nurgle





Well you'd get an Inq lord and then an elite inquisitor to get 2 rods....so only one could join a command squad.

As for 250 guardsmen, I find it more annoying than hard to play against...esp. in timed tournys....I never fail to get someone who has to count each lasgun shot...melon-fethers. <---(very bad exp vs. IG Infantry spam).

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Florida

Mech Up and laugh at both powers.

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Hamburg

I'd take a fully mechanized army.
If you constantly put pressure on the enemy
the opponents will eventually have a hard time to implement this combo.


Automatically Appended Next Post:
Those tourneys with doubles have a bad taste.

This message was edited 1 time. Last update was at 2009/12/07 08:15:02


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Those tourneys with doubles have a bad taste.


Naw, the odd challenge makes them fun even if terribly exploitable. It's not about balance, that's for sure.

Fully mech Eldar plus fully mech IG should be nasty versus this and most other combos with Lash. Inquisitors with nullrods as mentioned above will own further and protect dismounted troops. And those inquisitors are gonna be there for the DS protection anyways... so I really wouldn't bet on Lash doing much in a gladiator doubles setup.

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Sanctjud wrote:Well you'd get an Inq lord and then an elite inquisitor to get 2 rods....so only one could join a command squad.

As for 250 guardsmen, I find it more annoying than hard to play against...esp. in timed tournys....I never fail to get someone who has to count each lasgun shot...melon-fethers. <---(very bad exp vs. IG Infantry spam).
Your doing it wrong... You start with witch hunters or Daemon hunters Take 3 Elites inquisitors (+HQ and 2 min sized troop) Then take 3 Guard platoons .......
   
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Arkahm

Easy, take vets in chiemeras, storm troopers in Valks, and 2 demolishers, and pound both the Lash prince and the Jaws of the Wolf cast with a wave of ap 2 templates and a lascannon. if all hit, 4 wounds, all invuln saves.

This message was edited 1 time. Last update was at 2009/12/07 13:24:14


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Gothenburg

250 guardsmen. with two inquisitors with null rods for our command squads. Knock yourself out, but just let me know when you are ready to concede

200+ orks yawn at this...

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Proud Phantom Titan







Pyriel- wrote:
250 guardsmen. with two inquisitors with null rods for our command squads. Knock yourself out, but just let me know when you are ready to concede

200+ orks yawn at this...
why?
Orks are only slightly better in close combat and only if they get the charge. If they don't get the charge IG go first against every thing but nobs .... and most nobs will be using P.Klaws so still going last.

Look at it this way ...
Orks have a higher WS and toughness. If they get the charge then they also have greater strength (and equal Initiative)
IG have higher Initiative and a better save ... they also have more power weapon attacks (with each Sargent being able to take one) and with at least on commissar they're unlikely to run even when they get the stuffing knocked out of them.

   
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Burtucky, Michigan

Yea but your forgetting the fact that guard are STR3 vs T4. So they will lose ALOT of wounds just because of rolling 5+. So the boyz that are left will score a BOAT load, infact that many Orks itd be an aircraft carriers worth of attacks. Most of the IG will be killed just because of failed saves. Then add to the fact that with that many boyz, youll have alot of PK toting Nobz. So they will gladly show those commissars a good time.

Silly Imperial players always trying to make Orks sound less scary then they really are

This message was edited 1 time. Last update was at 2009/12/07 18:05:19


 
   
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The eye of terror.

Tri... power weapon attacks matter not against orks.

Lets do some math, shall we?

30 guard and a commissar assault 30 slugga boys. We will be nice and say that straken is near by.

70 str 4 attacks (3 sergeants add 6 attacks, and a commissar adds 4 on the charge).

35 hits, 17 wounds, 15ish dead orks. Ouch!

The slugga boys swing back with 42 attacks (the nob has yet to go!). That's 28 hits, 14 wounds, and 9-10 dead guardsmen.

The nob swings 3 times, hits twice, and is pretty likely to kill 2 more guardsmen with his klaw.

The orks lose combat, and 3-4 more die. The end result is 18 guardsmen and a commissar vs. 12 Slugga boys.

Believe it or not, because of the higher I, the guard are fairly likely to prevail over the next few rounds of CC, as long as he didn't allocate wounds to the sergeants.

So, if the guard charge, and if they have Furious Charge from Straken or Creed, they win by 3-4

Without furious charge, the guard are in much worse shape. As they kill about 5 less orks, they recieve about 15 more attacks, so that's 3 more dead guardsmen, leaving our totals at 15 Guard and a commissar vs. 17 slugga boys. In this scenario the slugga boys are going to prevail eventually.

Of course, given the Waaagh! rule, against a static infantry formation the orks are more likely to get the charge than the guard.

Here's some math for if the orks get the charge. We'll do our calculations assuming counter-attack from Straken.

116 str 4 attacks from the orks are simultaneous with 70 str 3 attacks from the guard.

78 hits for the orks, 52 wounds... all guard dead.

35 hits from the guard, 12ish wounds (remember, FC does not activate on counter-attacks!), 10 dead orks, leaving a fairly intact and dangerous ork unit.

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.

 
   
Made in gb
Proud Phantom Titan







Its an endurance race, who ever gets the charge will do better. However the Guard have range. (edit) and power weapons are for the times you go up against something with armour ... same reason the nobs normally got a power claw.

This message was edited 1 time. Last update was at 2009/12/07 18:45:10


 
   
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The eye of terror.

If slugga boyz get the charge, then space marines or terminators die just fine even without a klaw.

The Klaw is for killing enemy tanks and walkers.

Also, if the boyz charge, it's anything but an endurance race. The guard just disappear from the table.

This message was edited 1 time. Last update was at 2009/12/07 18:59:30


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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Mayhem Comics in Des Moines, Iowa

I'll be interesting to see what people come up with for the Doubles Tournament I'm running at the FLGS in March.

 
   
 
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