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![[Post New]](/s/i/i.gif) 2010/02/18 21:15:08
Subject: 1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Arch Magos w/ 4 Meg of RAM
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Shas'El, 2 Missile Pods, Burst Cannon, Hardwired Multi-tracker, Hardwired Drone Controller, 2 Shield Drones, Hard-wired Target Lock, Bonding Knife 121
2 Shas'Vre Bodyguards, 2 Missile Pods, Burst Cannon, Hardwired Multi-tracker, 132
12 Fire Warriors, Shas'ui with Markerlight, Target Lock, Bonding Knife Devilfish, 2 Seeker Missiles, Disruption Pod, 255
12 Fire Warriors, Shas'ui with Markerlight, Target Lock, Bonding Knife, 150
12 Fire Warriors, Shas'ui with Markerlight, Target Lock, Bonding Knife, 150
6 Pathfinders, Devilfish, 2 Seeker Missiles, Disruption Pod, 177
6 Pathfinders, Devilfish, 2 Seeker Missiles, Disruption Pod, 177
Hammerhead, Railgun, 2 Burst Cannons, 2 Seeker Missiles, Disruption Pod, 175
Skyray, Smart Missiles, Disruption Pod, Targetting Array, 155
1492
So, this list is a transformer: it starts as a gun-line, and moves into mech around turn 3. The idea is to paint their transports and hard targets with Markerlights, and use the wealth of Seeker Missiles to kill off as many transports and hard targets as they can in the first two turns. With 14 Seeker Missiles, a Railgun and a Deathrain team, they should be able to get the job done. Once the shell is cracked, everyone mounts up and gets in close. The Deathrains switch to Missile Pod/Burst Cannon to maximize their potential damage, and the Firewarriors rapid fire into the infantry at BS5. The Hammerhead switches to the submunition and sprays the targets down. Mont'ka, plain and simple.
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![[Post New]](/s/i/i.gif) 2010/02/18 21:28:09
Subject: 1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Sneaky Sniper Drone
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That list is some serious sh!t. It just might be crazy enough to work!
My only worry is that you might need more railguns. You might want to kill off a FW squad and its transport in order to get some Broadsides. Either that, or some fusion blaster pirhanas. Seeker missles are nice, but when you're facing down 3+ land raiders, they will need sixes to glance. One hammerhead can't do it alone.
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Alas, poor Yorick.
1500 Points-with a little help from my friends
1500 Points
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2010/02/18 21:40:19
Subject: 1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Fixture of Dakka
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I agree with Yorick. Of course, I'm very pro-broadside.
Sorry, couldn't resist. I haven't had much luck with seeker missiles myself.
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Six mistakes mankind keeps making century after century: Believing that personal gain is made by crushing others; Worrying about things that cannot be changed or corrected; Insisting that a thing is impossible because we cannot accomplish it; Refusing to set aside trivial preferences; Neglecting development and refinement of the mind; Attempting to compel others to believe and live as we do |
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![[Post New]](/s/i/i.gif) 2010/02/18 21:51:02
Subject: Re:1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Painting Within the Lines
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I'm tempted to try something like this.
I just got a Sky-ray kit to make another Hammerhead and threw the seeker missile parts into the bitz box for now.
I was going to slap some seekers on my two pirahnas though.
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![[Post New]](/s/i/i.gif) 2010/02/18 21:51:47
Subject: Re:1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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5th edition is a mechanized world.
With that being said...
1. You have 1 serious anti-tank weapon (doubling as your single horde control weapon).
2. You have a bunch of semi-serious anti-tank weapons - missile pods, seeker missles...that's it. 8 single shot STR8 weapons. You're going to have real trouble against pretty much...well, everything. Against marines, you've got 1 weapon that can hurt a land raider, making your hammerhead a popular target for lascannons, drop pods toting meltas, assault cannons....everything. Against Orks, the KFF is going to ignore half your shots anyway, and Lootas are going to do bad things to your pathfinders to make sure the KFF still works. Against IG....even if every seeker missile hits and wrecks something, they've still got enough vehicles to keep moving.
You simply don't have enough anti-tank. No Piranhas. No broadsides. A single hammerhead that will hit 50% of the time.
I think you should test the list out. See how it does. What are you going to do against a dual land raider list? against Leman Russ battletanks? Against other hammerheads? Try it out.
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![[Post New]](/s/i/i.gif) 2010/02/18 23:13:05
Subject: Re:1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Arch Magos w/ 4 Meg of RAM
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Fantastic, I got the smart people to respond.
I'm going to have to contend your points though Dash. I have about 9 Markerlight hits a turn I can spread around. That means I can put two missile hits on 4 Chimera or Rhino chasis every turn, along with a BS5 Hammerhead, and still have the Deathrain. That is a lot of anti-AV11/12 dakka that I can keep up for four turns.
If the Lootas go after the Pathfinders, the Fire Warriors get to throw dice at the Trukks. If 2 Fire Warriors combine fire they'll stastically kill a Trukk a turn, and the Shas'uis are free to paint other Trukks with their Markers. I'm not concerned with Mech Orks; even Fire Warriors will open Trukks.
Your points about Landraiders and Leman Russes is very valid though. To compensate I'll follow your advice:
Shas'El, 2 Missile Pods, Burst Cannon, Hardwired Multi-tracker, Hardwired Drone Controller, 2 Shield Drones, Hard-wired Target Lock, Bonding Knife 121
2 Shas'Vre Bodyguards, 2 Missile Pods, Burst Cannon, Hardwired Multi-tracker, 132
12 Fire Warriors, Shas'ui with Markerlight, Target Lock, Bonding Knife, 150
12 Fire Warriors, Shas'ui with Markerlight, Target Lock, Bonding Knife, 150
7 Pathfinders, Shas'ui, Bonding Knife, Devilfish, 2 Seeker Missiles, Disruption Pod, 204
7 Pathfinders, Shas'ui, Bonding Knife, Devilfish, 2 Seeker Missiles, Disruption Pod, 204
Hammerhead, Railgun, 2 Burst Cannons, 2 Seeker Missiles, Disruption Pod, 175
Skyray, Smart Missiles, Disruption Pod, Targetting Array, 155
2 Broadsides, Targetting Array, Team Leader, Target Lock, Hard-wired Drone Controller, 2 Shield Drones, 200
1491
I don't like losing a scoring unit, but I suppose if needs must. The Pathfinders gain some reliability, which is nice.
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![[Post New]](/s/i/i.gif) 2010/02/18 23:31:44
Subject: 1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Rough Rider with Boomstick
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I rly like it nice alpha strike going on. I rly think you'd be better off cutting the HQ and adding another hammer head then throwing some low point Crisis commander to replace him.
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![[Post New]](/s/i/i.gif) 2010/02/18 23:47:50
Subject: 1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Rampaging Carnifex
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In all honesty... firewarriors are crap, and for the technique of switching from gunline to mech, simply wont work for MANY lists out there, as by the time you decide to switch, the enemy is already in your face.
I would say dump a group of firewarriors, make the other a group of 6-9 barebones except give them emp grenades, get one group of 12 kroot (to stick in the other pathfinder transport)and get another decent sized outflank kroot group.
Then, dump the HQ bodygaurd, get a full deathrain squad(if it can fit), possibly with twin missle, flamers (for those dire situations when the suits are dead anyways) and attach the HQ to them.
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Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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![[Post New]](/s/i/i.gif) 2010/02/18 23:59:30
Subject: 1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Arch Magos w/ 4 Meg of RAM
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So forget the mech portion, run it like a gun-line. The only reason to mech later is to get in rapid fire range with your BS5 Fire Warriors, but if the enemy has come to you then you don't have to.
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![[Post New]](/s/i/i.gif) 2010/02/19 17:34:32
Subject: 1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Sneaky Sniper Drone
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I think at this point you are just trying to figure out a way to use the seeker missiles. Seeker missiles are cool, but they are really only good for cityfight and other games where it's hard to get los. You have plenty of deathrain, you might as well just use the misslepods and the skyray's seeker missles in the first couple turns. That's probably all you would need, so drop the seeker missiles on the HH and the devilfish. But I do like the idea of switching from gunline to mech, since your opponent won't be able to reach you fast enough to do any real damage if you pop all his transports in the first two turns.
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Alas, poor Yorick.
1500 Points-with a little help from my friends
1500 Points
GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2010/02/19 20:49:06
Subject: 1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Raging-on-the-Inside Blood Angel Sergeant
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Seeker missiles on piranhas with sensor spines = awesomeness. Basically you can manuever into a ruin that blocks LoS with a 24" move then have the Seeker Missiles fired off at rear armor. This IMHO is the best thing for seekers.
The markerlights on the firewarriors are way overpriced in order to fit them in the list. Also, the bodyguards for the commander are overpriced (especially when you have no elites filled).
Split the bodyguard into an elite slots with Twin-linked missile pods. Also, burst cannons on suits are pointless. You have tons of S5 in your list - do you really need more? A flamer would actually be a better investment and save some points for elsewhere.
I've ran quite a few deathrains and overall this seems to be the best for popping transports. Tanks are made for railgun targetting practice simply because it is S10 AP1.
A stealth marker team would also give you mobile markerlights that will give you more markerlights in the army. A Skyray would also give you this and 6 missiles as well.
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![[Post New]](/s/i/i.gif) 2010/02/20 01:01:00
Subject: Re:1.5k Mont'Ka Tau, with SEEKER MISSILES!
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Arch Magos w/ 4 Meg of RAM
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Right, I played a game with them. I'll continue tinkering at get back to you.
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