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Made in us
Storm Trooper with Maglight





bellingham

Well for the IG it is usually my leman russ tanks that make back their points, however in my ork army I would say that my nobs make back their points with pk's and all the kill they got.

1950 3385 pt 1300  
   
Made in au
Freaky Flayed One





Necron Destroyers and the Monolith, the monolith gets its points back from saving half the points of my army at times.

2,500 Points Zahndrekhs Royal Dynasty

850 Points Bork'ans Elite

750 Points Thousand Sons

1,500 Points Armadyls Espada (space wolves)  
   
Made in ph
Irked Blood Angel Scout with Combat Knife





The Sanguinor if used to assault infantry, would take back his points in no time.

Mephiston isn't a space marine, he's a tornado with a sword. 
   
Made in ca
Tzeentch Veteran Marine with Psychic Potential






Victoria, B.C. Canada

In my usual list.

Daemon Prince: He ALWAYS bites it. Sometimes kills stuff worth his points but usually doesn't. I still value how much fire he draws though. Keeps the rest of the army alive if he makes his 4+ invulnerable often enough.

Chaos Sorceror: While the sorceror doesn't absorb any fire, Warptime makes him an engine of destruction while hiding in squads. On multiple occasions he's decimated terminator squads and made his points back twice over.

Thousand Sons: When fighting an army of 3+ saves usually, otherwise not often.

Chaos Space Marines: Usually, if they can manage to melta something valuable.

Daemon Pack: Almost never, exists to sit on objectives for a low price which is sort of making it back? Keeps Thousand Sons out of close combat and gives them an extra round of shooting sometimes which is handy.

Predator: Hit or miss. Tends to die uselessly or blow up a lot of stuff. Not very consistent.

This message was edited 1 time. Last update was at 2010/05/29 13:54:32




Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.

No game of chess can be won without pawns, and this may prove to be a very long game.


http://www.youtube.com/watch?v=xLnIFn-iROE 
   
Made in us
Water-Caste Negotiator




Without a doubt its the Doom of Malan'tai.

Coming in at 90 Points (+40 to 65 for a drop pod) Starting with a 3d6 leadership test on everythign within 6" he has already made up his points, but on top of that he gets a ap1 template where the strength is == his wounds (Starting at 4 with +1 for every wound done to a max of 10, so after the 3d6 leadership on first turn of play maybe 8-10 wound model). Then theres the psychological effect the Doom has, either they don't care and I get off 2 or 3 s10 pieplates and 3d6 leaderships, or an entire army spends a turn killing a 90pt model with a 3+ invul. No downside.

If Bruce Lee is advocate and does kick someone between the legs in a fight, why would I be to good to do it?

My fighting style: Hit em hard, hit em fast, hit em where it hurts, hit em where they can't see you or hit back.

It's funny how everyone wants their opponent list to be fun to play against and yet their own playlists are often tough as nails and impossible to modify.-Q'iq'el on ATT
 
   
Made in us
Sinewy Scourge







The units that tend to earn their points back are ones that field heavy killing power or resilience with a low amount of points.
These that are the most prevalent are the Doom of Malantai, the Nurgle Warptime DP with wings, and the DE Ravager. All of these units in my experience always tend to exceed their points value in terms of what they do.
Greetsz,
Mr. Self Destruct

Kabal of the Void Dominator - now with more purple!

"And the moral of the story is: Appreciate what you've got, because basically, I'm fantastic." 
   
 
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