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Made in us
Daemonic Dreadnought






Reecius wrote:Yeah, bassies can fire directly, they just shoot at you more accurately at close range! haha, but you get cover saves from intervening cover.

@Sie Psdonuem and Shadenfreude (Sorry, I know I got those wrong)

Maybe you guys have had better luck with them than I did. I tried using them a few times and the always scatter rule means that even when playing horde armies, I never hit anything. Every. Not once. I stopped trying after a few games as it was just wasted points, IMO. I would take him in Apoc games but that is about it. Far more reliable things to spend your points on for IG, IMO.


Well it all depends on what your expectations are of a moo.

If you hold the moo accountable to earn back the points for the entire CCS+Chimera+other advisers in every game the moo will usually fail horribly, but if you hold the moo accountable to earn his own points back the moo will usually pass with flying colors. 2 dead MEQ and he has earned his points back numerically, but IMO 1 dead MEQ+ the pinning check at -1 earns the moo's points back.

The real problem with the MOO is he doesn't work in every CCS. Quad melta CCS for example are far from ideal for a moo as either the meltas remain stationary for the moo or the moo is unused so the meltas can remain mobile. If on the other hand the MOO is in a CCS with Vox+Banner+heavy weapons team (AC or ML) there is good synergy in the squad. The main function of the squad is the vox/banner, and the BS4 heavy weapon team+MOO can both shoot every turn. The last trick to having a MOO work is the bring it down order can be used on the MOO. If the CCS has a heavy weapon and the moo target a rhino the moo probably still won't hit the Rhino, but with the bring it down reroll to hit the moo has an even better chance of hitting something nearby the rhino.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Freaky Flayed One






Mars Terra

I would deepstrike Monoliths and watch your futile shots ricochet off the 14 AV.

Also, since they are in squadrons, an immobilize destroys them.

"That's how I roll: "
Necron fo' life!  
   
Made in us
Awesome Autarch






Las Vegas, NV

@schadenfreude
Yeah, but that is a big investment to put into a model that will most likely miss and a single HB. I use my orders on blobs where they get the most utility. A squad with 3 to 5 auto or las cannons is a much better place to put an order, IMO.

Like I said, the MoO can be useful in a limited and random context. I suppose when it works it can be a huge return on the points investment (hitting and destroying a vehicle, for example) but it is just too random and inaccurate for me. I used him in my infantry list attached to creed where they just sat and shot, but he still sucked. I literally never hit a single model.

I can totally accept that for others it has been a good investment, I just won't ever use them again outside of Apoc.

@Destroyer
Futile shots? str 9 pens av14 on a 6. Same as a las cannon. Not very futile at all as things go for shooting a monolith.

   
Made in us
Freaky Flayed One






Mars Terra

@Reecius

Squadrons have to retain coherency so once the Monoliths deepstrike I can template them first. The monoliths should always get a first shot off and with AV 10 a STR 9 pie plate should be good.

I mean sure that's a lot of STR 9 shots back but as long as I get to shoot first, don't see how the bassies will be much of a threat.

"That's how I roll: "
Necron fo' life!  
   
Made in us
Awesome Autarch






Las Vegas, NV

Yeah, you have good odds of hitting for sure. Bassies are AV12 front arc though, but they are open topped.

   
Made in us
Regular Dakkanaut




Speaking as Tyranids: Sure you'll destroy all my little swarmy dudes pretty much no question but oh well. Everything else in the army is either tough enough with high enough wounds or fast enough to get in your face that it's not a major issue. I always run a pack of Ymgarls. The turn they come out that's one entire squadron of basilisks dead before you get to do anything, and another if they live past that. Hive Guard will probably survive to get at least a few shots off and at Str 8 2 shots no cover save they're gonna kill a few. I also like to outflank a Tervigon with crushing claws so monstrous creature on your rear armor whenever he comes in. Trygon or Trygon Prime with either assault 6 or assault 12 str 6 shots is probably going to take out something the turn he deep strikes and once he assaults it's all over.
   
Made in us
Hurr! Ogryn Bone 'Ead!





Thanks for all the feed back.

The list is supposed to be fun to play, not really competitive. A toned down, 6 basilisk list would probably stand a better chance of surviving past turn four, but like I said, I'm planning on picking up the models for Apocalypse games anyways.

If it helps at all, I'd probably start the game with all three squadron's bubble wrapped by the infantry, either together in one corner, or spread out on my side of the field. Taking into account whether the other side has outflankers, or other bothersome units like Ymargll, deffkoptas or drop pods.

In the event that I didn't get first turn, I'll put all three squadrons in reserve. They'd come in piecemeal and wouldn't be able to fire indirectly the turn they come in. But they wouldn't get wiped off the field int he first turn and given an entire table edge they should find useful fire lanes.


In a related note, seeing people discuss the Master of Ordinance makes me feel like I'm in a scene from Super Troopers. Only with Moo replacing Meow.

   
 
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