Switch Theme:

Handling Thunderwolf/White Scars Death Stars  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

Yeah. I'm not sure Virules has ever played against a deathstar of this caliber. It's almost impossible to hurt especially if it manages to get Invis AND Veil of Time. I mean in my last 6 games total I think I lost 3 Rhinos, 2x7 scouts (total over all the games), 12 Cyberwolves, and 1 IP (from a S: D weapon).

Some of the newer lists (from FLG) has even less 'tax' units. Their most recent ran 6 servitors (solos). Where I run 2x5 scouts, 2x5 Blood claws. I like to run with 4 troops to try to deny an easy secondary since I mostly plan Nova format.

This message was edited 1 time. Last update was at 2016/04/21 18:36:11


 
   
Made in us
Regular Dakkanaut





i have beaten deathstars exactly like this, though of course it's much easier at ITC events. Again, even assuming all my psychic dice don't do anything and he somehow gets all his powers off every turn, and even if he has hit and run, I can still usually beat it most of the time. Hit and run doesn't go through units other than the ones that were in combat. The death star will automatically clump in a ball thanks to consolidating in combat, and those armies have almost no points for shooting. That means I just need to string a second line of fearless 3-point zombies and/or summoned daemonettes that run d6+3" on the turn they come in on and I can make the deathstar have to run tangentially or even backwards before it can try to start wrapping around my back units again.

Even under worst case I only need 1-2 rounds of shooting and 1-2 game turns of combat before deathstar is dead or nearly dead, and at that point it doesn't matter if he breaks off some biker or wolf here or there to go chase down a 79 points rapier squad or a 55-point wyvern.

This message was edited 1 time. Last update was at 2016/04/22 00:59:27


   
Made in ca
Horrific Howling Banshee



Barrie, ON

 Virules wrote:
i have beaten deathstars exactly like this, though of course it's much easier at ITC events. Again, even assuming all my psychic dice don't do anything and he somehow gets all his powers off every turn, and even if he has hit and run, I can still usually beat it most of the time. Hit and run doesn't go through units other than the ones that were in combat. The death star will automatically clump in a ball thanks to consolidating in combat, and those armies have almost no points for shooting. That means I just need to string a second line of fearless 3-point zombies and/or summoned daemonettes that run d6+3" on the turn they come in on and I can make the deathstar have to run tangentially or even backwards before it can try to start wrapping around my back units again.

Even under worst case I only need 1-2 rounds of shooting and 1-2 game turns of combat before deathstar is dead or nearly dead, and at that point it doesn't matter if he breaks off some biker or wolf here or there to go chase down a 79 points rapier squad or a 55-point wyvern.


you should link your 1500 point list as my buddy who is playing guard might learn a thing or two from it. He has NO chance vs my star with his current list...

...that big sanction stamp of APPROVAL means it's OFFICIAL. No, I don't have to ask you for permission. D-cannons win games.

2000+
2000+ 
   
Made in us
Regular Dakkanaut





LinkXx wrote:
 Virules wrote:
i have beaten deathstars exactly like this, though of course it's much easier at ITC events. Again, even assuming all my psychic dice don't do anything and he somehow gets all his powers off every turn, and even if he has hit and run, I can still usually beat it most of the time. Hit and run doesn't go through units other than the ones that were in combat. The death star will automatically clump in a ball thanks to consolidating in combat, and those armies have almost no points for shooting. That means I just need to string a second line of fearless 3-point zombies and/or summoned daemonettes that run d6+3" on the turn they come in on and I can make the deathstar have to run tangentially or even backwards before it can try to start wrapping around my back units again.

Even under worst case I only need 1-2 rounds of shooting and 1-2 game turns of combat before deathstar is dead or nearly dead, and at that point it doesn't matter if he breaks off some biker or wolf here or there to go chase down a 79 points rapier squad or a 55-point wyvern.


you should link your 1500 point list as my buddy who is playing guard might learn a thing or two from it. He has NO chance vs my star with his current list...


I play 1850 Renegades and Heretics, Chaos Space Marines, and Chaos Daemons, so my options are a little different. But you can follow the image in my sig to find my army thread, which in later pages has a lot of different lists that I've run with success at tournaments, with descriptions of some of the fights. I experiment with a lot of stuff, but tend to keep the R&H zombies and artillery at the core of my lists.

   
 
Forum Index » 40K General Discussion
Go to: