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![[Post New]](/s/i/i.gif) 2011/05/14 14:25:29
Subject: Seekers of Slannesh
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Sneaky Sniper Drone
Bethlehem, Pa
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My local hobby shop has a box of seekers collecting dust and I thought about picking them up and giving them a try. Has anyone tried them out, or have suggestions on their use on the battlefield?
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2011 Stats W-L-D
1-0-0
0-0-0
0-0-0
3-1-0
0-0-0
"Bionics..... The Tattoos of the 41st Millenium!"
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![[Post New]](/s/i/i.gif) 2011/05/14 14:32:11
Subject: Seekers of Slannesh
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Regular Dakkanaut
England
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In 40k they are fast moving with tons of attacks.
The only issue is when they initially manifest they are vulnerable (as with all daemons) as they cant assault. So its good to plop them down out of sight.
Great for dealing with light or heavy infantry (rending attacks)
They assault 12 (cavalry) and are fleet.
So if you can pop them down somewhere within 18 inches odd of your intended target but not in the open your laughing.
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![[Post New]](/s/i/i.gif) 2011/05/14 17:39:18
Subject: Re:Seekers of Slannesh
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Longtime Dakkanaut
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The advantage of Seekers, is you have a minimum 19" assault range (unless going through terrain of course) up to 24". Which means you can afford to deepstrike further away, probably with troops (depending what else is in your army of course) protecting them as well.
They also have an advantage over the other fast assault unit, Fiends, in that they have grenades, so when facing things like Space Wolves with Long Fangs in cover, you get to hit them first and if you have enough of them, kill them before they get to hit back, while Fiends in these situations get hit first and can really suffer.
I would recommend getting a second box, i don't think 5 Seekers would be worth it at all. One squad of 10 could be quite useful in certain situations (like assaulting into cover) depending what else is in your list of course. (More units can also work)
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DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ |
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![[Post New]](/s/i/i.gif) 2011/05/14 18:08:57
Subject: Seekers of Slannesh
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[DCM]
Tilter at Windmills
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Agreed. Their big advantages are speed (allowing them to drop farther away, potentially getting to charge while being outside rapidfire/charge range of the enemy) and grenades. Their disadvantage is fragility. The best way to counter the latter issue is to take a big unit. Dakka's own yermom has a series of battle reports from a recent GT using a squad of 20. I think 10-15 is more common.
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Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.
Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2011/05/14 18:50:54
Subject: Seekers of Slannesh
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Irked Necron Immortal
Necron Tomb somewhere in Scandinavia.
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They are as weak as normal daemonettes but only thing is that they cost much more than daemonette. So you should leave em in their place.
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''Their number is legion, their name is death.'' |
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![[Post New]](/s/i/i.gif) 2011/05/14 18:54:10
Subject: Seekers of Slannesh
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Longtime Dakkanaut
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Jone96 wrote:They are as weak as normal daemonettes but only thing is that they cost much more than daemonette. So you should leave em in their place.
They don't cost much more...
I think its 3-4 points, for an extra attack and 6" extra movement. Definatly worth 4 points...
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DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ |
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![[Post New]](/s/i/i.gif) 2011/05/14 19:02:41
Subject: Seekers of Slannesh
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[DCM]
Tilter at Windmills
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On a pure point-for-point comparison Fiends usually win over Seekers, due to multiple wounds, more attacks, etc. But they lack grenades. Yermom's list which I mentioned before had three units of Fiends AND the big unit of Seekers.
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Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.
Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2011/05/14 22:48:54
Subject: Seekers of Slannesh
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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rodgers37 wrote:Jone96 wrote:They are as weak as normal daemonettes but only thing is that they cost much more than daemonette. So you should leave em in their place.
They don't cost much more...
I think its 3-4 points, for an extra attack and 6" extra movement. Definatly worth 4 points...
-the ability to cap an objective. you win some, you lose some
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![[Post New]](/s/i/i.gif) 2011/05/15 03:02:54
Subject: Re:Seekers of Slannesh
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Kabalite Conscript
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My troop slots are filled with horrors and plague bearers, so I can't take daemonettes. Also, 19" assault minimum puts you out of traditional rapid fire range. Worth noting.
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Kabal of the Traitorous Heart
Reality's kiss
The Paragons of Dessication
March of Heroes
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![[Post New]](/s/i/i.gif) 2011/05/15 11:54:00
Subject: Re:Seekers of Slannesh
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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phogiston735 wrote:My troop slots are filled with horrors and plague bearers, so I can't take daemonettes. Also, 19" assault minimum puts you out of traditional rapid fire range. Worth noting.
Only just, since traditional is 18", not 12"... I dunno about you guys, but that last inch I can't reliably call. I find it easy to go 'yeah that unit will be out, by 2"/over 2" ', but 1"? Bit close for my liking
With unit with such long charges, I think not only the speed of the charge is useful, but also the options it presents, to you and the enemy. If you have 3 or 4 units in range of your charge, you can say 'where will this unit of seekers do the most towards winning the game for me?', and it also puts your opponent in the position of '  that's a huge charge. What unit of mine is going to get charged?!?!?'. Some of the worst moments I've had in 40k against units that are so mobile (especially units that can pull off such large charges) have been when I've gone "ok this is going to hit this, that will hit that, this is probably going to move towards here...", and then the next turn the  er's charge something else!
-edit- what no love for the block o' bloodletters? I'm lovin' the block of bloodletters in my daemon army at the moment
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This message was edited 1 time. Last update was at 2011/05/15 11:54:31
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![[Post New]](/s/i/i.gif) 2011/05/15 13:00:06
Subject: Re:Seekers of Slannesh
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Longtime Dakkanaut
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Jihallah wrote:phogiston735 wrote:My troop slots are filled with horrors and plague bearers, so I can't take daemonettes. Also, 19" assault minimum puts you out of traditional rapid fire range. Worth noting.
Only just, since traditional is 18", not 12"... I dunno about you guys, but that last inch I can't reliably call. I find it easy to go 'yeah that unit will be out, by 2"/over 2" ', but 1"? Bit close for my liking
With unit with such long charges, I think not only the speed of the charge is useful, but also the options it presents, to you and the enemy. If you have 3 or 4 units in range of your charge, you can say 'where will this unit of seekers do the most towards winning the game for me?', and it also puts your opponent in the position of '  that's a huge charge. What unit of mine is going to get charged?!?!?'. Some of the worst moments I've had in 40k against units that are so mobile (especially units that can pull off such large charges) have been when I've gone "ok this is going to hit this, that will hit that, this is probably going to move towards here...", and then the next turn the  er's charge something else!
-edit- what no love for the block o' bloodletters? I'm lovin' the block of bloodletters in my daemon army at the moment
Rapid fire is 12"..... Who has 18" rapid fire? I don't think your even allowed to rapid fire at 18".... (Even Tau who are 30" range guns, get 12" rapid fire...)
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DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ |
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![[Post New]](/s/i/i.gif) 2011/05/15 13:42:39
Subject: Re:Seekers of Slannesh
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1st Lieutenant
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rodgers37 wrote:Jihallah wrote:phogiston735 wrote:My troop slots are filled with horrors and plague bearers, so I can't take daemonettes. Also, 19" assault minimum puts you out of traditional rapid fire range. Worth noting.
Only just, since traditional is 18", not 12"... I dunno about you guys, but that last inch I can't reliably call. I find it easy to go 'yeah that unit will be out, by 2"/over 2" ', but 1"? Bit close for my liking
With unit with such long charges, I think not only the speed of the charge is useful, but also the options it presents, to you and the enemy. If you have 3 or 4 units in range of your charge, you can say 'where will this unit of seekers do the most towards winning the game for me?', and it also puts your opponent in the position of '  that's a huge charge. What unit of mine is going to get charged?!?!?'. Some of the worst moments I've had in 40k against units that are so mobile (especially units that can pull off such large charges) have been when I've gone "ok this is going to hit this, that will hit that, this is probably going to move towards here...", and then the next turn the  er's charge something else!
-edit- what no love for the block o' bloodletters? I'm lovin' the block of bloodletters in my daemon army at the moment
Rapid fire is 12"..... Who has 18" rapid fire? I don't think your even allowed to rapid fire at 18".... (Even Tau who are 30" range guns, get 12" rapid fire...)
He's obviously talking about an older edition, or attempting to make a joke.
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![[Post New]](/s/i/i.gif) 2011/05/15 15:08:26
Subject: Seekers of Slannesh
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[DCM]
Tilter at Windmills
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In context I think it's reasonably clear that 18" rapidfire, of course, refers to move + rapidfire.
A unit of Seekers or Fiends can drop over 18" from the enemy, and still be able to charge thanks to being Cavalry and Fleet. Of course, if you're longer than 19" there's a risk of not being in range, with a bad Fleet roll.
Still, the longer distance does definitely allow them to drop farther back, make better use of terrain for cover, and thus be less subject to being shot/assaulting and crippled or killed before they get to charge.
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Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
The Dakka Dakka Forum Rules You agreed to abide by these when you signed up.
Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2011/05/15 18:04:17
Subject: Re:Seekers of Slannesh
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Bounding Dark Angels Assault Marine
where are you from? Finland? Country between sweden and Russia? Never heard.
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Yeah seekers are great, BUT daemons have something better: crushers, flamers, fiends, soul grinders, DPs
But if you have points, sure they are great
And you should take them if your making super fast army.
-unforgiven-
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Jone96 wrote:
...I tought that unforgiven was going to floorball practices (He wasnt and yes, he really plays floorball)...
Omegus wrote:As for the Dark Angels, they are a codex chapter with some dresses and emo angst tacked on. |
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![[Post New]](/s/i/i.gif) 2011/05/15 22:16:02
Subject: Seekers of Slannesh
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Painlord Titan Princeps of Slaanesh
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They fill a much different role than those other units and imo the biggest thing seekers get is with their longer base they can setup awesome multi-charges. Linking together multiple combats is the bread and butter of Daemon armies.
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![[Post New]](/s/i/i.gif) 2011/05/16 00:29:58
Subject: Re:Seekers of Slannesh
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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rodgers37 wrote:Rapid fire is 12"..... Who has 18" rapid fire? I don't think your even allowed to rapid fire at 18".... (Even Tau who are 30" range guns, get 12" rapid fire...)
...6"move+12" rapid fire = HOLY  !!!!!
if you can move and shoot, that is your range. An oblit doesn't have a 36" range plasma cannon. he has a 42" range plasma cannon. A predator has a 54" range autocannon- unless it wants to fire all guns, then its 48"  I believe most people call this a units "threat bubble", because when you mark it out at all 360 degrees, you end up with, well a bubble of "anything in this bubble i can shoot".
If you still don't get it, does a unit charge 6", or 12"? because we're talking about seekers with a 19"-24" range, you're not thinking that all happens in the assault phase do you  ?
the unforgiven wrote:Yeah seekers are great, BUT daemons have something better: crushers, flamers, fiends, soul grinders, DPs
But if you have points, sure they are great
And you should take them if your making super fast army.
-unforgiven-
shame that all you mentioned are in my elite and HS slots, the most competitive of my slots. As calypso said, they can be great at setting up complex assaults, which buys time for your bigger gribblies to come in and do the hard yards.
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