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Stalwart Veteran Guard Sergeant




United States

Would maxing out on just one type be good or a mix?

Was thinking one squad of havocs with flakk for AA and two of either forgefiend or two full squads of oblitz. If forgefiends, what build?



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Battleship Captain




Oregon

 Kasrkin52 wrote:
Would maxing out on just one type be good or a mix?

Was thinking one squad of havocs with flakk for AA and two of either forgefiend or two full squads of oblitz. If forgefiends, what build?


Havocs with either autocannons or flakk missiles seem to be this editions "oblits" default choice. You can't go too wrong using at least a squad, if for no other reason than to provide some AA firepower.

Oblits are still useful, but they require a little upgrading. MoTz or MoN combined with VotLW will help make them durable enough and stable enough to stay on the board. Don't forget that assault cannons are a nice addition in the land of hull points and snap firing at flyers.

I like forgefiends with hades. Its a lot of firepower being directed at something. That said, I think they work best when you have other vehicles to spread out their AT weapons. If you're going mostly with ground pounders, they end up being an obvious target and are quickly focus fired.
   
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If you want forgefiend, then they got to have the Hades. Sure their BS3, but cranking out 8 S8 shots is bound to hit something (even flyers and FMC's as probability is in favor of you rolling at least one 6). and being S8, your average unit is bound to suffer plenty of wounds, and - as many of us know - perhaps the best way to take care of TH/SS Termi's is probably forcing those saves, which the Hades Forge certainly can do (and those saves that they fail result in ID, who would have figured?). Obliterators are still good but the loss of fearless was a bit of a nerf to them so to compensate, it's probably in your best interest to equip them with either MoN or MoT (as someone else already pointed out). Havocs are pretty good all around, with Missile launchers, they become pretty versatile as is being able to fairly reliably take on hordes, vehicles, and flyers (Personally, I'm thinking of running them with 2 Lascannons and 2 Missile launchers just for the extra "oomph" to punch through armor).

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Obliterators with MoT on top of a skyshield landing pad are also surprisingly resilient. 2+/3++

It would take a lot of dedicated firepower to get rid of those models and if you're afraid of them getting shot off the board on turn 1, you can also keep them in reserve and Deep Strike them without scatter on any subsequent turns.

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Hamburg

Voldrak wrote:
Obliterators with MoT on top of a skyshield landing pad are also surprisingly resilient. 2+/3++

It would take a lot of dedicated firepower to get rid of those models and if you're afraid of them getting shot off the board on turn 1, you can also keep them in reserve and Deep Strike them without scatter on any subsequent turns.

Well, six to nine Obilterators on a skyshield landing pad would be undestructable and able to dish out serious (long range) damage.
However, I'd go for more variety since we will see less tanks, more infantry, flyers, and FMCs on the board. Therefore, I'd opt of some Havocs with autocannons, which are one of the most versatile heavy weapons in the game.

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if i may jump in here, and ask a question. I am putting together a castle 9sort of a wait and trap) list All MoN. I will have a Vindicator in there to start with. I cannot decied.. 2 havoc squads set up as 2 autocannons 2 Missiles with Flakk or 2 Forefiends with 2 hades/1 ecto OR 2 3 man Oblit squads with MoN. What do you guys think of my choices.. I am not worried of other marks or what else you would take (not meaning for that to sound rude) just your thoughts on those 3 different choices stated.

This message was edited 2 times. Last update was at 2012/10/21 18:38:04


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Indiana

I am actually trying a unit of 2 autocannons 2 lascannon havocs. Main problem I have had with 4 lascannons is that they get killed quickly. however with a mix i can get effective protection for my lascannons while still getting a mix in.

Also I am finding that I dont have enough points for a second unit, so two sets of 4 autocannons is not an option, however I can spend an extra 20 ish points on one unit and boost their power a little bit.

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I feel MoN Havoks with Autocannons is the sure fire way to go atm.

Str 7 can pen all fliers, gives you alot of shots so you should be able to hit even when snapping.

Uber cheap in comparison to the Flakk upgrade

   
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 Leth wrote:
I am actually trying a unit of 2 autocannons 2 lascannon havocs. Main problem I have had with 4 lascannons is that they get killed quickly. however with a mix i can get effective protection for my lascannons while still getting a mix in.

Also I am finding that I dont have enough points for a second unit, so two sets of 4 autocannons is not an option, however I can spend an extra 20 ish points on one unit and boost their power a little bit.


You know you could just buy cheap marines for extra ablative wounds to protect your lascannons?
   
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Shas'o Commanding the Hunter Kadre





Richmond, VA

You can always take havocs if you want extra AA support, if you're taking a few other walkers, a forge fiend is a good buy, but obliterators can fit in every list, they need a vet upgrade (ld 8...) and generally either marked nurgle or tzeentch, but khorne marks for fluff reasons work too. Never slanessh.

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jdjamesdean@mail.com wrote:
I feel MoN Havoks with Autocannons is the sure fire way to go atm.

Str 7 can pen all fliers, gives you alot of shots so you should be able to hit even when snapping.

Uber cheap in comparison to the Flakk upgrade


Strictly against flyers, Flakk is twice as effective as autocannons, so while snapfire autocannons can work, it never hurts to put a missile or two in the squad if you're fighting a lot of flyers.
   
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Beijing, China

 juraigamer wrote:
You can always take havocs if you want extra AA support, if you're taking a few other walkers, a forge fiend is a good buy, but obliterators can fit in every list, they need a vet upgrade (ld 8...) and generally either marked nurgle or tzeentch, but khorne marks for fluff reasons work too. Never slanessh.

fluff reasons? obliterators are spawn of the dark mechanicus, why they are marked at all I will never know.

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Richmond, VA

Fluff reasons as in running a mono god list, everything with the same mark. The dark mechanicus isn't picky about their allegiance.

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