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![[Post New]](/s/i/i.gif) 2012/10/22 02:05:25
Subject: Dealing with Errants...
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Stalwart Space Marine
Wichita, KS
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Not sure if this goes here but here's my question, the brick i'm going to be trying to crack later in the week is as follows
Menoth:
Errants w/ UA
Covanent of Menoth
And the solo, whatever his name is that gives the errants hunter.
35Pts game
I play cryx and skorne some options I have are:
Full Tartersauce brick,
Mass Mechinthralls and Nerosurgeons
Full Gatormen
full Preatorian Swordsmen
Full Nilators
deathjack
Seether
2 Gladiators
Bronzeback
Those are my workhorse units anyway. any suggestions? I've never played against menoth, oh and the casters i use are pDenny, and The skorne fat guy. he is running the battlebox caster
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"Bothers! War calls you! Will you answer!?"
6000+Pts SM
3000 Pts Tau
1000 Pts Orks |
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![[Post New]](/s/i/i.gif) 2012/10/22 02:31:16
Subject: Dealing with Errants...
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[MOD]
Madrak Ironhide
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Your options are mostly melee and rely on spells for ranged
whereas Kreoss locks down magic and the Errants are immune
to spells anyway. You're going to have a not fun time. One thing
that will keep you going is your Bane Thralls. Mechanithralls will
get shot to death (again) by Errants due to the Mechanithralls'
low DEF.
So, Bane Thralls with UA.
Feat will knock them down, but they will get up again. Things to
watch out for will be ranged AOEs from 'jacks. The Heavy 'jack
will light banes on fire, while the light 'jack will still hurt at P+S 8
and boosts.
If you can kill the standard bearer (which I doubt since they'll
be keeping the errant standard back), then Deneghra's spells
will be in full effect. However, you might have to feat early just
to give the rest of your army a fighting chance to close in.
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![[Post New]](/s/i/i.gif) 2012/10/22 02:44:53
Subject: Dealing with Errants...
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Stalwart Space Marine
Wichita, KS
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Thats what I was thinking, oh and i forgot that also have a min unit of Bile thralls. I was thinking bane thralls, or just trample everything to death with the warbeasts. I know its going to be tough, especially for my play style, was just hoping someone saw something i didnt.
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"Bothers! War calls you! Will you answer!?"
6000+Pts SM
3000 Pts Tau
1000 Pts Orks |
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![[Post New]](/s/i/i.gif) 2012/10/22 02:51:23
Subject: Dealing with Errants...
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Rotting Sorcerer of Nurgle
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Take a Cyclops Savage and Bronzeback. Cast train wreck on the savage, and try and down the banner/UA from the back using reach. I've actually plowed through half a unit and the officer using a train wrecked gladis; good melee rolls, needless to say, but it was awesome, and my buddies open mouthed gape at the carnage was priceless.
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![[Post New]](/s/i/i.gif) 2012/10/22 02:54:06
Subject: Dealing with Errants...
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Stalwart Space Marine
Wichita, KS
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Hmm, never thought of that, that would be bad ass though.
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"Bothers! War calls you! Will you answer!?"
6000+Pts SM
3000 Pts Tau
1000 Pts Orks |
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![[Post New]](/s/i/i.gif) 2012/10/22 16:31:53
Subject: Dealing with Errants...
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Bane Lord Tartar Sauce
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Ok, if you wanted to play cryx vs Errants I really would suggest getting Satyxis Blood Witches with the Blood Hag. The Blood Hag stop healing (within 9") so if the Errants decide to self-sacrifice then two Errants die. At that point you can get corpse/soul tokens as normal, which is great.
But ignoring that option and sticking with Cryx I would have something like this:
Deneghra1
- 2 Arc nodes
- Bane Lord Tartarus
- Full unit of Bane Thralls + UA
- 1/2 Warwitch Sirens
- Bile Thralls (min)
- Fill up with Mechanithralls + Necrosurgeons
- Maybe Gorman Di Wulfe (Hunter ignores concealment granted by clouds but not clouds themselves)
Keep the Bile Thralls spread out and behind the Mechanithralls and hopefully one or two can get to the infantry lines. Remember that the Errant UA stops them from being targeted by spells so you can still spray the models, assuming you can see something behind their lines.
But that's using most of what you have for Cryx. If I was building a dream list to face Kreoss it would involve Skarre1, Satyxis Raiders (+UA), Blood Witches (max or min + UA) and 1/2 Raider Captains. The captains stop knockdown for Satyxis withing their command and that includes Skarre. That should stop the assassination run. Skarre gives extra strength (feat) and hitting ability (Dark Guidance). Then the Raider unit can use their multiple attacks to kill Errants whilst the Blood Hag sits nearby stopping the self sac.
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![[Post New]](/s/i/i.gif) 2012/10/22 19:29:21
Subject: Dealing with Errants...
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Regular Dakkanaut
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If you can get blood witches there (there are some ways to do this against errants), I believe the hag can screw over self-sacrifice.
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![[Post New]](/s/i/i.gif) 2012/10/22 20:56:30
Subject: Re:Dealing with Errants...
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Regular Dakkanaut
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One does not beat errants (or even trade with them points for points equally in most cases), but anything that ignores healing (morghouls grievous wounds, blood hag etc) work wonders against them. Nihilators with grievous wounds can pretty much kill the whole unit and a glad/bb with train wreck can do the same.
I think banes are decent vs them if you can get the charge and raiders are great vs them as raiders will always get the charge and they can get it so they attack with their non-reach first, then reach if they let that model die, they are also high enough defense that errants have a hard time hitting without a buff in melee and can't hit with ranged at all, while the raiders each have 2 chances to hit the errants.
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This message was edited 1 time. Last update was at 2012/10/28 21:29:00
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![[Post New]](/s/i/i.gif) 2012/10/28 15:26:09
Subject: Dealing with Errants...
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Sinewy Scourge
Lawrence, KS
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When exactly does the healing effect occur? Would it not be viable to have eDenny Hellmouth them? Run a McThrall or Raider into melee with them (12-14") then Hellmouth the model. The errants get sucked towards the Raider and nailed under a POW12 AOE3, then RFP. Even if they can fob off the wounds elsewhere, you're still taking out a chunk of them.
Flooding them with McThralls and Biles also sounds like a solid plan, as one Bile will take out most of the unit on its own just by purging. And if he's worried about that group, you have another group going elsewhere, threatening the caster. It's usually how my platefull of BLT survives long enough to kill.
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Therion wrote:6th edition lands on June 23rd!
Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
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![[Post New]](/s/i/i.gif) 2012/10/28 18:27:45
Subject: Dealing with Errants...
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Bane Lord Tartar Sauce
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Hellmouth removes from play on boxed but self-sacrifice happens on disabled. So the sequence there would be that the models underneath get healed whilst others die to self-sac. But yea, it's a good idea to get around their spell immunity.
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![[Post New]](/s/i/i.gif) 2012/10/28 18:33:20
Subject: Dealing with Errants...
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Sinewy Scourge
Lawrence, KS
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Especially if you just need them to cluster to get Purged, Trampled, Threshered...
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Therion wrote:6th edition lands on June 23rd!
Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
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![[Post New]](/s/i/i.gif) 2012/10/28 20:37:46
Subject: Dealing with Errants...
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Bane Lord Tartar Sauce
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I like your thinking
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![[Post New]](/s/i/i.gif) 2012/10/28 22:16:49
Subject: Dealing with Errants...
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Sinewy Scourge
Lawrence, KS
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Thanks. A well designed Menite list's defenses are many layered. I've been peeling that particular onion for years. There's always a hole to exploit in their defenses, you just have to find it and exploit it before they crush you.
If you can get those anti magic defenses lowered, that same caster can debuff their defense, AND allow you to target them regardless of LOS, meaning that those nice, clustered troops are even MORE vulnerable to a threshering.
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Therion wrote:6th edition lands on June 23rd!
Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
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![[Post New]](/s/i/i.gif) 2012/10/30 22:28:16
Subject: Dealing with Errants...
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Rotting Sorcerer of Nurgle
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Blood Witches with Hag.
Mini-feat + Run into Errants.
Excarnate a Choir Boy.
Bile Purges through stuffs.
Profit!
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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