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The heavy Bolter is only 1 less Str than the multilaser and has a better AP... and I never take door bolters, so it's a wash to me. Plus the carrier cost is lower 55 points instead of 140-odd)...
"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad.
I wanted an Elysian list that would mirror the Airborne company that I served in, not an Air Cav list full of Valkyries. So I cooked this up:
It will at least keep you playing games. If you want it to work well then all you really need are more plasma, melta, and flamers. Drop the MLs in the vets and put melta or flamers on everything that can take it and you would be reasonably effective. The breacher charges are not bad as long as you are already using close in assault weapons. If you had more special weapons (like my terrax guard) I would take (and I do) 3 forward sentries vets and 3 DS vets. The forward sentries with 3x flamers & breacher charge and the DS units with 3x plasma. You could then run 3x MM sentinels in your elites and 3-4x plasma/melta in your CCS. All you would need are about ~20 usd in melta/plasma/flamer gun bits from ebay/bits stores.
Spoiler:
HQ
1 CCS with Vox.
1 ground scanner
TROOPS
3 identical platoons, each with:
1 PCS - Plasma Pistol, Vox
1 Infantry squad
-1 Plasmagun, Vox, Demo Charge
1 Infantry squad
-1 Meltagun, Vox, Demo Charge
1 HWS -2 Mortars, 1 Missile team
1 Drop Sentinel w/ MMelta
FAST ATTACK
3 Tauros Venators, each with a Homing Beacon.
HEAVY SUPPORT
2 Vultures
1850 Points
The plan was simple: The CCS and the Venators would start on the table. They would drive out to where I wanted them, and then with the Homing beacons, I could drop an entire platoon on them for holding objectives, or wreaking havoc in my opponent's backfield, etc. I didn't want some super competitive, WAAC list. I wanted something fluffy. Generic, even. A group that you could realistically imagine being sent to handle a wide variety of situations. Just like real Airborne troops. Every battle would be hard fought, and victory would only come if I, as a commander, used the force efficiently and aggressively.
So I bought this list, just as you read it, straight from FW. It was really expensive (The other reason I didn't want a list that needed 6 or more Valkyries). I got them, and was 2/3 done building them when IA3 was released, which has totally screwed my plan.
Now Vultures are competing with the Tauros for FA slots, which doesn't matter anyway because the Tauros can't carry homing beacons any more! I'm left with trusting entire platoons to the scatter Gods. (Who HATE me, by the way.)
So no doubt I'll have to drop even more money to fix this, but in the meantime, I'm left with a stack of models that are too specifically built to work any way other than they were designed. (8 Vox Casters, only 3 Plasmaguns, only 3 Meltaguns, etc.)
Okay I made a similar list that uses models you own and has a similar theme. The benefits to the new dex are that turn 1 half of the MM sentinels drop and you have 2 infiltrating beacons to drop them on. You still cannot drop all of your troops though and your demo charges are now breach charges that only work in CC.
Spoiler:
HQ (110pts)
Elysian Company Command Squad (110pts)
Company Commander - Close Combat Weapon, Frag Grenades
Missile Launcher Team
Vet with Long Range Ground Scanner - Frag Grenades, Close Combat Weapon, Long Range Ground Scanner
Vet with Vox-caster - Frag Grenades, Close Combat Weapon, Lasgun, Vox-caster
Elites
Drop Sentinel Squadron (70pts)
Drop Sentinel - Multi-melta
Troops
Elysian Drop Infantry Platoon (385pts)
Drop Sentinel Squadron (70pts)
Drop Sentinel - Multi-melta
Heavy Weapons Squad (70pts)
3x Mortar Team
Infantry Squad (95pts)
Guard with Breacher Charge - Breacher Charge, Flak Armour, Frag Grenades, Close Combat Weapon, Lasgun
Guard with Meltagun - Flak Armour, Frag Grenades, Close Combat Weapon, Meltagun
Guard with Vox Caster - Flak Armour, Frag Grenades, Close Combat Weapon, Lasgun, Vox Caster
6x Guardsman - Flak Armour, Frag Grenades, Close Combat Weapon, Lasgun
Sergeant - Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
Infantry Squad (95pts)
Guard with Breacher Charge - Breacher Charge, Flak Armour, Frag Grenades, Close Combat Weapon, Lasgun
Guard with Meltagun - Flak Armour, Frag Grenades, Close Combat Weapon, Meltagun
Guard with Vox Caster - Flak Armour, Frag Grenades, Close Combat Weapon, Lasgun, Vox Caster
6x Guardsman - Flak Armour, Frag Grenades, Close Combat Weapon, Lasgun
Sergeant - Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
Don't use breaching charges. Simple reason, you need to charge for them to work. You can't charge out after disembarking from a Valk. That means if you're talking about a Turn 3/4 use depending on when you arrive from Reserves and when you disembark.
Automatically Appended Next Post:
Furyou Miko wrote: The heavy Bolter is only 1 less Str than the multilaser and has a better AP... and I never take door bolters, so it's a wash to me. Plus the carrier cost is lower 55 points instead of 140-odd)...
Door heavy bolters are cheap. At Zooming, you can fire all your weapons. Since a Hellstrike missile is Ordnance, you'll never fire anything else if you fire that. Ergo, when your Valk shoots, you want it to shoot as much as it can. Multi-laser + 2 HBs is the way to go. Also, I don't know where you got your points cost for your Valk Sky Talon, since it's definitely not 55 points. Furthermore, Sky Talons can only be taken as Dedicated Transports.
This message was edited 3 times. Last update was at 2013/06/27 06:17:12
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Furyou Miko wrote: The heavy Bolter is only 1 less Str than the multilaser and has a better AP... and I never take door bolters, so it's a wash to me. Plus the carrier cost is lower 55 points instead of 140-odd)...
Door heavy bolters are cheap. At Zooming, you can fire all your weapons. Since a Hellstrike missile is Ordnance, you'll never fire anything else if you fire that. Ergo, when your Valk shoots, you want it to shoot as much as it can. Multi-laser + 2 HBs is the way to go. Also, I don't know where you got your points cost for your Valk Sky Talon, since it's definitely not 55 points. Furthermore, Sky Talons can only be taken as Dedicated Transports.
Honestly I would run the Door Gunners on a Valkyrie just because with the rocket pods you will do a lot more damage, it works really well (even with one Heavy Bolters snap shotting) for your list. Also the multilaser has weaker AP the better Strength does it for me more often as it is a pretty good anti-air weapon and wounds Marines on a 2+.
And I really like that Airborne list you put together bro. I am hoping that I will be able to build into an Airborne army after I finish my Air Cav as it will be much cheaper in the long run for me (all my guys have respirators and grav chutes) and three more flyers is way cheaper then a few more squads of Elysians, but trust me I will make it happen!
This message was edited 2 times. Last update was at 2013/06/27 09:40:00
19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
Furyou Miko wrote: The heavy Bolter is only 1 less Str than the multilaser and has a better AP... and I never take door bolters, so it's a wash to me. Plus the carrier cost is lower 55 points instead of 140-odd)...
Door heavy bolters are cheap. At Zooming, you can fire all your weapons. Since a Hellstrike missile is Ordnance, you'll never fire anything else if you fire that. Ergo, when your Valk shoots, you want it to shoot as much as it can. Multi-laser + 2 HBs is the way to go. Also, I don't know where you got your points cost for your Valk Sky Talon, since it's definitely not 55 points. Furthermore, Sky Talons can only be taken as Dedicated Transports.
Honestly I would run the Door Gunners on a Valkyrie just because with the rocket pods you will do a lot more damage, it works really well (even with one Heavy Bolters snap shotting) for your list. Also the multilaser has weaker AP the better Strength does it for me more often as it is a pretty good anti-air weapon and wounds Marines on a 2+.
And I really like that Airborne list you put together bro. I am hoping that I will be able to build into an Airborne army after I finish my Air Cav as it will be much cheaper in the long run for me (all my guys have respirators and grav chutes) and three more flyers is way cheaper then a few more squads of Elysians, but trust me I will make it happen!
I always do run door gunners. Love them. I also agree with the multilaser's strength. I typically don't need AP that much, since that's what my plasma guns are for in any case. The higher strength also allows you to pen light vehicles. If I could spare the 30 points apiece for 4 Valks, I would go for the MRPs too. Unfortunately my list is points-starved, so I'm content to have my Valks keep their Hellstrike missiles for now. One thing this does allow me to do is potentially get turn 1 rear armour anti-tank shots off at things like LRBTs or Vindicators if my MM Sentinels land too far away/off target or have to shoot tougher things like a Land Raider.
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Hello,
been playing Elysians for a while and new Taros mixed it quite up. I have one rules question (because of faulty wording of Combat drop, which I as a non-native speaker have hard times to comprehend)..
Are the units entering the game through Combat drop treated as coming from reserves?
The wording of "all other(!) begin game in reserves..." is a bit confusing.
Another Q is about the DS of Valkyrie + disembark. How much inches does it count, that it moved?
You won't make a reserve roll for them to come on. The units selected to Combat Drop arrive on your first turn. All other units that must enter from Reserves do so normally.
Valkyries follow standard Flyer rules. They must arrive from your table edge and may be in Flyer or Hover mode.
In Flyer mode, they MUST move at least 18 inches. You must then change to Hover mode before the Vehicle's next move. Troops can not disembark from a Valkyrie in Flyer mode.
In Hover mode, Valkyries move like Fast Skimmers, and troops can disembark either before or after they move. Troops can disembark up to 6 inches from the Valkyrie's base.
If you're keeping your cool, while everyone around you is losing theirs, you might not fully grasp the situation.
katcher.schwartzwald wrote: Hello,
been playing Elysians for a while and new Taros mixed it quite up. I have one rules question (because of faulty wording of Combat drop, which I as a non-native speaker have hard times to comprehend)..
Are the units entering the game through Combat drop treated as coming from reserves?
The wording of "all other(!) begin game in reserves..." is a bit confusing.
Another Q is about the DS of Valkyrie + disembark. How much inches does it count, that it moved?
Essentially Combat Drop works for all units that have it in the same way drop pod assault works for drop pods (except that they don't pop out of transports straight away).
You'll have to check the rulebook for the 2nd question but I think DSing vehicles count as moving at cruising speed.
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
Thank you for your kind ansewers...I will try to specifiy my problem :
Flyers vs Combat Drop and reserves :
Are Flyers and Sentinels treated like coming from reserves (Important for Incerceptor and I have been expecting you), when the wording states "All OTHER Valkyries and Skytalon BEGIN the game in reserve...".
By asking this on local forum I started a little flame war, so I am looking for someone to solve this out...
Flyers vs Combat Drop and reserves :
Are Flyers and Sentinels treated like coming from reserves (Important for Incerceptor and I have been expecting you), when the wording states "All OTHER Valkyries and Skytalon BEGIN the game in reserve...".
By asking this on local forum I started a little flame war, so I am looking for someone to solve this out...
Yes, specifically, half deep strike on turn one, the other half then roll as per normal on turn 2+ at least if memory serves, will check my book in the morning
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
Hello,
another question - to be deleted after answer.
Tried to DS Valkyries by combat drop and disembarking the load..But I was nearly clubbed by opponent by arguments - DS is cruising speed, no disembark from cruising AND you can´t not use gravchutes because you moped in 90 angle, so there is no point to match definition of "moved over"..
Can you help me, please? I know that this can be considered a spam, but I am not as rulewise as others...or maybe I´m just blind...
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I also have a quick question concerning the Combat drop rule.
If I choose to take a SkyTalon as a dedicated transport for a Drop sentinel squadron. Can I decide not to deploy the sentinel embarked? Will that mean that I have now two units to choose from for using the Combat drop rule. If that's the case I could be able to deploy the SkyTalon turn one and have the Drop sentinel in reserve.
Recently I actually posed the question to Forgeworld about if this is the primary Elysian list and if it replaces all previous printed versions... they were cool enough to respond.
Seems they plan on reworking the IA4 D99 list and it will get an update and is not yet replaced or updated for 6th ed.
(I was going to attach a pic of the faceyspaces pic but the filesize here hates me, even as a .gif so if you want to checksum this look at the comments under their recent DKoK .pdf release)
& both sold in 4th ed
2000 painted, WTB Nightlords character & FOC jank kthx
5000 playable/paint 85% done
STC explorator force in production
Elysians planned, awaiting Raging Heroes Kickstarter goodies
preplanning, almost backburnered
edweird wrote: Recently I actually posed the question to Forgeworld about if this is the primary Elysian list and if it replaces all previous printed versions... they were cool enough to respond.
Seems they plan on reworking the IA4 D99 list and it will get an update and is not yet replaced or updated for 6th ed.
(I was going to attach a pic of the faceyspaces pic but the filesize here hates me, even as a .gif so if you want to checksum this look at the comments under their recent DKoK .pdf release)
I remember seeing you post this.
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With all the new tactics in IA:3 2nd, has anyone done the 60 veteran deep striking thing with Meltas & Plasma? I'm planning to do this as my main detachment with C:IG as allies,
Something like this
Elysian CCS with 4 Plasma
3x Elysian Vets with Melta Guns
3x Elysian Vets with Plasma Guns
Allied:
C:IGCCS with MoO Std
Marbo
2x PCS with AC 6x Infantry Squads with AC Sentinel with AC 2x IA Heavy Artillery Carridges
The best equipment for goblins ... is MORE GOBLINS!
edweird wrote: Recently I actually posed the question to Forgeworld about if this is the primary Elysian list and if it replaces all previous printed versions... they were cool enough to respond.
Seems they plan on reworking the IA4 D99 list and it will get an update and is not yet replaced or updated for 6th ed.
(I was going to attach a pic of the faceyspaces pic but the filesize here hates me, even as a .gif so if you want to checksum this look at the comments under their recent DKoK .pdf release)
With all the new tactics in IA:3 2nd, has anyone done the 60 veteran deep striking thing with Meltas & Plasma? I'm planning to do this as my main detachment with C:IG as allies,
Something like this
Elysian CCS with 4 Plasma
3x Elysian Vets with Melta Guns
3x Elysian Vets with Plasma Guns
Allied:
C:IGCCS with MoO Std
Marbo
2x PCS with AC 6x Infantry Squads with AC Sentinel with AC 2x IA Heavy Artillery Carridges
You're going to need something to help prevent your scatter... Having so many large blobs scattering all over the place is going to be hard to find placement for.
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With all the flyers zooming around it raises the question, if one of my units zooms off the board and goes in to ongoing reserves can it deep strike in the next turn or must it always arrive from my table edge?
Also, has anyone tried a Vulture armed with 4 multiple-rocket pods? In my head I imagine four large templates per round causing all sorts of havoc, but I'm curious about the effectiveness of it on the table.
This message was edited 1 time. Last update was at 2013/07/22 23:08:50
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Angels of Ecstasy 500 points
AtlasDM wrote: With all the flyers zooming around it raises the question, if one of my units zooms off the board and goes in to ongoing reserves can it deep strike in the next turn or must it always arrive from my table edge?
Ongoing reserves always come from your own table edge.
Also, has anyone tried a Vulture armed with 4 multiple-rocket pods? In my head I imagine four large templates per round causing all sorts of havoc, but I'm curious about the effectiveness of it on the table.
It's not bad, but the punisher cannon version is usually equal or better against infantry and, unlike the rocket pod Vulture, can threaten vehicles.
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
AtlasDM wrote: With all the flyers zooming around it raises the question, if one of my units zooms off the board and goes in to ongoing reserves can it deep strike in the next turn or must it always arrive from my table edge?
Ongoing reserves always come from your own table edge.
Also, has anyone tried a Vulture armed with 4 multiple-rocket pods? In my head I imagine four large templates per round causing all sorts of havoc, but I'm curious about the effectiveness of it on the table.
It's not bad, but the punisher cannon version is usually equal or better against infantry and, unlike the rocket pod Vulture, can threaten vehicles.
Yeah. Don't underestimate 20 twinlinked shots into the rear armour of other flyers and vehicles too. Vector Dancer gives you that precise positioning that you need.
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