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![[Post New]](/s/i/i.gif) 2015/06/25 09:09:12
Subject: what to take......100pts
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Sinister Chaos Marine
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Ok here it goes, I have a tournament Sunday and not sure what list to take:
FELL,
Autothrusters
Push the limit
TURR,
Autothrusters
Push the limit
KATH SCARLET
Or
FELL,
Autothrusters
Push the limit
TURR,
Autothrusters
KATH SCARLET
Proxi mine or seismic charges?
What is best take a bomb on Kath or PTL on Turr?
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Drive Me Closer I Want To Hit Them With My Sword
5k points
2k points
daemons 2k |
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![[Post New]](/s/i/i.gif) 2015/06/25 10:54:27
Subject: Re:what to take......100pts
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Executing Exarch
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Whilst bombs can be fun I'd lean on the side of PTL for Turr, helps keep him alive via Arc Dodge or Focus/Evade stacking if that's not possible
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"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." |
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![[Post New]](/s/i/i.gif) 2015/06/25 11:34:22
Subject: what to take......100pts
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Sinister Chaos Marine
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I was thinking keep PTL but never using bombs before didn't know how affective they would be
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Drive Me Closer I Want To Hit Them With My Sword
5k points
2k points
daemons 2k |
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![[Post New]](/s/i/i.gif) 2015/06/25 13:50:09
Subject: Re:what to take......100pts
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Executing Exarch
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Bombs, especially Prox Mine, can be scary good against low hp high agility ships but landing them in the right
place at the right time can be a tricky as ideally you want to land the mine directly on an enemy ship so it goes off straight
away, and whilst it's alway possible to score no damage it usually lands 1 or 2 damage.
The other 2 bombs are kind of limited as you have to drop them prior to moving which means if unless the other player forgets
you have a proton or charge they most likely won't fly close unless lining up a kill shot.
I'd recommend having a test game or two with bombs to learn how it work on the table, it might be a good idea run PTL or
Exp Interface on the bomb ship as this allows you to action then prox mine, an engine upgrade can help but then that's just
piling on points to support 1 bomb, although engine upgrades on Firesprays also help lining up that rear arc.
Also if your Scum inclined look up the Slingshot Bomb article for bombing hijinx with Emon
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This message was edited 1 time. Last update was at 2015/06/25 13:52:08
"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." |
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![[Post New]](/s/i/i.gif) 2015/06/25 15:09:16
Subject: Re:what to take......100pts
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Regular Dakkanaut
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In my experience, while bombs are fun they are highly situational and just not really worth the points in the long run (unless you are going for a dedicated bombing style list). Although, I have taken bombs before when I don't have any slots left for anything else. Also, I did force a full strength fat Han to fly off the table once with a Proton Bomb (but that was pretty much a fluke).
Anyway, I'd be tempted to go with something like this:
-Fel + PTL + Autothrusters
-Turr + Calculation + Autothrusters
-Kath + Lone Wolf
You should get multiple uses out of both Calculation and Lone Wolf over the course of a game (as opposed to a bomb which you use once and it may not do anything significant). I feel like Kath is a bit of a points sink with no upgrades. She'll struggle to contribute - especially without engine upgrade. If you fly Turr well you can set-up a nice shot without needing barrel roll or boost action. Then you can take a focus action in order to capatilize on Calculation and afterwards boost out arc.
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![[Post New]](/s/i/i.gif) 2015/06/25 15:32:53
Subject: what to take......100pts
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Esteemed Veteran Space Marine
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Seismic Charges are just fun to use and the threat of them is enough to force your opponent from getting in too close with small fighter swarms. As far as tourney play, they probably aren't that useful because it seems most tourney lists consists of fewer ships, but SCs are only 2 points if I recall, and if you encounter a swarm list, it could really disrupt their game plan.
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![[Post New]](/s/i/i.gif) 2015/06/25 17:05:00
Subject: what to take......100pts
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Heroic Senior Officer
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Stick Veteran Instincts on Turr Phennir instead. If you PTL, you can't do his ability as you can't perform an action if you're stressed. Of course, you could do a regular action, then PTL off your free boost/barrel roll after the attack, not sure if that was your intention though.
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2015/06/25 17:35:49
Subject: what to take......100pts
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Executing Exarch
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MrMoustaffa wrote:Stick Veteran Instincts on Turr Phennir instead. If you PTL, you can't do his ability as you can't perform an action if you're stressed. Of course, you could do a regular action, then PTL off your free boost/barrel roll after the attack, not sure if that was your intention though.
But isn't the trick to use the PTL after his freeby ability ?
Edit, sos misread, I blame the sunshine, it burnses
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This message was edited 1 time. Last update was at 2015/06/25 17:36:44
"AND YET YOU ACT AS IF THERE IS SOME IDEAL ORDER IN THE WORLD, AS IF THERE IS SOME...SOME RIGHTNESS IN THE UNIVERSE BY WHICH IT MAY BE JUDGED." |
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![[Post New]](/s/i/i.gif) 2015/06/25 18:35:32
Subject: what to take......100pts
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Regular Dakkanaut
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The best thing about Bombs is the defender gets no dice. He just takes the damage.
The hardest part of Seismic Charges is making sure you can get ALL of your ships clear...plenty of times I've dumped a bomb and always seem to have that 1 ship with only 1 Hull left not able to clear the blast zone.
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![[Post New]](/s/i/i.gif) 2015/06/25 18:36:52
Subject: Re:what to take......100pts
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Regular Dakkanaut
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PTL is triggered "after you perform an action". So, yeah you could perform one action during your activation. Then perform an attack and perform a free barrel roll or boost (as per his ability). Then you can activate PTL and get another action (evade). The problem here will be any high PS pilots who shoot at you before you can activate this combo.
Optionally, you can just PTL during his activation to get two actions as required (good for those turns when you've got no shot or not being shot at).
It's not a terrible combo. I would choose to run PTL on Turr (and thus a naked Kath) over putting bombs in the list.
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This message was edited 1 time. Last update was at 2015/06/25 18:37:42
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![[Post New]](/s/i/i.gif) 2015/06/26 14:12:31
Subject: what to take......100pts
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Esteemed Veteran Space Marine
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KellyJ wrote:The best thing about Bombs is the defender gets no dice. He just takes the damage.
The hardest part of Seismic Charges is making sure you can get ALL of your ships clear...plenty of times I've dumped a bomb and always seem to have that 1 ship with only 1 Hull left not able to clear the blast zone.
That is a danger you have to plan for. I typically carry the Seismic Charge on a firespray or aggressor, with close support coming from a y-wing and a z-95, both usually with deadman switches. The y-wing rarely has to worry about taking a single damage, but its actually beneficial to have a z-95 blow up from the bomb and go off with the deadman switch, you get two auto-damage instead of one!
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![[Post New]](/s/i/i.gif) 2015/07/06 13:06:29
Subject: what to take......100pts
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Infiltrating Broodlord
The Faye
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munkeey wrote:
Ok here it goes, I have a tournament Sunday and not sure what list to take:
I'm at a tournament this weekend too, mine's at 4TK gaming in Colchester is that where you're going?
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We love what we love. Reason does not enter into it. In many ways, unwise love is the truest love. Anyone can love a thing because. That's as easy as putting a penny in your pocket. But to love something despite. To know the flaws and love them too. That is rare and pure and perfect.
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![[Post New]](/s/i/i.gif) 2015/07/08 20:17:03
Subject: what to take......100pts
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Longtime Dakkanaut
Minneapolis, MN
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Turr needs an EPT.
(I personally think VI is essential on Turr, but I can see the logic in using PTL).
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