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![[Post New]](/s/i/i.gif) 2015/07/13 03:56:02
Subject: How many Wyverns are too much?
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Frenzied Berserker Terminator
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Are 4 in a TAC list too much?
I have what seems like plenty of anti tank and anti air. Also a nice amount of anti infantry.
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" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 |
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![[Post New]](/s/i/i.gif) 2015/07/13 05:50:01
Subject: How many Wyverns are too much?
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Missionary On A Mission
Australia
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You're in the Guard son - you can never have too much.
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![[Post New]](/s/i/i.gif) 2015/07/13 06:29:03
Subject: How many Wyverns are too much?
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Lesser Daemon of Chaos
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depends on your meta, a squadron of 3 will give anyone a headache haha
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BloodGod Gaming Gallery
"Pain is an illusion of the senses, fear an illusion of the mind, beyond these only death waits as silent judge o'er all."
— Primarch Mortarion |
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![[Post New]](/s/i/i.gif) 2015/07/13 11:40:11
Subject: How many Wyverns are too much?
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Frenzied Berserker Terminator
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I planned on running two squads of 2
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" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 |
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![[Post New]](/s/i/i.gif) 2015/07/13 11:49:09
Subject: How many Wyverns are too much?
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Omnipotent Necron Overlord
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2 squads of two seems about right - at about 1500 points. Then you can take some command russ and another unit of russ - plenty of heavies still.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2015/07/13 17:07:58
Subject: How many Wyverns are too much?
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Swift Swooping Hawk
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1
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"What we do in life, echoes in eternity" - Maximus Meridius
Check out Veterans of the Long War Podcast -
https://www.facebook.com/VeteransOfTheLongWar |
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![[Post New]](/s/i/i.gif) 2015/07/14 00:22:09
Subject: How many Wyverns are too much?
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Frenzied Berserker Terminator
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" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 |
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![[Post New]](/s/i/i.gif) 2015/07/14 01:17:37
Subject: Re:How many Wyverns are too much?
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Discriminating Deathmark Assassin
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I guess it depends on what's in the rest of your list. I only run one in my Nova list - provides a nice 48" bubble until the deep strikers show up and then the bubble disappears very quickly regardless of how many wyverns I have. Or there aren't that many soft targets to begin with - lots of 2+ and armor out there these days
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![[Post New]](/s/i/i.gif) 2015/07/14 02:34:59
Subject: How many Wyverns are too much?
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Frenzied Berserker Terminator
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I mean putting 20 wounds on terminaters is still fine.
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" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 |
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![[Post New]](/s/i/i.gif) 2015/07/14 02:47:24
Subject: How many Wyverns are too much?
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Foot terminators are not exactly a threat anyway.
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![[Post New]](/s/i/i.gif) 2015/07/14 02:59:55
Subject: How many Wyverns are too much?
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Frenzied Berserker Terminator
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Was an example of how volume of wounds trumps ap value vs infantry.
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" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 |
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![[Post New]](/s/i/i.gif) 2015/07/14 11:49:32
Subject: How many Wyverns are too much?
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The Marine Standing Behind Marneus Calgar
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How fast can you resolve their fire? TL multiple barrages, in the wrong hands, slow down the game. Moving templates, counting hits, allocating wounds, etc. If you can do all that in a swift, efficient manner, 4 does not sound bad. If you can’t, just take one. It should still blow chunks out of what you need, and won’t slog down the game.
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![[Post New]](/s/i/i.gif) 2015/07/14 12:43:11
Subject: How many Wyverns are too much?
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Swift Swooping Hawk
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It's a joke.
Honestly, in an 1850 I think that a unit of 2, or 2 units of 1 would be perfect.
Anything more than that is overkill.
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"What we do in life, echoes in eternity" - Maximus Meridius
Check out Veterans of the Long War Podcast -
https://www.facebook.com/VeteransOfTheLongWar |
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![[Post New]](/s/i/i.gif) 2015/07/14 13:37:34
Subject: How many Wyverns are too much?
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Fireknife Shas'el
Lisbon, Portugal
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Nevelon wrote:How fast can you resolve their fire? TL multiple barrages, in the wrong hands, slow down the game. Moving templates, counting hits, allocating wounds, etc. If you can do all that in a swift, efficient manner, 4 does not sound bad. If you can’t, just take one. It should still blow chunks out of what you need, and won’t slog down the game.
have a calculator nearby
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AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2015/07/14 15:57:37
Subject: How many Wyverns are too much?
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Raging Ravener
UK
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Two units of two sounds great!
Two units of two against orks or 'nids sounds evil!
Two units of two in general is a healthy number around the 1,500 + pt. limit to me.
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The armies that I collect:
- Tyranids, 2,000 pts.
- Orks, 1,250 pts.
- Tau, 750 pts.
- Guard (PDF), 750 pts.
(Yes I have a thing for horde armies to some extent) |
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![[Post New]](/s/i/i.gif) 2015/07/15 23:06:00
Subject: How many Wyverns are too much?
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Ship's Officer
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Nevelon wrote:How fast can you resolve their fire? TL multiple barrages, in the wrong hands, slow down the game. Moving templates, counting hits, allocating wounds, etc. If you can do all that in a swift, efficient manner, 4 does not sound bad. If you can’t, just take one. It should still blow chunks out of what you need, and won’t slog down the game.
I run a squad of two and it's very easy to wrap up their shooting. If it's taking a long time, then the player is probably not following the rules for multiple barrages correctly.
For a squad of two Wyvern:
1. Place blast marker (measuring from closest firing model) and roll scatter. Re-roll if desired (twin-linked). Count hits and note final placement.
2. Roll a scatter die for each of the 7 remaining shots (if you have 7 scatter dice, roll 'em all!).
2a. If you get a hit, place a second marker touching (overlapping as little or as much as desired) to cover as many models as possible. Count hits.
2b. If you get a scatter, place the second marker "base to base" with the first in the direction of the scatter. Re-roll if desired (twin-linked). Count hits.
3. Roll to wound. Re-roll failed wounds (shred).
4. Opponent rolls saves (no Cover Saves).
Even with a squadron of 3, it's pretty quick. Especially if you roll a lot of hits.
My technique is to place the initial marker and say "that will get 4 if I roll a hit" then roll the scatter. If it still scatters (after the re-roll) then I'll determine the new number of hits. Then I place a second marker over the first and say "I can get 5 with further 'hit' rolls." If those subsequent shots scatter (after the re-rolls) then I'll determine those hits separately. Because it's pretty likely to get a hit, you can save time by having a 'baseline' for your calculations. The errant scatters (if you're lucky) will be few, so you'll only have to determine the placement of a marker a couple of times out of the 8-12 shots.
Hope that helps!
DoW
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"War. War never changes." - Fallout
4000pts
3000pts
1000pts
2500pts |
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![[Post New]](/s/i/i.gif) 2015/07/16 00:04:53
Subject: How many Wyverns are too much?
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Implacable Black Templar Initiate
Central Illinois
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Vector Strike wrote: Nevelon wrote:How fast can you resolve their fire? TL multiple barrages, in the wrong hands, slow down the game. Moving templates, counting hits, allocating wounds, etc. If you can do all that in a swift, efficient manner, 4 does not sound bad. If you can’t, just take one. It should still blow chunks out of what you need, and won’t slog down the game.
have a calculator nearby
I wonder what people will say when I roll out 6 thunderfire cannons and a typhon?
Oh and the answer to your question is already answered in the rules. That would be more than 3 units, unless you take an allied unit so you could have 4 units. The number is 13, yes 13.
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This message was edited 1 time. Last update was at 2015/07/16 00:08:20
Words of wisdom by Prophet40k
That game put my faith in Khorne to the test. My table-neighbor looked at the match up and said "Here you're going to need these more than I will" and handed me a bag of Jello shots. They must have pleased Khorne because I walked out 11-2.
Now looking at another list with MORE tyrants and MORE mawlocks, I said to myself. "Oh well looks like it's time for another beer. It'll take the sting out of this. LOL" |
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![[Post New]](/s/i/i.gif) 2015/07/16 05:42:13
Subject: Re:How many Wyverns are too much?
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Been Around the Block
Belfast, Northern Ireland
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You can never have too many Wyvern's. But to be honest it's all about how much you want you're opponent to hate you 4 is about the limit i would put myself too.
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This message was edited 1 time. Last update was at 2015/07/16 05:42:40
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![[Post New]](/s/i/i.gif) 2015/07/16 06:03:36
Subject: How many Wyverns are too much?
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Drop Trooper with Demo Charge
Somewhere between England and New Zealand.
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DogOfWar wrote: Nevelon wrote:How fast can you resolve their fire? TL multiple barrages, in the wrong hands, slow down the game. Moving templates, counting hits, allocating wounds, etc. If you can do all that in a swift, efficient manner, 4 does not sound bad. If you can’t, just take one. It should still blow chunks out of what you need, and won’t slog down the game.
I run a squad of two and it's very easy to wrap up their shooting. If it's taking a long time, then the player is probably not following the rules for multiple barrages correctly.
For a squad of two Wyvern:
1. Place blast marker (measuring from closest firing model) and roll scatter. Re-roll if desired (twin-linked). Count hits and note final placement.
2. Roll a scatter die for each of the 7 remaining shots (if you have 7 scatter dice, roll 'em all!).
2a. If you get a hit, place a second marker touching (overlapping as little or as much as desired) to cover as many models as possible. Count hits.
2b. If you get a scatter, place the second marker "base to base" with the first in the direction of the scatter. Re-roll if desired (twin-linked). Count hits.
3. Roll to wound. Re-roll failed wounds (shred).
4. Opponent rolls saves (no Cover Saves).
Even with a squadron of 3, it's pretty quick. Especially if you roll a lot of hits.
My technique is to place the initial marker and say "that will get 4 if I roll a hit" then roll the scatter. If it still scatters (after the re-roll) then I'll determine the new number of hits. Then I place a second marker over the first and say "I can get 5 with further 'hit' rolls." If those subsequent shots scatter (after the re-rolls) then I'll determine those hits separately. Because it's pretty likely to get a hit, you can save time by having a 'baseline' for your calculations. The errant scatters (if you're lucky) will be few, so you'll only have to determine the placement of a marker a couple of times out of the 8-12 shots.
Hope that helps!
DoW
quicker than my way. I'll be playing like this from now on, thanks.
Against some armies it's entirely possible to bring more wyverns than the opponent brings infantry squads. That might be a good place to start bringing less of them.
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