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![[Post New]](/s/i/i.gif) 2015/08/14 02:03:36
Subject: Fortress of Redemption (again)
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Hellish Haemonculus
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So, I won a Fortress of Redemption a long time ago. Now, I enjoyed playing with it, briefly, but it hasn't been thrilling me since the advent of hull points, and hasn't been that great since the new DE codex dropped (and wracks stopped being a troops choice that you could take in 3 man squads).
But I actually got around to magnetizing the damn thing, so I'd like to be able to use it with my army. What I'm looking for is to use it in conjunction with a Dark Eldar army. I don't have any qualms about allies (I have more than a few Harlequins, although my CWE are limited to Psyker Skyrunners, Windriders, Fire Dragons, and a single squad of Wraithguard), so that's totally fine.
Please do not "helpfully suggest" that I use a different Fortification. This thread is about using the Fortress of Redemption that I already own, and have spent considerable time assembling/magnetizing.
Please do not try to turn this into a rules discussion thread about whether or not Dark Eldar can Deep Strike Fortifications with a Webway Portal. Regardless of how you feel about this issue, let's assume I'm playing in a format that will not allow it.
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![[Post New]](/s/i/i.gif) 2015/08/14 11:31:47
Subject: Re:Fortress of Redemption (again)
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Humorless Arbite
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Interesting. Quite a few posts recently about how to use an FOR but yours is an exceedingly interesting situation simply because of the Dark Eldar/ CWE requirement.
Considering neither CWE or Deldar have heavy artillery (such as a Basilisk or Manticore etc.), you will struggle forcing your opponent to come to the FOR. Sure you could put a Ravager behind it or something but that just wouldn't be fun. Therefore, I would recommend you do not castle in a corner with it... put it as far forward as possible (within your deployment zone) to deny as much of the centre of the board as you can. Be aggressive with its positioning.... it will be the toughest thing in your army (unless you get a Phantom etc. but you get my point) so use it so soak up fire.
For the garrison:
You want a BS4 squad in the Lascannon bunker and a cheap squad (BS doesn't matter for this squad simply because the Missiles can never get LOS unless the enemy is sitting right above it) in the Missile Bunker to fire them. (I don't know the cheapest BS4 or higher in Deldar or CWE codices.)
I can't recommend anything for the battlements because I don't know what you have and don't really know what would be best.
Thinking about it though, Vaul's Wrath Batteries could be pretty funny (especially in an aggressively placed, void-shielded FOR).
Upgrades:
Really depends on whether or not you want to commit entirely to the FOR. The upgrades can get quite expensive.
Krak-storm is almost mandatory to add more threat to your FOR and more utility.
4 heavy bolters are useful more for absorbing Weapons Destroyed results (place 2 on each bunker annex) than for actually shooting.
Void Shields help the survival of both the FOR and any units you garrison there (I always take them personally).
Escape Hatch from the Tower could be used to effectively shunt your Wraithguard 12'' towards the enemy (if he isn't expecting this, it could be quite a nasty surprise).
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![[Post New]](/s/i/i.gif) 2015/08/15 21:49:03
Subject: Re:Fortress of Redemption (again)
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Hellish Haemonculus
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What do you think about a Solitaire in the Icarus bunker? His high BS would be useful there, and his high movement and ability to ignore terrain effects would enable him to exit out of the battlements and still be a credible assault threat.
Planting some Vaul's batteries behind the Fortress is a canny idea.
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![[Post New]](/s/i/i.gif) 2015/08/15 23:40:34
Subject: Fortress of Redemption (again)
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Humorless Arbite
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I don't really know about the Solitaire but any high BS model is good and if you can use him for other things (your assault shenanigan idea), even better.
If you have any other specific questions about the FOR, don't be afraid to ask.
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![[Post New]](/s/i/i.gif) 2015/08/16 03:58:58
Subject: Re:Fortress of Redemption (again)
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Hellish Haemonculus
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My initial idea had been to pack it full of Hellions. As Jump Infantry, they'd be able to swarm up and out the battlements once something got close, largely negating their biggest weakness. In addition, the ability to potentially use their Hit&Run ability to escape to the other side of the Fortress seemed like it could make for good times.
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![[Post New]](/s/i/i.gif) 2015/08/17 05:01:10
Subject: Fortress of Redemption (again)
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Lethal Lhamean
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I haven't played dark eldar in a while.... So I dont k ow much of thier newest codex. But, if it's anything like the previous versions, I may have a few ideas.
The fort works best when it's not a "focal point" of the enemies attention.so essentially - you want it competing for drawing fire from your army. Make the other side pick and chose what it goes after. lots of fast moving cheap units that can punch hard and distract from the fort. This brings to mind the old venom spam lists. A bunch of fast moving cheap warriors on venoms to harass and draw fire. If they shoot your venoms, the fort can do its thing. If they focus on the fort the venom units can hit surprisingly hard. Back em up with ravager support or fliers?
Warriors also make decent bunker teams. Small units of 5 is more then enough to man each gun and fire it at bs4 plus they can take a few heavy weapons to help snipe downfield. Like lances etc. A few havoc squads can also benefit from the bunker.
As stated being aggressive with it suits the DE mentality. I've always played my DE aggressive and "in your face" - hitting as fast and hard as possible. And since you can have a ton of them - it's easy to overwhelm and over saturate targets.
Of course this all depends on how the new codex works with the above.
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![[Post New]](/s/i/i.gif) 2015/08/17 13:27:24
Subject: Fortress of Redemption (again)
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Swift Swooping Hawk
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If you play a Fortress of Redemption and have some CWE it's almost a crime not to troll your enemy with a Dark Reaper Exarch that will fire the missile launcher...twice due to fast shot. Ignore jink on top of that for extra lulz.
Sure it's a nasty move but for the price you pay for the fortress...I would not feel bad.
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![[Post New]](/s/i/i.gif) 2015/08/17 21:57:34
Subject: Re:Fortress of Redemption (again)
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Hellish Haemonculus
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Would a DR exarch in the tower with the upgrade squeeze an extra shot out of EVERY weapon?
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![[Post New]](/s/i/i.gif) 2015/08/17 22:27:40
Subject: Re:Fortress of Redemption (again)
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Longtime Dakkanaut
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Jimsolo wrote:Would a DR exarch in the tower with the upgrade squeeze an extra shot out of EVERY weapon?
Any weapon that he fired, yes.
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![[Post New]](/s/i/i.gif) 2015/08/18 04:03:36
Subject: Fortress of Redemption (again)
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Longtime Dakkanaut
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Having magnetized a fortress of redemption myself I'm curious what exactly did you magnetize. The only thing I could magnetized was the emplaced bolters. I guess you could magnetize the three building sections together but they kinda snap fit together anyway.
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![[Post New]](/s/i/i.gif) 2015/08/18 04:15:39
Subject: Re:Fortress of Redemption (again)
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Hellish Haemonculus
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I did magnetize the bolters, so they could go anywhere, as well as the four sections. I got tired of that plastic on plastic scraping sound...like nails on a chalkboard.
Eventually, I'm going to magnetize a bunch of DE trophy poles and the trophy racks from the Chaos vehicle set to go in all the spots I didnt put a heavy bolter.
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