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![[Post New]](/s/i/i.gif) 2016/04/14 05:09:16
Subject: [1850] - Dysfunctional IK + RH - Gallant Lance + Unending Host
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Regular Dakkanaut
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Apparently IKs sell for $95 now thanks to a new game box containing 2 IKs and some other models.
I only have the Unending Host part down. I want to know what people think of this list.
Main detachment
Renegades and Heretics Unending Host Detachment
65=Renegade Command Squad, master of the horde
85=Platoon Command A, militia training, 12 men+3 melta gun men
85=infantry squad 1, militia training, 12 men+3 melta gun men
85=infantry squad 2, militia training, 12 men+3 melta gun men
85=Platoon Command B, militia training, 12 men+3 melta gun men
85=infantry squad 1, militia training, 12 men+3 melta gun men
85=infantry squad 2, militia training, 12 men+3 melta gun men
85=Platoon Command C, militia training, 12 men+3 melta gun men
85=infantry squad 1, militia training, 12 men+3 melta gun men
85=infantry squad 2, militia training, 12 men+3 melta gun men
30=Mutant Rabbles
2nd Detachment
Gallant Lance Fomation
330= Gallant, meltagun
330= Gallant, meltagun
330= Gallant, meltagun
total=1850
The Biggest problem is come the Apocalypse ally matrix. There will be 150 Cultists eating up space and slogging it with occasional out flanking. With that in mind I intend to have the Cultists cover the flanks while the Gallants rush the middle. Hopefully i can deploy 12" on both sides of the Gallants being near center.
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This message was edited 1 time. Last update was at 2016/04/15 05:49:44
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![[Post New]](/s/i/i.gif) 2016/04/14 09:56:18
Subject: [1850] - Dysfunctional IK + RH - Gallant Lance + Unending Host
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Fighter Ace
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I like this list a lot. You're right about the allies rules in this case though, this pairing might cause some shenanigans there. You can't bubble wrap the knights, getting too close will potentially stop both your infantry and your knights from doing anything. If this happens with a knights especially it's a big deal, the formation has to maintain unit consistency, so if one can't move, the rest can't move either. With 150 cultists, and their potential to fail morale and run in whatever direction, it could be trouble. Besides that, most armies won't have the anti armour to deal with three IKs (Especially if you move the damaged ones to the rear of the squad so the unhurt ones can soak more damage.) and even if they do, they definitely won't have the anti-horde to take care of the renegades who can pop pretty much any armour in the game themselves. One thing to look out for is psyker heavy lists, you have 0 defense and if they're packing 14 WCs they can mess with you pretty good. Also, Daemons/Orks/Tyranids/Necrons can tarpit your knights effectively and your renegades won't stick around if they get hit in CC so look out for alpha strikes totting meltas. You also will have problems vs flyers. The Eldar Crimson aspect formation comes to mind, heldrakes with balefire will be bad for your renegades, those AM flyers with the 3 TL lascannons (I'm blanking but this is all just off the top of my head so I'm not gonna look 'em up haha) too. Ordinance will be another problem, wiping out swathes of your troops, forcing pinning and moral checks, and getting bonuses vs your knights. Tau/Eldar vehicles will be out of range of your infantry meltas pretty much all game if their player is worth a damn. You will be extremely good at taking and holding objectives, winning the game on points if they don't come to you and your meltas. Great synergy. In a tournament setting, your biggest risk honestly is people subtracting composition points for taking apocalypse allies. Maybe consider just running AM instead? Don't get me wrong, I like the concept, and fluff wise the IK will ally with anybody that supplies them with repairs and has some sort of code. (They'd probably be a okay with khorne if anything, with the whole martial code.) But people are people after all...
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This message was edited 3 times. Last update was at 2016/04/14 10:00:03
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![[Post New]](/s/i/i.gif) 2016/04/16 02:37:34
Subject: [1850] - Dysfunctional IK + RH - Gallant Lance + Unending Host
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Regular Dakkanaut
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What if I started the IKs in reserves? Would that be a good tactic to keep them from being one shotted turn 1? I can not charge the turn they arrive which is also bad since thats all they do.
I just read about this Forsworn Detachment which is the Chaos Version of Oathsworn.
http://www.bolterandchainsword.com/topic/321497-renegade-knight-allies-lets-do-this/#entry4366778
Somebody please tell me where can I purchase a physical copy of the rules because so many people i try to play with are real sticklers and want a genuine copy in their hands?
I can have guns and I dont get Come the Apocalypse ally!!!
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This message was edited 2 times. Last update was at 2016/04/16 03:21:57
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![[Post New]](/s/i/i.gif) 2016/04/16 02:51:20
Subject: [1850] - Dysfunctional IK + RH - Gallant Lance + Unending Host
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Fighter Ace
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Nah, not necessary. They won't be one shotted. Plus those ones are more CC orientated, you want to get them stuck in. You'd have better synergy is one of the armies was long range and the other was short range if just to avoid incidental ally rolls, (Probably long range renegades so they don't accidentally flee into the knights.) but I think it's competitive as is. Every list would have trouble with yours. I was mistaken as well. It's only the Tripartite Lance that has to maintain coherency, the Gallant Lance is free to act independently. Happy hunting!
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This message was edited 1 time. Last update was at 2016/04/16 02:53:29
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![[Post New]](/s/i/i.gif) 2016/04/16 05:54:41
Subject: [1850] - Dysfunctional IK + RH - Gallant Lance + Unending Host
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Regular Dakkanaut
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I was watching some guys play a game and an IK got one shotted by wraith guards.
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![[Post New]](/s/i/i.gif) 2016/04/16 06:59:02
Subject: [1850] - Dysfunctional IK + RH - Gallant Lance + Unending Host
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Fighter Ace
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Haha, yeah, that old chestnut. That's a ranged S D weapon for ya. To pull that off, he had to get within 12" of the IK. He'll pull that off 0.27 times per turn with 5 models, or once on average every four turns if he were to fire at max strength for every turn. Sometimes people get lucky. It's one of 2 units in that book and 3(?) units in the entire game that can do that. They're actually usually overlooked by Eldar players in front of the other ranged D weapon totting thing in their list, the Wraithknight. If they're footslogging, you'll get a chance to melta them to death. If they're in a wave serpent (They're usually in one if they're in the game.) you'll have to pop that stat and then they're pretty slow so you can keep your knights a safe distance and hit them with your renegades. Seriously, they will be totally ineffective vs your 5-6 point infantry. If they get into range of your knight and whiff (Which should be higher than average.) you will beat them senseless in CC. If they do get close to your Knight, remember, they'll almost always be in a transport. Your Knights Gallant have the Hurl ability. If you move within 12" of their transport you can make a shooting attack to auto destroy their transport, forcing them to disembark. (And potentially damage another unit altogether. Some real king kong gak.) Then you can declare a charge in the assault phase on the wraithguards and totally wipe out the unit without them even having a chance to fire a shot. Now the wraithknight on the other hand will only have two shots. It would be very rare for it to pull this off. Despite this, he's actually the much more popular option, not that they're exclusive. You could roll with more ranged knights to take them out safely out of range of these weapons, but honestly I think you'd still be fine. You're going to lose a knight or even two every game, that's just the nature of it. If your knights tank almost all the enemy fire, your renegades will have free reign in these games. Some games, your renegades will take a beating and your Knights won't even get a scratch. Any opponent looking to beat you would have to have incredible balance, and that's not really the style of a competitive list which tend to min/max almost uniformly. E: That new formation looks awesome by the way, didn't see that edit earlier. That also means you can bubblewrap your knights with your infantry, making them that much more survivable.
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This message was edited 3 times. Last update was at 2016/04/16 07:11:26
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![[Post New]](/s/i/i.gif) 2016/04/16 07:32:49
Subject: [1850] - Dysfunctional IK + RH - Gallant Lance + Unending Host
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Auspicious Daemonic Herald
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Grief wrote:What if I started the IKs in reserves? Would that be a good tactic to keep them from being one shotted turn 1? I can not charge the turn they arrive which is also bad since thats all they do. I just read about this Forsworn Detachment which is the Chaos Version of Oathsworn. http://www.bolterandchainsword.com/topic/321497-renegade-knight-allies-lets-do-this/#entry4366778 Somebody please tell me where can I purchase a physical copy of the rules because so many people i try to play with are real sticklers and want a genuine copy in their hands? I can have guns and I dont get Come the Apocalypse ally!!!
Its the the $200 Renegade Knight board game they are selling next week
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This message was edited 1 time. Last update was at 2016/04/16 07:32:58
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![[Post New]](/s/i/i.gif) 2016/04/16 14:35:37
Subject: [1850] - Dysfunctional IK + RH - Gallant Lance + Unending Host
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Regular Dakkanaut
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Ugh god j just want the rule sheets because I already traded and paid shipping to get 2 old paladins. I also bidding on one more on ebay currently $63.
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This message was edited 1 time. Last update was at 2016/04/16 14:41:13
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![[Post New]](/s/i/i.gif) 2016/04/17 02:40:02
Subject: [1850] - Dysfunctional IK + RH - Gallant Lance + Unending Host
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Painlord Titan Princeps of Slaanesh
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nvm
was going to suggest taking CSM allies to get the kmights.
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This message was edited 3 times. Last update was at 2016/04/17 03:03:42
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