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Made in nz
Disbeliever of the Greater Good





Just naming a few things. Ratlings and an all infantry imperial guard list, Just sheer wight of dice and sniping azrael could do it. Or burna boys in truks could ruin the day, from majority toughness. Or just throw it a sacrifice to tie it up, such as termies with TH/SS and crowe for 2+ invul, Or 20 necrons + lord in decurion to tie it up. Or Canoptec harvest. Or Imperial knights. Or most current dark eldar lists. Or most gargantuans. Then avoid it for the rest of the game and score objectives.
That list would be pretty funny to play with though. I would love to just see that many wolves on the table.


Automatically Appended Next Post:
 astro_nomicon wrote:
ERJAK wrote:
 sfshilo wrote:
 whembly wrote:
 Jimsolo wrote:
Huh. So how do you kill it?

Stomps.

'Tis why I'm favoring my Brass Scorpion.


Lord of skulls as well would tear this apart...

2-3 AV 12 skull cannons would also hold this unit up for a while, if not forever, assuming the grenade FAQ is in effect.


This particular version of the bark bark star is not how you would usually run it. You'd usually drop the unnecessary runepriests and some of the other fat for wolfguard battle leaders or iron priests to get some ridiculous number of S10 AP 2 attacks. And here's the thing right, so lets say you stomp it 24 times right?(several turns even for the brass scorpion) that would mean out of 24 stomps, statistically 4 would do something useful, but you don't know which ones will be useful so you can't pre predict where the stomps will go and a good player won't get characters any closer to base to base than he has to so only half stomp out a character and even then they only stomp out 1 each. Those characters still get their attacks which will be rerrolling to hit and together with the MANY characters who survive will be hitting a bare minimum of 18 S10 AP 2 attacks just off the top of my head. Already that's enough to kill the scorpion and the knight behind it with decent pen rolls but with the anti-armor psychic powers existing, not to mention something like hammerhand, you'd lose anything you charged into it like you threw your model out the window.

A star like this CAN NOT be killed once the powers are up and will NEVER die to 1 turn of shooting. Charge it with your brass scorpion or lord of skulls or skull cannons, not only does it have H&R but, built correctly, can gib all of those things in a turn. This kind of thinking is why stars dominate the mid tier of competitive tournaments and why people who go to big competitive events walk away with a sour taste. If you hit it head on you WILL lose your entire army, I don't care if you have 4 brass scorpions or 8 Lord of skulls.

To beat lists like this you ignore the whole star and play the mission, feed it units you don't care about and camp objectives, hit it strategically when you can and if you do nuke his only psyker with Veil somehow, then you can start shaving wounds off of it. Kill whatever support it has and stretch it out until he makes a mistake and you can target down something vital (an exposed character who's only look out sir target is another important character). If you have your own deathstar neither of your are probably gonna die so try to use the fact that he has so little support to outmanuever him. But most importantly remember this isn't seer star where a culexus can drop down and nuke the whole squad by himself, the best you can hope for is a culexus to give you area control and some room to breathe.



*starts slow clap*

*not ironically*

Seriously one of the best, most concise, unbiased breakdowns of Uber Death Star lists, why they are good (at winning, not for the game) and how to play against them that I have seen in a long time.

Exalt for you, sir.


*Continues Slow Clap *

This message was edited 1 time. Last update was at 2016/08/22 02:55:06


 
 
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