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Made in us
Spawn of Chaos





Decided to mess around on battlescribe just to see what could be done with a Purge detachment artillery spam list.

Purge Detachment:
HQ:
Renegade Command Squad - 105 points
-Arch Demagogue and 4 Disciples (45)
-Ordnance Tyrant (30)
-Banner of Hate (25)
-Command Net Vox (5)

Elites:
Renegade Chaos Spawn - 55 points
-3 Spawn (55)

Renegade Chaos Spawn - 55 points
-3 Spawn (55)

Heavy Ordnance Battery - 132 points
-8 Crew, 2 Earthshakers (110)
-4 extra Crew (12)
-Militia Training (10)

Heavy Ordnance Battery - 132 points
-8 Crew, 2 Earthshakers (110)
-4 extra Crew (12)
-Militia Training (10)

Heavy Ordnance Battery - 132 points
-8 Crew, 2 Earthshakers (110)
-4 extra Crew (12)
-Militia Training (10)

Troops:
Renegade Field Artillery Battery - 82 points
-6 Crew, 2 Quad Guns (60)
-4 extra Crew (12)
-Militia Training (10)

Renegade Field Artillery Battery - 82 points
-6 Crew, 2 Quad Guns (60)
-4 extra Crew (12)
-Militia Training (10)

Renegade Field Artillery Battery - 82 points
-6 Crew, 2 Quad Guns (60)
-4 extra Crew (12)
-Militia Training (10)

Renegade Field Artillery Battery - 82 points
-6 Crew, 2 Quad Guns (60)
-4 extra Crew (12)
-Militia Training (10)

Renegade Field Artillery Battery - 154 points
-12 Crew, 4 Heavy Mortars (120)
-8 extra Crew (24)
-Militia Training (10)

Renegade Field Artillery Battery - 154 points
-12 Crew, 4 Heavy Mortars (120)
-8 extra Crew (24)
-Militia Training (10)

Heavy Support:
Rapier Laser Destroyer Battery - 79 points
-3 Crew, 3 Rapiers (60)
-3 extra Crew (9)
-Militia Training (10)

Rapier Laser Destroyer Battery - 79 points
-3 Crew, 3 Rapiers (60)
-3 extra Crew (9)
-Militia Training (10)

Rapier Laser Destroyer Battery - 79 points
-3 Crew, 3 Rapiers (60)
-3 extra Crew (9)
-Militia Training (10)

Rapier Laser Destroyer Battery - 79 points
-3 Crew, 3 Rapiers (60)
-3 extra Crew (9)
-Militia Training (10)

Fortification:
Void Shield Generator - 100 points
-3 Shields (100)

Renegades of Vraks CAD:
HQ:
Renegade Command Squad - 45 points
-Arch Demagogue, 4 Disciples (45)

Troops:
Plague Zombies - 96 points
-32 Plague Zombies (96)

Plague Zombies - 96 points
-32 Plague Zombies (96)

Fortification:
Void Shield Generator - 100 points
-3 Shields (100)

So, if this gets the first turn, it puts out:
32 Quad Gun shots (Str 5 AP 5, Small blast, Pinning with -1 to pinning checks) in 4 barrages with 8 shots each.
8 Heavy Mortar shots (Str 6 AP 4, Large blast, Pinning, Ordnance) in 2 barrages with 4 shots each.
12 Earthshaker shots (Str 9 AP 3, Large blast, Ordnance) in 3 barrages with 2 shots each.
12 Rapier Lascannon shots (Str 9, AP 2, TL, Ordnance) in 4 sets of 3 shots.
On top of that, all of the barrage shots leave their AOEs in play and count as dangerous terrain.

To shoot it, enemy shooting will have to eat through 3-6 void shields (depending on what they're shooting at), and even once those are gone, each gun unit other than the rapiers has at least 8 ablative wounds. Plus all of those crewmen count as T7 because of artillery rules.
To assault it, enemy units will have to chew through at least 32 fearless FNP 4+ zombies.
The Spawn are in the list to be distractions and to be fast objective grabbers.

All that said, the issues this list has are:
-Very very poor mobility. The only things moving forward are going to be the zombies and spawn. So the list's ability to grab objectives outside the deployment zone is really bad. Would not do well in maelstrom and would have to try to table the enemy.
-Vulnerable to blasts once the void shields are down. With so many models trying to get inside the shields, it's going to be really crowded. If the shields go down, enemy blast weapons will tear the list apart. Ironically, this list would be extremely good at destroying itself. So a mirror match here would likely be determined by who goes first.
-It has almost no anti-air. The only things that can even sort of serve as anti-air are the rapiers because of TL. So, while it might be able to handle one or two fliers, any more than that will be tough to deal with.
-It can't deal with invisibility. The best solution for invisibility would be to walk zombies nearby and hit them with blasts, but that only works well if the shots are direct hits and the extra shots in the barrage deviate towards the invisible unit. Otherwise, I just blow up my own zombie hordes. The other solution would be to simply tarpit the invisible unit with the zombies and maybe shoot them once the zombie unit is worn down.
-If the bubble wrap zombies are killed, the army becomes very vulnerable to assault and other things like psychic shriek.
-This would be insanely expensive to actually build. All those artillery pieces are forge world models and then there's 214 guardsmen equivalents, 6 spawn, and 2 terrain pieces to represent the void shield generators

Thoughts on the list?
What changes would you make?
Am I a horrible cheesemonger for even thinking about this?

Hey guys, I made a blog, check it out here: myrmidongaming.com  
   
Made in tw
Been Around the Block




Great list, kudos. I think it has limited ability to deal with armies that get into CC with you quickly and can mince T4 FnP reliably.

Multiple LoW on the field will also cause problems for this list. Tying up or killing a Wraithknight is no problem, but I'm curious if you can kill 5? This looks like a job for mathhammer!

An Iron Hands FnP star that doesn't care about S9 and below will also cause you a big headache.

Everything else? Easy peasy.
   
Made in ca
Spawn of Chaos





True, and those zombies are only T3, so Str 6 will bypass their FNP. Perhaps I should add more zombies?

Also true with wraithknights. Dice math says the rapiers alone should do 4 wounds per turn to a wraithknight (2-3 if it has a shield) Then the earthshakers might be able to finish it off, but that's definitely not guaranteed. Even if that works, that's just 1 per turn while the rest of the army just sort of sits around not doing much of anything. Well, I suppose the other artillery can wound them on 6's, but that won't be much help. Honestly not sure what to do vs 5 wraithknights with any build. Maybe just play the mission and hope they stay tied up in meaningless combats with chaff units.

As for deathstars, I figure unless it has invisibility, I'd be able to put so many wounds into it, it would eventually crumble from having to make so many saves. Plus the bombardment can continue even while they're tied up with zombies.

Hey guys, I made a blog, check it out here: myrmidongaming.com  
   
 
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