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I have had a Militarum Tempestus force since they got their own "Codex" in 7E. I have always thought extremely highly of the Kasrkin models and had for a very long time hoped they would be playable, but they were just bad before that Codex.
With the advent of 8E and the new way of doing things, they shined again until the beta rule stopped their turn one deep strikes ( I also have a Cadian Detachment for Artillery support). I was able to rack up a large number of wins with them. I was just peeling off to play some games of Dark Eldar when that Beta rule hit, so I had not really played them since that rule (conincidental timing, not any attempt to actually avoid the army) although my friends assured me it was GREAt timing since according to them the Militarum Tempestus were just "dead now".
I rarely care for hyperbole of course, but since i wasn't going to play them for a while i didn't argue much.
Which brings me to my point: Last night I played a guy and brought them on a lark. He had played my Sisters and my Ta'u Empire and so I thought I'd throw another one at him, just to test the theory and at the end of 3.5 rounds, his Mortarian led Nurgle had just a PlagueCrawler left on the board. I had lost some Rough Riders but no other units perished.
My questions are:
1. Is anyone out there playing Militarum Tempestus that I can Knoodle with on army ideas or just to BS about it.
2. How has the Deep Striking limitation affected your Militarum Tempestus force? Is it the absolute death knell of the army in competitive play or is it hyperbole as i suspected it to be?
3. Castellan + IG opposition: Should i just deploy everything turn one?
4. Shining Spear Ynnari: ideas on how to counter that? Is my sheer numbers enough of a defense sicne they really can only kill a couple things a round? Stratagies that might be great against them?
5. Orks: My army has a massive volume of low STR shooting but no Psyker defense and so i am also interested in how you might counter the Lootaspam and Jumping Bean attacks. Are my Rough Riders decent enough shielding? Should i make him go first? Or should i press the advantage of my volume of shooting? Deploy on the field or DS around his crazy pants jumps?
Drop the Meltas, the volley guns, the plasma pistols, and the Vox casters in your squads. Hotshots rifles and Plasma rifles, all day long. Everything else is a tease.
Give SGTs in the IS a bolter, it's 1pt, and makes them instantly more effective.
Drop the power swords of the CCs. They are there to give orders, not get into melee. If you are doing Heroic Intervention with them, you have bigger problems.
Take your Taurox prime and sell it on Ebay. Then use that money to buy more plasma bits.
Drop everything on your mortar vehicles that isn't a mortar. This means HBs, Storm Bolters, Missiles. Why? When are they going to be close enough to shoot? Plant them in the back field and leave them alone. The Basalisks can range down the block. It'll be fine.
Rough Riders...don't know why but my only point is, DOSE IT HAS PALSMA? No? Then drop it for more plasma.
Your mantra is HOT PLASMA DEATH FROM THE SKY. With Mortar fire interspersed.
That being said, any army with tanks will eat your lunch and make sexy eyes at your partner. Because you don't do well against charges. Them's the breaks of being awesome.
This message was edited 1 time. Last update was at 2019/04/09 20:43:05
FezzikDaBullgryn wrote: Drop the Meltas, the volley guns, the plasma pistols, and the Vox casters in your squads. Hotshots rifles and Plasma rifles, all day long. Everything else is a tease.
Give SGTs in the IS a bolter, it's 1pt, and makes them instantly more effective.
Drop the power swords of the CCs. They are there to give orders, not get into melee. If you are doing Heroic Intervention with them, you have bigger problems.
Take your Taurox prime and sell it on Ebay. Then use that money to buy more plasma bits.
Drop everything on your mortar vehicles that isn't a mortar. This means HBs, Storm Bolters, Missiles. Why? When are they going to be close enough to shoot? Plant them in the back field and leave them alone. The Basalisks can range down the block. It'll be fine.
Rough Riders...don't know why but my only point is, DOSE IT HAS PALSMA? No? Then drop it for more plasma.
Your mantra is HOT PLASMA DEATH FROM THE SKY. With Mortar fire interspersed.
That being said, any army with tanks will eat your lunch and make sexy eyes at your partner. Because you don't do well against charges. Them's the breaks of being awesome.
Energetic reply although i don't think you answered the questions. Lol.
But let me decipher what you are saying. you are saying it needs more cowbell...I mean Plasma.
But seriously, I'm going to look into the bolter suggestion on Sergeants. I had a couple points so why not. Volleyguns are awesome. They are so staying. Mileage has been considerable with them.
The Power Sword comment was actually how I USED to have them a long time ago. The thing is, they actually do a little work for me and here's why. With the way this army is, a LOT of the time there really AREN'T that many enemies charging me back, maybe a couple Marines or something that survived the fusilade. Having that guy to kill one extra dude has now on a few occasions been the difference between firing the tackled squad of Scions next round and NOT doing that (and NOT doing that is a LOT of lost firepower). Generally I'm getting the jump on them. It's just their paltry remnants charging me back if that makes sense. So on paper it is kind of a throw-in looking move. But in reality it does pay off occasionally. I'll still consider it. been a while since I played them, and if I find a better use for the points then of course its an easier give than some.
The Taurox is there for a reason. It may not be apparent unless you count the units. But the bottom line is I end up needing to transport one of the Commanders to the front lines to give orders and because my jumps can be pretty disparate, I needed a way to do it. I need ALL the orders I can get, orders are like gold! I have also found that the Taurox really does thin out infantry well. Its D6 shots, plus 8 shots plus 4 shots is a lot of actual shots. The fact that they are also STr 4 or better and good AP makes it a little package of pain that can finish wounded units pretty well without distracting from my real units and as i said, it's kind of necessary for the list.
The Artillery cannot always hide. for 10 points, they pump out 7 shots, depending on how you're doing for range. That's not inconsiderable. it's even more noteworthy in the Ork/GSC era. Nothing works better than sheer volume against them. The Heavy Bolter is cheaper than the heavy Flamer anyways so... It's kind of saving me points.
Oh and the Hunter Killer Missile killed Mortarian last night. True story. Castellans are a thing. HK is worth it because the Castellan is not going to care about anything bigger than -2 AP anyways. You're not overpaying for it.
Rough Riders are screeners. Here again the enemy now has incredibly fast units in orks and GSC, and you have GOT to have a speedy screener unit in most armies that have a firebase like this. their deployment shenanigans are sort of never used, but i suppose they could be against a gunliney type force. Main thing is screening. Its a very important function in my opinion. Front end, back end...wherever they are needed. Putting Plasma on them is an idea. I don't hate the idea. I'd just need to figure out if i really want to load what is essentially a disposable unit down with more points. But I don't hate the idea.
This message was edited 2 times. Last update was at 2019/04/09 21:11:15
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Edit - to actually answer your questions:
1. Is anyone out there playing Militarum Tempestus that I can Knoodle with on army ideas or just to BS about it.
I'm thinking about it.
2. How has the Deep Striking limitation affected your Militarum Tempestus force? Is it the absolute death knell of the army in competitive play or is it hyperbole as i suspected it to be?
Not at all, because i'm planning on flying most of them up in Valkyries, and I can't afford enough valkyries to carry everyone, so might as well just deep strike the rest in.
3. Castellan + IG opposition: Should i just deploy everything turn one?
My plan for them is to just hope the Shield Captains can finish the Castellan off after the storm of plasma fire it faces.
4. Shining Spear Ynnari: ideas on how to counter that? Is my sheer numbers enough of a defense sicne they really can only kill a couple things a round? Stratagies that might be great against them?
Shining Spears ain't gak if you can pump 50 plasma rounds into them.
5. Orks: My army has a massive volume of low STR shooting but no Psyker defense and so i am also interested in how you might counter the Lootaspam and Jumping Bean attacks. Are my Rough Riders decent enough shielding? Should i make him go first? Or should i press the advantage of my volume of shooting? Deploy on the field or DS around his crazy pants jumps?
My current plan is to do 3 Valkyries, each one holding a Psyker, Tempestor, Command Squad, and 5 man Scions squad, all with plasma guns. With those 3 Valkyries, I'm doing a Supreme Command of Custodes Shield Captains to escort them. Then I'll have an Assassin, 2 10 man Kasrkin squads w/ plasma and 2 5 man squads w/ Volley Guns in deep strike. The game plan is turn 1, the 3 Valkyries move fast up the flank, drop their troops, and try to shield them from counter charges by blocking the area directly in front of the troopers with their bodies. The Shield Captains will also be a bit of a deterent, get too close and those captains will eat you. Turn 2, everything else comes in... the 10 man squads to reinforce the captains and the remnants (if any) of my original drop force, and the 5 man squads deep strike onto objectives in the back field to try to hold them.
Not sure how effective it will be, but it looks like a ton of fun.
Spoiler:
Brigade 1 (Militarum Tempestus, Drop Force)
No Slot
85 reserve pts for assassin.
HQ
Tempestor Prime (command rod) 45 pts
Tempestor Prime (command rod) 45 pts
Elite
10 man Kasrkin team (4x plasma) 134 pts
10 man Kasrkin team (4x plasma) 134 pts
5 man Kasrkin team (2x volley gun) 59 pts
5 man Kasrkin team (2x volley gun) 59 pts
Flyer
11 from formations, 3 from battle forged = 14 to start.
-2 from vigilus formations.
-1 from assassin
-3 for custodes relics
-2 for victor of the blood games for captain w/o a relic
14 - 2 - 1 - 3 - 2 = 6 CP at start of game.
This message was edited 1 time. Last update was at 2019/04/09 21:14:22
Horst wrote: Edit - to actually answer your questions:
1. Is anyone out there playing Militarum Tempestus that I can Knoodle with on army ideas or just to BS about it.
I'm thinking about it.
2. How has the Deep Striking limitation affected your Militarum Tempestus force? Is it the absolute death knell of the army in competitive play or is it hyperbole as i suspected it to be?
Not at all, because i'm planning on flying most of them up in Valkyries, and I can't afford enough valkyries to carry everyone, so might as well just deep strike the rest in.
3. Castellan + IG opposition: Should i just deploy everything turn one?
My plan for them is to just hope the Shield Captains can finish the Castellan off after the storm of plasma fire it faces.
4. Shining Spear Ynnari: ideas on how to counter that? Is my sheer numbers enough of a defense sicne they really can only kill a couple things a round? Stratagies that might be great against them?
Shining Spears ain't gak if you can pump 50 plasma rounds into them.
5. Orks: My army has a massive volume of low STR shooting but no Psyker defense and so i am also interested in how you might counter the Lootaspam and Jumping Bean attacks. Are my Rough Riders decent enough shielding? Should i make him go first? Or should i press the advantage of my volume of shooting? Deploy on the field or DS around his crazy pants jumps?
My current plan is to do 3 Valkyries, each one holding a Psyker, Tempestor, Command Squad, and 5 man Scions squad, all with plasma guns. With those 3 Valkyries, I'm doing a Supreme Command of Custodes Shield Captains to escort them. Then I'll have an Assassin, 2 10 man Kasrkin squads w/ plasma and 2 5 man squads w/ Volley Guns in deep strike. The game plan is turn 1, the 3 Valkyries move fast up the flank, drop their troops, and try to shield them from counter charges by blocking the area directly in front of the troopers with their bodies. The Shield Captains will also be a bit of a deterent, get too close and those captains will eat you. Turn 2, everything else comes in... the 10 man squads to reinforce the captains and the remnants (if any) of my original drop force, and the 5 man squads deep strike onto objectives in the back field to try to hold them.
Not sure how effective it will be, but it looks like a ton of fun.
Spoiler:
Brigade 1 (Militarum Tempestus, Drop Force)
No Slot
85 reserve pts for assassin.
HQ
Tempestor Prime (command rod) 45 pts
Tempestor Prime (command rod) 45 pts
Elite
10 man Kasrkin team (4x plasma) 134 pts
10 man Kasrkin team (4x plasma) 134 pts
5 man Kasrkin team (2x volley gun) 59 pts
5 man Kasrkin team (2x volley gun) 59 pts
Flyer
11 from formations, 3 from battle forged = 14 to start.
-2 from vigilus formations.
-1 from assassin
-3 for custodes relics
-2 for victor of the blood games for captain w/o a relic
14 - 2 - 1 - 3 - 2 = 6 CP at start of game.
Assassin...There's an idea i haven't been thinking about.
This message was edited 2 times. Last update was at 2019/04/09 21:26:04
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Here is a copy of the current pure Militarum Tempestus list I’m building. It is supposed to be a TAC list. The main part is the Tempestus Drop Force bringing in a Terrible alpha strike.
Tempestor Prime: Chainsword, Master of Command, Tempestus Command Rod, Tempestus Drop Force, Warlord
Tempestor Prime: Chainsword, Relic: The Laurels of Command, Tempestus Command Rod, Tempestus Drop Force, WT (Tempestus Drop Force): Grave-Chute Commando
Valkyries: Tempestus Drop Force
. Valkyrie: 2x Multiple Rocket Pods, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: 2x Multiple Rocket Pods, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: 2x Multiple Rocket Pods, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
++ Total: [99 PL, 2000pts, 10CP] ++
Automatically Appended Next Post: Q2- The Tempestus Drop Force specialist detachments stratagem somewhat negates the rule as it relies on Valkyries flying your Scions up and disembarking Turn 1.
This message was edited 1 time. Last update was at 2019/04/09 21:21:33
If the truth can destroy it, then it deserves to be destroyed.
I did go back in and add answers to your questions, but they aren't the most in-depth answers I guess.
I don't see a point in doing Tempestus if you're not gonna use the Valkyrie drop force honestly. The Vigilus formation is what makes them look so good. +1 to hit when dropping out of a Valkyrie is huge, since even against -1 to hit units you're still able to order to re-roll 1's and get your exploding 6's for more shots. Against normal things like Castellans, having 18 rapid fire plasma guns drop out of some Valkyries and unload for 36 shots, exploding into more shots on 5's and 6's, hitting on 2+, re-rolling wounds and potentially re-rolling 1's to hit (thanks orders) should kill basically anything in the game. The drop force formation is what makes them actually usable IMO.
Q3-I would just try to play objective and hit hard targets.
Automatically Appended Next Post: Q4-Just get in quickly and shoot ‘em dead?
Automatically Appended Next Post: Q5-I don’t know about your list per say, but I would mulch any chaff then drop and kill any hard points in the enemy army, loota bomb included.
This message was edited 2 times. Last update was at 2019/04/09 21:25:16
If the truth can destroy it, then it deserves to be destroyed.
Horst wrote: Edit - to actually answer your questions:
1. Is anyone out there playing Militarum Tempestus that I can Knoodle with on army ideas or just to BS about it.
I'm thinking about it.
2. How has the Deep Striking limitation affected your Militarum Tempestus force? Is it the absolute death knell of the army in competitive play or is it hyperbole as i suspected it to be?
Not at all, because i'm planning on flying most of them up in Valkyries, and I can't afford enough valkyries to carry everyone, so might as well just deep strike the rest in.
3. Castellan + IG opposition: Should i just deploy everything turn one?
My plan for them is to just hope the Shield Captains can finish the Castellan off after the storm of plasma fire it faces.
4. Shining Spear Ynnari: ideas on how to counter that? Is my sheer numbers enough of a defense sicne they really can only kill a couple things a round? Stratagies that might be great against them?
Shining Spears ain't gak if you can pump 50 plasma rounds into them.
5. Orks: My army has a massive volume of low STR shooting but no Psyker defense and so i am also interested in how you might counter the Lootaspam and Jumping Bean attacks. Are my Rough Riders decent enough shielding? Should i make him go first? Or should i press the advantage of my volume of shooting? Deploy on the field or DS around his crazy pants jumps?
Orks are gonna be a hard matchup.
I dont own shield Captains so that won't be happening for me. And a Castellan with 28 wounds isn't going down easy in shooting. It can stomp my horsies to death BUT it cant step over them if they aren't infantry. I'll have to look that up and see if they are or not. Could be a nice trick to block him but ultimately... I think the Castellan is just going to get a pass and never die. the other high volume shooters are just easier and faster to take down. My Ta'u with all their firepower managed to kill everything BUT the Castellan which was essentially unscathed because i just didnt want to waste my time. The list I am using for Militarum Tempestus does NOT posess the same kind of blizzards of high STr firepower the Tau did so i am looking for answers for sure against that dread list.
Shining spears have Psyker magic protecting them and so i dont know if Plasma or any AP weapon will be enough. The biggest problem is that what they do is SHOOT one unit dead whichallows them to shoot another dead, and then they charge. Alternatively, they shoot one dead, charge one dead and then go 22 inches behind some cover where you cant see or reach them (which is what Id do about "50 plasma" if I were them) and... repeat. So Shining Spear forces in canny hands are absolutely frightening if they choose to hit and run like that. And better lists have two of them doing it so its kind of a big deal.
And yeah. orks are gonna' be tough. The Artillery will have to be protected by the horsies. Horsies die. Orks die. Second round two orks are on top of you...and.... theres nothing left to protect the artillery because you dont drop until turn two. So you may avenge one. the other is going to try and multicharge and if failed, Greentide. And so on. i play orks also, so i can see it coming. tough. Lootaz are just going to split up their fire and spray. Better hope they dont shoot 3 times a gun.
Yup. it's an interesting conundrum...
Automatically Appended Next Post:
Horst wrote: I did go back in and add answers to your questions, but they aren't the most in-depth answers I guess.
I don't see a point in doing Tempestus if you're not gonna use the Valkyrie drop force honestly. The Vigilus formation is what makes them look so good. +1 to hit when dropping out of a Valkyrie is huge, since even against -1 to hit units you're still able to order to re-roll 1's and get your exploding 6's for more shots. Against normal things like Castellans, having 18 rapid fire plasma guns drop out of some Valkyries and unload for 36 shots, exploding into more shots on 5's and 6's, hitting on 2+, re-rolling wounds and potentially re-rolling 1's to hit (thanks orders) should kill basically anything in the game. The drop force formation is what makes them actually usable IMO.
I have not considered that. I need to look at that. I only own one Valkrie so that would be an issue for me in the short term. My friend does however own three. So maybe I'll abscond with his and experiment. I do not particularly like Valkyries and relying on transports to get around. Armies like my Tau make flyers super sad. Getting trapped back in your zone turn one could really suck.
Have you used the Landing pad in any games? Seems like it might could be an interesting item for such a list.
Automatically Appended Next Post:
Apple Peel wrote: Here is a copy of the current pure Militarum Tempestus list I’m building. It is supposed to be a TAC list. The main part is the Tempestus Drop Force bringing in a Terrible alpha strike.
Tempestor Prime: Chainsword, Master of Command, Tempestus Command Rod, Tempestus Drop Force, Warlord
Tempestor Prime: Chainsword, Relic: The Laurels of Command, Tempestus Command Rod, Tempestus Drop Force, WT (Tempestus Drop Force): Grave-Chute Commando
Valkyries: Tempestus Drop Force
. Valkyrie: 2x Multiple Rocket Pods, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: 2x Multiple Rocket Pods, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
. Valkyrie: 2x Multiple Rocket Pods, Lascannon
. . 2x Heavy Bolters: 2x Heavy bolter
++ Total: [99 PL, 2000pts, 10CP] ++
Automatically Appended Next Post: Q2- The Tempestus Drop Force specialist detachments stratagem somewhat negates the rule as it relies on Valkyries flying your Scions up and disembarking Turn 1.
Um...I havent seen this drop force yet as i mention but i own four Taurox primes and loved using them in my list before (it felt like you were playing Dark Eldar because they were so fast and such). Pardon the stupid question but is there no way to make use of the Taurox primes the same way? The old Codex had a Formation of Taurox primes that had the same bonus you are mentioning when you disgorged from them?
This message was edited 2 times. Last update was at 2019/04/09 21:32:40
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
You can't really use Taurox Primes the same way. Valkyries let you disembark after moving their full move range, and then you get your normal move after that... which is awesome. It's risky, and you'l lose a few guys to it (though the Tempestus Drop Force has a Stratagem to make everyone drop from 1 Valkyrie without risk at least, so your Warlord is safe). Taurox Primes don't move nearly as fast, and you can't disembark after you move the Taurox anyway, so you'll probably have to take 1-2 turns of fire on it while you get into position, and compared to a Valkyrie they're super fragile. Valkyries are T7, 14 wounds, and -1 to hit. Taurox is much weaker to incoming fire.
The +1 to hit thing is in the new Vigilus Defiant expansion rules, you can probably just google Tempestus Drop Force rules and see what it's all about.
Horst wrote: You can't really use Taurox Primes the same way. Valkyries let you disembark after moving their full move range, and then you get your normal move after that... which is awesome. It's risky, and you'l lose a few guys to it (though the Tempestus Drop Force has a Stratagem to make everyone drop from 1 Valkyrie without risk at least, so your Warlord is safe). Taurox Primes don't move nearly as fast, and you can't disembark after you move the Taurox anyway, so you'll probably have to take 1-2 turns of fire on it while you get into position, and compared to a Valkyrie they're super fragile. Valkyries are T7, 14 wounds, and -1 to hit. Taurox is much weaker to incoming fire.
The +1 to hit thing is in the new Vigilus Defiant expansion rules, you can probably just google Tempestus Drop Force rules and see what it's all about.
Yeah i have purchased that book, but i have been PLAYING so much that i really havent taken some me time to read and absorb the new stuff (although I definitely looked at the Night Lord part of it for my Night Lords that had been collecting dust). So I'll now neeed to dedicate time to this.
But it seems like it would be awesome to give a Taurox prime the same kind of "drop after you move" craziness. having to take a Valkyrie...Le sigh.
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Horst wrote: You can't really use Taurox Primes the same way. Valkyries let you disembark after moving their full move range, and then you get your normal move after that... which is awesome. It's risky, and you'l lose a few guys to it (though the Tempestus Drop Force has a Stratagem to make everyone drop from 1 Valkyrie without risk at least, so your Warlord is safe). Taurox Primes don't move nearly as fast, and you can't disembark after you move the Taurox anyway, so you'll probably have to take 1-2 turns of fire on it while you get into position, and compared to a Valkyrie they're super fragile. Valkyries are T7, 14 wounds, and -1 to hit. Taurox is much weaker to incoming fire.
The +1 to hit thing is in the new Vigilus Defiant expansion rules, you can probably just google Tempestus Drop Force rules and see what it's all about.
Yeah i have purchased that book, but i have been PLAYING so much that i really havent taken some me time to read and absorb the new stuff (although I definitely looked at the Night Lord part of it for my Night Lords that had been collecting dust). So I'll now neeed to dedicate time to this.
But it seems like it would be awesome to give a Taurox prime the same kind of "drop after you move" craziness. having to take a Valkyrie...Le sigh.
Taurox Primes now are gunboats first, fast transports second.
If the truth can destroy it, then it deserves to be destroyed.
Taurox Primes now are gunboats first, fast transports second.
Well I definitely appreciate them for the gunboats they are honestly. For the price and toughness, i think you dont get cheated much with them. I'd also add that the Volleyguns are just an amazingly great weapon, so getting a pair of them is pretty sweet. It just hit me but does the Militarum Tempestus ability of exploding 6's to hit also extend to the Taurox prime? Dont have a book in front of me. But it just occurred to me that I never tried that.
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Taurox Primes now are gunboats first, fast transports second.
Well I definitely appreciate them for the gunboats they are honestly. For the price and toughness, i think you dont get cheated much with them. I'd also add that the Volleyguns are just an amazingly great weapon, so getting a pair of them is pretty sweet. It just hit me but does the Militarum Tempestus ability of exploding 6's to hit also extend to the Taurox prime? Dont have a book in front of me. But it just occurred to me that I never tried that.
So long as you are in half range, yes.
If the truth can destroy it, then it deserves to be destroyed.
Taurox Primes now are gunboats first, fast transports second.
Well I definitely appreciate them for the gunboats they are honestly. For the price and toughness, i think you dont get cheated much with them. I'd also add that the Volleyguns are just an amazingly great weapon, so getting a pair of them is pretty sweet. It just hit me but does the Militarum Tempestus ability of exploding 6's to hit also extend to the Taurox prime? Dont have a book in front of me. But it just occurred to me that I never tried that.
So long as you are in half range, yes.
YUS! That makes it even cooler. Albeit I'm only using the one as a ferry boat for a Tempestor Prime, but stlll jazz-worthy.
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Vultures are another thing to look at.
you scions, with their special Order, are more suited to big things.
Also, why split weapons with them? one should be volley guns, one should be plasma
hotsauceman1 wrote: Vultures are another thing to look at.
you scions, with their special Order, are more suited to big things.
Also, why split weapons with them? one should be volley guns, one should be plasma
Yeah, I was gonna say that earlier, but I forgot. I concur.
If the truth can destroy it, then it deserves to be destroyed.
Also, why split weapons with them? one should be volley guns, one should be plasma
I originally did have units of all-this and all-that. Then I came to realize that was my mind being a little irrational. If an enemy is more threatened by volume of fire (say...orks) they will kill the Volleygun units first. If they are more affected by anti-tank type stuff, they will attack the Plasma units first.
So I realized that burrying them this way makes it impossible for the enemy to take out the weapon they "hate most" easily at all. and because we can now split fire there seemed little point in keeping them all together other than some irrational need for maximum symmetry. hehehe. I mean they still ARE symmetrical per se, but now the enemy cannot simply focus on a unit that can hurt them most. they all can.
This message was edited 2 times. Last update was at 2019/04/10 03:26:59
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
Why not? I run two vulture and two Valkyries in my list and that are Golden and I love them.
Those two can solve alot of AI problem, freeing scions up for other such threats.
hotsauceman1 wrote: Why not? I run two vulture and two Valkyries in my list and that are Golden and I love them.
Those two can solve alot of AI problem, freeing scions up for other such threats.
Understood and agreed on the Vultures.
I simply do not like Forge World. Never have. Really cool models though.
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
I simply do not like Forge World. Never have. Really cool models though.
I suppose if you stubbornly refuse to use something out of weird principles you can just lose games because of it. Storm troopers without FW flyers are a one-dimensional army and pretty terrible.
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
I've had some luck with squads just armed with hotshot lasguns. Drop and FRFSRF into things like fire warriors, or marines.
I also found I prefer 10 man squads over twin fives. They will draw fire, and my opponents will have to kill five models before they start to shutdown special weapons, rather than three.
--
And here's Peregrine, telling people how their wrong with nothing but his ego to back it up.
I don't remember 100%, but didn't you say you don't even play 40k?
I have some Scions, probably enough bodies for a full army alongside some vehicles. I like the different flavors that have been released over the years.
I mainly use mine to drop in to take/hold objectives long enough to cause a problem for my opponents.
The only other players in my area with them either use them to tag alongside Marines, or have every last one in a Valkyrie or other such flyer (as his entire army)
Arcanis161 wrote: I have some Scions, probably enough bodies for a full army alongside some vehicles. I like the different flavors that have been released over the years.
I mainly use mine to drop in to take/hold objectives long enough to cause a problem for my opponents.
The only other players in my area with them either use them to tag alongside Marines, or have every last one in a Valkyrie or other such flyer (as his entire army)
Most vehicle heavy armies are just not being seen a ton in ITC unless its Knights or IG these days. The rules make infantry so much stronger that its almost like I have to remind myself that they are even an option. But IG have a lot of useful armor and its not untrue that -1 to hit is a big deal. I had to devote time to fixing/finding my chaos stuff because i scheduled a test game and it requires models i havent used in forever but i AM going to scope out the valkyrie thing if I get a few minutes before i drop off.
Oh and I made a change to the list. Just realized i can slot a Psyker into the list and get me 5 more CP. I thought it would blow up my Regiment ability but...no! I can actually do it. Hooray
This message was edited 1 time. Last update was at 2019/04/10 07:45:05
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
1, Yes also started way back when their book first dropped.
2, It didn't really just made me work a little harder and be a bit more thoughtful but then I use taurox primes, and no wouldn't sell them and think they are still very good just not OP good as they were back in the beginning of the edition when they were way too cheap. If you are a good player you'll still get good results out of them. At the tip top competitive scene ? I'm not sure about how they do their but high middle, low top I think they sit there pretty snug.
3, Not sure.
4, The eldar players around here tend to mix their lists up all the time due to large collection.
5, For the jumping ? Not sure, you can take primaris psykers though if I recall so that can help also putting out enough shots, with say taurox punisher cannons and volley guns can help make those numbers more manageable, I also have to run a vulture so, those punisher cannons do work as well. I'm always in favor of leave some tricks up the sleeve and hammer those bouncing units as they commit or give them enough rope to hang themselves and hit vital areas as they show themselves. Lootas you'll just need to try and hammer as the option comes up they can hit hard.
For over all ideas, plasma is king, I've gotten good use from meltas. I tend to use taurox for on board fire support, but then I tend to run tempestus pure, I could see all the good with the guard support though for arty I like it. So I'd run lots of plasma, melta hot shot lasguns. As I said I have and love the taurox primes and if you run the list pure I've found you need them for fire support. Valks also have gotten better with the rocket pods don't over look them.
As side note, I love the rough riders, I have a good number of them myself they are aces. The prayers are real they will come back with a plastic kit.
I am off to a one day tourny, 750 points, 1 patrol detachment only. The organiser said he wouldn't let me have a spearhead detachment with 4 Leman Russ, because he is no fun.
So instead I am going with storm troopers and I am determined to play the fastest games on earth, and then get some games of dobble, brewhouse bash and the like in between rounds
Deployment wise I have two placements - the officer of the fleet and the unit of Valkyries!
So I will be going with
749pts, 1 CP after the 2 deductions
Operative Requisition Sanctioned [85pts, -1CP]
Vigilus Defiant [-1CP]: Tempestus Drop Force
+ HQ +
Tempestor Prime [3 PL, 45pts]: Chainsword, Tempestus Command Rod, Tempestus Drop Force, WT (Tempestus Drop Force): Grave-Chute Commando
Tempestor Prime [3 PL, 45pts]: Chainsword, Master of Command, Relic: The Laurels of Command, Tempestus Command Rod, Tempestus Drop Force, Warlord (anti pysker?)
+ Troops +
Militarum Tempestus Scions [3 PL, 72pts]: Tempestus Drop Force . 2x Storm Troopers, 2x Stormtroopers with plasma gun. Tempestor: Chainsword, Plasma pistol
Militarum Tempestus Scions [3 PL, 72pts]: Tempestus Drop Force . 2x Storm Troopers, 2x Stormtroopers with plasma gun. Tempestor: Chainsword, Plasma pistol
I simply do not like Forge World. Never have. Really cool models though.
I suppose if you stubbornly refuse to use something out of weird principles you can just lose games because of it. Storm troopers without FW flyers are a one-dimensional army and pretty terrible.
I also don’t use FW flyers for my list up above. I never want to be turned down a game for them, so I don’t take them. If I ever wanted to try them, I will proxy.
If the truth can destroy it, then it deserves to be destroyed.
I simply do not like Forge World. Never have. Really cool models though.
I suppose if you stubbornly refuse to use something out of weird principles you can just lose games because of it. Storm troopers without FW flyers are a one-dimensional army and pretty terrible.
I also don’t use FW flyers for my list up above. I never want to be turned down a game for them, so I don’t take them. If I ever wanted to try them, I will proxy.
Why would you be turned down? Saying you won't play because of a Forgeworld model is like me saying I won't play you because you're using Imperial Guard.
tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam
I simply do not like Forge World. Never have. Really cool models though.
I suppose if you stubbornly refuse to use something out of weird principles you can just lose games because of it. Storm troopers without FW flyers are a one-dimensional army and pretty terrible.
I also don’t use FW flyers for my list up above. I never want to be turned down a game for them, so I don’t take them. If I ever wanted to try them, I will proxy.
Why would you be turned down? Saying you won't play because of a Forgeworld model is like me saying I won't play you because you're using Imperial Guard.
There is a still-existing stigma about FW, you know?
If the truth can destroy it, then it deserves to be destroyed.
If I remember someone just placed top 10 or top 16 at adeptacon with an all MT force. So they are definitely playable and if your looking for inspiration I’d go have a look at his list