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What Equipment?
2 Hades Autocannons
2 Ectoplasma Cannons
2 Hades Autocannons, Head Ectoplasma Cannon
2 Ectoplasma Cannons, Head Ectoplasma Cannon

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Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Picked up a Forgefiend for the holidays and I'm wondering what kit I should use? Poll above.

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Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Magnetize the weapons so you can swap them in and out. It is a pretty simple job with a few 0.25" rare earth magnets - if you want to get really ambitious you can magnetize the forge into a mauler as well.

That said - I actually really like the triple plasma cannon variant.

Daemons Blog - The Mandulian Chapel 
   
Made in gb
Warp-Screaming Noise Marine




England

2 hades and the head Ectoplasma the take all comers fiend hordes light vehicles flyers meq and teq can all be obliterated by this fiend
   
Made in us
Beast of Nurgle





South Jersey

i use both the triple ecto and dual hades....i find the problem with the model itself is that it is really big and hard to hide, my absolute biggest problem is that its only armor 12 so pretty much anything that will blow up tanks will kill this thing and your opponent will laugh his ass off as you just lost a 170pt model that being said the problem with the triple ecto fiend is that he only has an effective range of 24' which sucks because that devestator squad or some raiders with darklances will make mince meat out of this guy before he evenn gets to pull off a shot....IMO the best option is the hades variant with no ecto head, it will pretty much eat any non heavy tank, as much as i love these models i find that 2man nurgle oblit squads and autocannon havoc squads are more effective why pay 170pts for 8 BS3 autocanon(i know they are str8) shots when for 115pts you can have something just as effective at popping light tanks

When in doubt poke it with a stick!

12000 16000 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

I think its either dual ectoplasma and plasma head or 2 hades autocannons.

Do you want pinning dakka that can glance vehicles and serve as AA in a pinch or do you want anti Teq blasts that are 24" range?

If you want to magnitize, there is no reason you can have a maulerfiend/forgefiend with ALL the options.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller






I'm for the magnets answer, I was able to magnetize mine to be either Maulerfiend or Forgefiend and change out the different options.
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

 CrashCanuck wrote:
I'm for the magnets answer, I was able to magnetize mine to be either Maulerfiend or Forgefiend and change out the different options.


this is the best idea, then you can change it as need be

 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

As mentioned, forgefiends are big av 12 targets. I'd prefer the cheap option of just two hades, but if points are available a ectoplasm head is valuable

   
Made in us
Longtime Dakkanaut






Westchester, NY

2 Hades. It pins infantry, is decent at killing flyers, and if you pop off the daemonforge (and you will want to first chance while these things are still alive), they have a very decent chance of popping medium tanks. Compared to oblits, it's not quite as versatile but you can more consistently put out more high strength shots... you can't rely on oblits to pump out volume of fire at range and autocannon havocs are more anti-infantry dakka.


 
   
Made in ca
Warp-Screaming Noise Marine




Canada!

Eight strength eight shots is a pretty multipurpose weapon already and I don't feel like the model needs to be any more expensive for what it does.

Chaos may not be lacking for autocannons but high volumes of strength 8 fire really make your day easier against a surprising number of targets despite the poor AP. Dakka Forgefiends can contribute to just about any task you set them upon and feel helpful. Best of all they ought to always be able to. The cover EQ invulnerable save and 36 range mean it will be safe and able to pick decent spots generally and give you the reach multipurpose solution chaos sorely craves.

Another thing to point out is that killing heavy infantry at short ranges is something chaos marine lists don't tend to have very much of a problem with. Other slots cover that pretty well while being less of a hindrance to your handling air and far hard targets.

Hades autocannon is also just a great gun vs necrons. 8xS8 shots that were never paying for BS4 in the first place are great vs air. AP4 forces warriors to take coversaves while still being able to shore up your numbers against all those barges or arks they could be bringing. Necrons are such a diverse codex and being helpful against a lot of flavors of necrons generally shows you you've found something neat.

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Haemonculi Flesh Apprentice






I bet three hades fiends would be fairly awesome actually, or maybe 2 and a mauler to run up and take shots. Coordinate them with some combi termicide and a hell turkey and I could see some heavy damage being dished out on turn 2. I fee the best lists coming out of that codex are keeping their infantry cheap and letting the new toys rip into the enemy from all fronts.

   
Made in ca
Warp-Screaming Noise Marine




Canada!

You can get a lot of millage on AV12 ranged units if you are giving your opponent a lot to worry about and it helps make the regeneration a factor. The real problem is you don't have any cheap ways to supplement saturation.

A good deal of dakkafiends, drakes and a vendetta or two will cost you an arm and a leg and leave you struggling to get your rhinos full of troops in and find room for HQs.

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Humm seems like 2 autocannons plus the plasma head is the desired loadout.

I plan to magnetize but for list purposes I'm of course curious about effectiveness. With the new dark angels rumors about more 2 wound terminators I'm thinking the amount of str.8 the forgefiend can bring to bear will likely be quite valuable.

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Made in us
Haemonculi Flesh Apprentice






 Lucre wrote:
You can get a lot of millage on AV12 ranged units if you are giving your opponent a lot to worry about and it helps make the regeneration a factor. The real problem is you don't have any cheap ways to supplement saturation.

A good deal of dakkafiends, drakes and a vendetta or two will cost you an arm and a leg and leave you struggling to get your rhinos full of troops in and find room for HQs.


I dont know about that.

525 = 3 Forge Fiends

340 = 2 Hell Drakes

300 = 3 Hell Brutes

127 = Nurgle Terminator lord with combi-melta Power weapon

50 = 10 cultists

50 = 10 cultists

150 = 5 PM 2 plasma guns

150 = 5 PM 2 plasma guns

150 = 5 PM 2 plasma guns

1842


   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Red Corsair wrote:
 Lucre wrote:
You can get a lot of millage on AV12 ranged units if you are giving your opponent a lot to worry about and it helps make the regeneration a factor. The real problem is you don't have any cheap ways to supplement saturation.

A good deal of dakkafiends, drakes and a vendetta or two will cost you an arm and a leg and leave you struggling to get your rhinos full of troops in and find room for HQs.


I dont know about that.

525 = 3 Forge Fiends

340 = 2 Hell Drakes

300 = 3 Hell Brutes

127 = Nurgle Terminator lord with combi-melta Power weapon

50 = 10 cultists

50 = 10 cultists

150 = 5 PM 2 plasma guns

150 = 5 PM 2 plasma guns

150 = 5 PM 2 plasma guns

1842



PM would be better in Rhinos
This kind of list would really benefit from a warpsmith.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Nurgle Predator Driver with an Infestation





Buffalo, NY

Can Walkers (ie Forgefiend) fire both Hades Autocannon at once, or even all 3 weapons if you include ectoplasma cannon?
   
Made in us
Haemonculi Flesh Apprentice






@ Exergy- Warpsmith could be cool but I disagree greatly with rhinos. Rhinos are just liabilities in 6th and give away 1st blood far too easily. They are my first target of the game for that reason usually. I would rather take an additional PM per squad then a rhino as laughably he will increase the durability far better for his cost.

@grundy - yes they can shoot both canons.

This message was edited 1 time. Last update was at 2012/12/28 17:43:39


   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

 Red Corsair wrote:
 Lucre wrote:
You can get a lot of millage on AV12 ranged units if you are giving your opponent a lot to worry about and it helps make the regeneration a factor. The real problem is you don't have any cheap ways to supplement saturation.

A good deal of dakkafiends, drakes and a vendetta or two will cost you an arm and a leg and leave you struggling to get your rhinos full of troops in and find room for HQs.


I dont know about that.

525 = 3 Forge Fiends

340 = 2 Hell Drakes

300 = 3 Hell Brutes

127 = Nurgle Terminator lord with combi-melta Power weapon

50 = 10 cultists

50 = 10 cultists

150 = 5 PM 2 plasma guns

150 = 5 PM 2 plasma guns

150 = 5 PM 2 plasma guns

1842



Is the goal to get up to 2000pts? Because I'd add a couple more PMs to the squads where possible just so they dont turn and run. they dont have fearless do they? only zerkers?

 
   
Made in us
Haemonculi Flesh Apprentice






1850 was the goal not 2000. I find 1850 is the ceiling for game balance in 6th. 2000 and you may as well be playing the war card game with a stack of codexes lol. At 2000 I downgrade the lord for a warpsmith and take a 3rd hell turkey


Automatically Appended Next Post:
Oh and yes PM are fearless and those 5 man squads are awesomely efficient.

This message was edited 2 times. Last update was at 2012/12/28 17:52:40


   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Red Corsair wrote:
@ Exergy- Warpsmith could be cool but I disagree greatly with rhinos. Rhinos are just liabilities in 6th and give away 1st blood far too easily. They are my first target of the game for that reason usually. I would rather take an additional PM per squad then a rhino as laughably he will increase the durability far better for his cost.


with the 6 AV12 walkers, there wont be much to shoot at the rhinos to damage them. If there is, then your walkers live an extra turn or two because of all the firepower wasted on the rhinos.
A rhino is only slightly easier to kill than a helbrute on turn 1 and if in cover, the same as a forgefiend, so giving up first blood wont be much of an issue.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Haemonculi Flesh Apprentice






 Exergy wrote:
 Red Corsair wrote:
@ Exergy- Warpsmith could be cool but I disagree greatly with rhinos. Rhinos are just liabilities in 6th and give away 1st blood far too easily. They are my first target of the game for that reason usually. I would rather take an additional PM per squad then a rhino as laughably he will increase the durability far better for his cost.


with the 6 AV12 walkers, there wont be much to shoot at the rhinos to damage them. If there is, then your walkers live an extra turn or two because of all the firepower wasted on the rhinos.
A rhino is only slightly easier to kill than a helbrute on turn 1 and if in cover, the same as a forgefiend, so giving up first blood wont be much of an issue.


I would have agreed a few months back but honestly that poor av11 makes a huge difference. I find that at least half my games of 6th are determined by secondary conditions, the most important of which being FB. If you are hiding your rhinos whats the point? YMMV but I literally have retired my rhinos for all my MEQ armies (which sucks as I own 8 total).

My first turn target would be a rhino using this list. Turn one first FF pops demon forge gets 4 hits and 3 pens and 1 possible glance... that's 4 possible HP off that rhino, consistently and possibly an explosion and pin check all on top of FB. If we were paying the emperors will, I may have just won the game.

Could you target a dread? Sure but its more like 3 hp at best rather then a good shot at 4. The dread gets cover easier and counting cover for both the dread will probably escape with a HP and can shrug off any stun results. At last a dread will require two FF usually.

This message was edited 2 times. Last update was at 2012/12/28 18:35:17


   
Made in be
Deranged Necron Destroyer






tbh, none, a mauler fiend maybe but they are both crappy

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in us
Haemonculi Flesh Apprentice






 Valek wrote:
tbh, none, a mauler fiend maybe but they are both crappy


I'm not so sure. A FF doesn't need cover to have an invuln save and consistently getting 4 S8 hits on a target is nothing to turn your nose up at. Just keep them stock at 175 with the HAC. I am seeing more and more AI and the FF is immune to small arms fire unlike havocs and is more consistent then oblits.

   
Made in ca
Warp-Screaming Noise Marine




Canada!

Yeah corsair it's doable but I'm just so disappointed with hell brutes I can't consider them.
I'm still a fan of rhinos despite secondaries but that feels like a discussion for somewhere else.

I think my problem when I make these hard target saturation lists with chaos is trying to find a place for my hq to be more than a lump.

3x msu plagues in rhinos
2x helldrake
1x vendetta with company command or platoon command or vets
1x infantry platoon for the backfield
3x dakka fiends

Should be doable some way, but maybe platoon isn't the way to go when you aren't going to have a real use for aegis and your infantry targets are easy picks.

Nevertheless 2x drake and 3x feind seems like a great start for the casual player that wants to have a list that can put up a fun fight.

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
 
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