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Made in us
Regular Dakkanaut




I searched for the FoR but came up with zilch.

I'm starting out a Dark Angels army with the minis from the Dark Vengeance set, but I want to make my list different. The Fortress of Redemption looks cool and seems like the perfect piece to compliment my army. Off the top of my head I can see the benefits of it and how to use it. Beyond that though, I haven't thought of some really nasty tricks one can come up with. To me, adding it would make it a fun list to use, but to stay competitive versus "Tournament Capable Army Lists", what kind of syngergistic combos and tricks can ya'll come up with?

I appreciate the tips guys, thank you.
   
Made in us
Battleship Captain





NYC

Tournaments will rarely allow such a big piece of terrain.

Dakka member since 2012/01/09 16:44:06

Rick's Cards&Games 1000pt Tourney: 2nd
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The Captain does HH:Imperial Fists! Tale of Four Gamers Plog (New Batrep posted!) 
   
Made in us
Regular Dakkanaut




 TheCaptain wrote:
Tournaments will rarely allow such a big piece of terrain.
I'm not aware of that, and if it is generaly true, oh well, it's mainly for playing friendly games. What i'm asking for is tips to maximize the FoR, just incase I decide to go up against a "Tournament Capable List", not neccesarily "just in tournaments". So if I have to play very competitively, I can muster up the strategies.

In my list I have 4 of the Tac squads, just like the ones in the DV set, so I will have 4 plasma cannons. The bike squad, the termiators, all the hq's, all found in DV. For fast I have 1 nephilim jetfighter and 4 landspeeders with heavy flamers. Throw in the Fortress of Redemption and the points are 1980.
   
Made in us
Stalwart Veteran Guard Sergeant





Metairie, LA

I've seen it used to great effect with Grey Knights. Monkeys or Acolytes manning it, with whoever can use a Conversion Beamer behind it or on the roof.

With DA... I guess you'd want Scouts in it, or Devastators. It's not going anywhere, so that means heavy weapons are ideal. You can stick objectives behind it and make them nearly inaccessible.

The trick the Grey Knights player did was stick to very long range, high-power attacks to force you to come at him. If you stayed, you got pounded relentlessly. If you approached, you had the Fortress and plenty of tough units waiting for you. With DA termies, some cyclones, plasma cannons and such, you can probably create a similar effect.

   
Made in us
Longtime Dakkanaut






A lot more events are allowing them, and with DA being new and shiny the FoR will be getting a lot more attention. Its not even that crazy of a piece, considering what else you can get for 250 points.

The bolter banner inside the center building buffing 3 squads of tactical marines on the battlements may be fun. Obviously it blocks LOS, so whirlwinds can shoot over it as another fun 'trick'. Certain assault armies will maul the units in a building, and not too many people can fire out of the building since there are not many fire points on it.

Really, the battlements are nice cover, but so is the aegis. The 2 guns are really good but guys on the battlements die to small arms like anyone else. Also, as far as I see, flamers still hit the guys on the battlements, its not like ruins of 2 different levels, there is no restriction on what can be shot on a battlement; its like a big hill.
   
Made in us
Regular Dakkanaut




Thanks plus1jeremy!

If I expand the list with new models, I will definitely take Devestators! For now I am just using the models from DV. I have to pick up 3 more Tac Squads from the DV set ( they are really cheap to find ), and 4 land speeders.

I could scratch that list, as it was the first one I made and it was based on cheap and easy to make minis.

Yeah I would put my objective behind the FoR and when I deploy it, I will make sure it's against the board edge and no one can just waltz in.


Automatically Appended Next Post:
I like the twin linked icarus lascan on this too. Anti-Aircraft built in.

This message was edited 1 time. Last update was at 2013/01/18 04:13:25


 
   
Made in se
Sure Space Wolves Land Raider Pilot




Sweden

A thought:

Could we get a discussion going on how to beat a Meq-army with fortress of redemption? if we have some ideas of what could come upon us we might better prepare ourselves in how we defend us from it.
   
Made in us
Douglas Bader






DevianID wrote:
Its not even that crazy of a piece, considering what else you can get for 250 points.


It's not about the point cost, it's about the physical size of the model. Many tournaments use tables with pre-set terrain that the players are not allowed to modify, and that tends to make it impossible to place the fortress. Rather than deal with trying to set it up in a fair manner many TOs choose to just ban it (sometimes along with the landing pad) and only allow the smaller fortifications.

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. 
   
Made in us
Stalwart Veteran Guard Sergeant





Metairie, LA

SlyasR wrote:
A thought:

Could we get a discussion going on how to beat a Meq-army with fortress of redemption? if we have some ideas of what could come upon us we might better prepare ourselves in how we defend us from it.


A lot depends on the mission, and whether they brought weapons to overcome cover/LOS. You can go a long way putting objectives out of LOS with small scoring units. Can't shoot what you can't see, with few exceptions. Push hard to score First Blood, then sit back.

If they can overcome your defenses at range, press hard forward with everything. Scoring units left behind will only get killed, so just move to foul up their objectives and don't lose your warlord. If you move everything forward and deny all objectives, you can take the win on secondaries, especially Linebreaker.

   
Made in us
Perfect Shot Dark Angels Predator Pilot






I own a FoR and I never even considered taking it in a list. I am kinda mad at myself now. It will def go in when I have a for fun game just to see what happens. I like the idea of sticking cheap whirlwinds out of LoS. Then a dev squad with cover saves and 2 tac squad firing lines.

This message was edited 1 time. Last update was at 2013/01/18 15:54:07


 
   
Made in us
Foolproof Falcon Pilot





I use the one at the LGS with my eldar to good effect.2k+ games are almost needed though. A Wraithlord with BL/missile in the top most tower, Dark reaper Exarch in the krakstorm, FD exarch on the lascannon. DA squad manning the HBs across the central section. Most armies cant deal with that much AV14 at range. Vendettas get blown out pretty easily with tank hunter/crack shot giving me a pen 3/4 of the time and ignoring cover. 2-shot Krakstorm and DA deal with inf. I throw in shadow Weavers on the battlements and Warp Hunters behind the fortress(barrage, yay!) to fill out my army and it really comes together nicely.

Even with damage results being pretty harsh most is AP-. Therefore farseers fortuning the squad he is joined to (often DA) really helps.

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
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Made in us
Death-Dealing Devastator






Using the Fortress of Redemption in a DA list does sound like a really fun idea.
Always upgrade for the Krak storm, it is so much fun to use. Especially when you put someone like scout Sargent Telion firing it (pick who dies. Unfortunately you can't benefit from his BS because no LOS).
I would defiantly have two 5 man squads of scouts to man the gun, because those bunkers have no fire points and you have to be in the building to man the weapons, so not too many wasted shots. Use the Scout Sargent to shoot so you can get precision shots.
Then I would have a command squad with the banner of devastation in the middle annex with bolters. I'm pretty sure there are 4 fire points in the annex, so the command squad can fire their bolters and it gives the banner a much larger effective range. 6 inches from any where in the Annex. Then load up the battlements with a few Tac squads, combat squading is a good idea so you can engage more units. I would have one 10 man squad with a librarian using divination to get re-rolls to hit, making that unit much more effective.
Then to make sure that your opponent has to come with you I would have 2 Dev squads with missiles, upgraded to flakk if there are a lot of fliers in the area, and then a whirlwind in the back.

After you set that up you can add bikes or terminators to catch their back field units that will be shooting back.

Once you set up like that, I would try to place as many objectives around the Fortress as possible. In the last game I played in I was able to get three objectives placed around the Fortress. Then near the end of the game you have all your Tac marines jump off the top and the survivors from the fall score the objectives.

To fight this you would want to take out the bunkers. Do not even bother firing at the guys on top unless you can get even more shots off than they can. 3+ armour and 3+ cover is difficult to deal with. But if you are able to take out the annex and the bunkers, those guys fall to their death and the bunker weapons stop shooting at you, cuz they are gone. Also, now the command squad is more vulnerable and easier to take out, which is what gives the other marines so many shots.

Overall I think it would be really fun to play this sort of list. When I played it, I was using Vanilla marines and I took first place in the tournament because of the fortress.

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

If you take the Fortress, stick a Tactical squad inside to man the guns. One combat squad can shoot the Missile Silo, the other can shoot the lascannon.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Regular Dakkanaut




Putting 3 dev. squads in the fortress of redemption seems like a nasty combo. But what about when you have a precision deep strike by the enemies in the backyard of your fortress of redemption? Do you camp out some units, spread out to cause a mishap? or what?

I was thinking of having a land speeder squadron in the back to prevent deep strikers, and later in the game they can pop right over the walls and start playing in the game.

Thoughts?

Oh and the buying 4 heavy bolters as options for the FoR sounds like a good idea of you get a 10 man tac squad.
   
 
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