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Made in gb
Snotty Snotling




UK

So me and a few friends are picking up DZC and i'm currently bouncing around the idea of going with scourge. I've played one game with Shaltari (and won!) and enjoyed the speed and manoeuvrability that they had but wanted something with a bit more oomph hence my choice. Initially we are looking to run 1500 going up to 1750 and i'm toying with a double Desolator list simply due to the sheer awesomeness of the mini. sadly, outside of the Hawk forums there isn't much info floating about so i'm turning to the community for some insight and guidance.

The List 1487/1500

[OPP]
Desolator
- Overlord
Desolator
4x Prowlers

[VAN]
6x Hunter MBT
3x Reaper AA
-Shared Despoiler

[WAR]
3x Warriors
- Invader
3x Warriors
-Invader
3x Reaper AA
-Marauder

[INV]
4x Slayer
-2x Marauder

Another option i was toying with was...

1499/1500


[OPP]
Desolator
-Overlord
8x Prowler
-2x Intruder Beta

[VAN]
6x Hunter MBT
3x Reaper
-Shared Despoiler

[WAR[
3x Warriors
-Invader
3x Warriors
-Invader
3x Reaper
-Marauder

[INV]
4x Slayer
-2x Marauder

[ATT]
Corsair

All opinons welcome
   
Made in us
Sybarite Swinging an Agonizer




Charleston, SC

While I personally think that both lists are decent I think that dual desolators sounds absolutely terrifying (in the good way) and make for a really interesting list concept. It puts a lot of pressure on your opponents AA capabilities and the mental image of the two Scourge leaders vying for the most carnage is really neat.

If you do decide to go with the second list I would suggest dropping your commander level down a notch or two in order to add in a second and/or third corsair. I find they work best when run in packs.

Edit: A second thought. Is that enough infantry? At 1500 points two squads can be really stifling in an objective based game. There is no redundancy. I personally run 4 squads of braves in my Shaltari 1500 with two ground gates and two light gates.

This message was edited 1 time. Last update was at 2013/05/20 04:45:26


 
   
Made in gb
Snotty Snotling




UK

Nightwolf829 wrote:
While I personally think that both lists are decent I think that dual desolators sounds absolutely terrifying (in the good way) and make for a really interesting list concept. It puts a lot of pressure on your opponents AA capabilities and the mental image of the two Scourge leaders vying for the most carnage is really neat.

If you do decide to go with the second list I would suggest dropping your commander level down a notch or two in order to add in a second and/or third corsair. I find they work best when run in packs.

Edit: A second thought. Is that enough infantry? At 1500 points two squads can be really stifling in an objective based game. There is no redundancy. I personally run 4 squads of braves in my Shaltari 1500 with two ground gates and two light gates.


The idea for dual Desolators was really down to wanting something that was mobile, effective, could still provide a decent amount of firepower when units start popping. The usual array of Hunters and prowlers, for me, just wasn't enough to get the job done on their own due to their reliance on transports.

With the level i chose for my commander, I found the ability to pick and choose from more command cards per turn to usually be worth the extra points. Sadly, corsairs weren't really something i was looking to run and was more of a points filler than a specific unit choice. From what i've seen, for the Shaltari at least, flyers aren't the most reliable or effective points sink available so i'm steering clear right now.

Lastly with regards to infantry, I'm still undecided as to what the correct number should be. I may try and work in 4 squads of 2 in intruders for the mobility or go to 3 squads at least just for that extra option. I feel that 3 squads is managable and will see what i can rustle up.
   
Made in us
Sybarite Swinging an Agonizer




Charleston, SC

Fast Movers are one of those interesting unit types. When facing against an opponent that has them you either need to have a few interceptors to run against theirs, you need to have enough dedicated AA to be able to successfully ward off enemy sorties, or you need to be willing to accept that they are going to relentlessly hunt your drop-ships as soon as they become available. I find that they usually target infantry drop-ships first to prevent you from running off with objectives. I run a war-sphere specifically as a FM deterrent and it works well. When the opponent does not take FMs that deterrence becomes a potent force if you can squeeze through the AA bubbles.

As for infantry I think that three squads will be manageable. I have just seen very poor outcomes for forces that use only two squads in 1500 points as losing a single squad will cripple your ability to take objectives by 50%.



This message was edited 1 time. Last update was at 2013/05/20 18:01:47


 
   
Made in gb
Snotty Snotling




UK

Yeah, part of me feels that without enough dedicated AA i may struggle vs lists running multiple fast movers but until i step above 1500 i don't think it will be THAT critical i dedicate stuff to hitting them.

Anyway fully retooled the list and decided to shy away from the double desolator list in favour of fitting in some destroyers and an annihilator, extra prowlers and faster transports all round.


Clash: 1481/1500 points

[*]Oppressors
[*]Desolator: Desolator(Overlord)
[*]Prowlers: 4x Prowler, Intruder Beta

[*]Vanguard
  • [*]Hunter Squad: 6x Hunter, 2x Marauder
    [*]Reaper Squad: 3x Reaper, Marauder

  • [*]Warriors
  • [*]Warrior Horde: 2x Warriors, Intruder Alpha
    [*]Warrior Horde: 2x Warriors, Intruder Alpha
    [*]Reaper Squad: 3x Reaper, Marauder

  • [*]Occupation Patrol
  • [*]Destroyers: 2x Destroyers, Intruder Alpha
    [*]Annihilator: Annihilator [175 pts]
    [*]Prowlers: 4x Prowler, Intruder Beta


  • So the difference really is:

    Lost

    1x desolator
    1x despoiler
    2x invaders
    4x slayers

    Gained

    1x Annihilator
    4x Prowlers
    2x Destroyers
    5x intruders
    1x Marauder

    I mean it has an extra infantry base (with serious durability), reasonable ranged threat in the annihilator, extra scouts and faster transports at the cost really of 4 HBT. Only other thing i was thinking about was maybe getting a 2nd round of Hunters and just spamming them in my opponents face.
       
    Made in us
    Sybarite Swinging an Agonizer




    Charleston, SC

    I like this list much better than the previous incarnations.

     
       
    Made in gb
    Highlord with a Blackstone Fortress






    Adrift within the vortex of my imagination.

    Me also, but nasty though your list is it is vulnerable.

    1. All your infantry is flyer based, this means they are swift but vulnerable. Invaders are a safer way to reach objectives.
    You have no choice to accept this risk because of cost.

    2. By having both of the huge WMD's in your list you have problems with overkill. You have few normal ground forces, just six hunters and eight Prowlers, so enemies can rush you with spread out tanks, you dont have enough mass to stop them yet cant effectively nuke them because of the huge catch all templates.

    3. Despite apprearances the Annihilator is safer in the air than on the ground, remember this.

    4. Prowlers will not save you, neither will destroyers, you need more Hunters. Split the Hunters you do have into squadrons of three so you can defend your artillery monsters from all sides. Can you fit in nine Hunters?

    n'oublie jamais - It appears I now have to highlight this again.

    It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
       
    Made in gb
    Snotty Snotling




    UK

    Thanks for the feedback Orlanth.

    1. So i went with flyer based infantry primarily for the turn 1 advantage. Bomb up, dump out (if possible) and then land until ready to get out of dodge. Invaders were possibly not quick enough to seize the forward objectives/intel early enough. I might free points up by putting basic warriors in invaders however i guess it will come down to if i need points or not.

    2. Yeah both WMDs are an issue i'm well aware of. Having only 1 games experience under my belt (admittedly against the guy that won Invasion) my views are somewhat blinkered but i do agree MBTs are definitely where i want to be investing my points. I suppose my decisions are very much clouded by my years playing 40k etc where templates rule supreme. I know i'll be mostly playing PHR and UCM so i was hoping that their relative lack of speed would make the AOE a safer bet.

    3. Yeah i'd figured that due to limited AA units vs an army of ground units. plus i get the ability to fly off full pelt when things go bad.

    4. It sounds a bit silly when i say it but i don't want to just spam hunters and go from there. I feel like sinking all my points into MBT is a bit of a copout when other interesting units are out there to be tested although from what i've played MBTs definitely are where value is.

    I'll have another look at lists and see what i can figure out.

    EDIT: I was toying with going shaltari and truthfully, i feel more comfortable with the list i've got for them due to what i can fit in for the points so thanks for all the scourge input and i'll see you in the dropzone!

    This message was edited 1 time. Last update was at 2013/05/22 19:04:41


     
       
    Made in gb
    Waaagh! Warbiker



    wales

    Just out of interest what is the shaltari list your looking at running.
    And back on topic i like the idea of 2 scourge hq units its nasty enough when i play my friends scourge with only one of them on the table.

    currently playing dropzone commander, battlegroup and gorkamorka  
       
     
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