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2014/07/02 23:21:42
Subject: Which Fortifications are still viable in 7th?
240 points, and 1 Fortifications slot, for 3 Bunkers with Escape hatches , gets 60 slugga choppa boyz 18" across the 24" gap between deployment zones in turn 1.
Anyone know the dimensions for a Wall of Martyrs Bunker ?
The only hitch is that if you take 3 bunkers as 1 slot, you also have to take 120pts of other defenses (basically 2 adls which give stubborn to the units inside them) as compulsory selections.
However if you took 3 foc you could take 3 bunkers without this extra cost.
2014/07/02 23:43:17
Subject: Which Fortifications are still viable in 7th?
I've been putting one unit of broadsides inside a bunker with Comms relay for my afar sight Enclave suit heavy army, allowing me a good shot at bringing all my crisis suits in turn two, as well as allowing me to deploy one unit of broadsides offensively and standing a Riptide behind it for 4+ cover. So far it has worked well.
2014/07/03 00:32:14
Subject: Re:Which Fortifications are still viable in 7th?
adamsouza wrote: 240 points, and 1 Fortifications slot, for 3 Bunkers with Escape hatches , gets 60 slugga choppa boyz 18" across the 24" gap between deployment zones in turn 1.
Anyone know the dimensions for a Wall of Martyrs Bunker ?
I need to have the meks build 3 for me boyz.
I have a bunker and it is approximately...
2" high (not counting 1/2" battlement wall)
6" wide (1 fire point on front facing per 3")
4" deep
Access points on both narrow sides and rear (plus battlements on top).
It counts as a medium building.
2014/07/03 00:56:13
Subject: Re:Which Fortifications are still viable in 7th?
Anyone know the dimensions for a Wall of Martyrs Bunker ? I need to have the meks build 3 for me boyz.
I have a bunker and it is approximately...
2" high (not counting 1/2" battlement wall)
6" wide (1 fire point on front facing per 3")
4" deep
Access points on both narrow sides and rear (plus battlements on top). It counts as a medium building.
Thank You !!
Poly Ranger wrote:The only hitch is that if you take 3 bunkers as 1 slot, you also have to take 120pts of other defenses (basically 2 adls which give stubborn to the units inside them) as compulsory selections.
Thank you for pointing that out. I'm sure I can find some lootas to park behind the defense line.
Bunkerpult for 7 Nobz, megaboss with lucky stikk, MegaMek with KFF and Grotsnik (horde detachment).
Launches that 18" across the board with the warboss tanking wounds with his rerollable 2+ save. They are fearless, have FNP and most importantly rampage, that's 4 to 7 attacks per Nob.
Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
2014/07/03 01:42:20
Subject: Re:Which Fortifications are still viable in 7th?
Udo wrote: Are forts now deployed inside your deployment zone?
Yes, now in 7th they are deployed when you deploy the rest of your army and are restricted to being deployed within your deployment zone only. No longer can you deploy them at your table half and infiltrate (or escape hatch into) them to do a near-guarenteed bottom of turn 1 assault.
2014/07/04 15:10:23
Subject: Which Fortifications are still viable in 7th?
I like the idea of Dark Reapers in the bunker, you get all of them firing out, and cover the weakness of being T3 3+ armor with AV14.
Ammo Dump for the re-rolls is great, and having a 48" range and ignore jinks can support most of the battle field.
You can even throw a void shield on it if you want to, which helps out the warwalkers who can camp near it.
Since I'm in the middle of scratch building 3 bunkers, I might as well make some Vengeance Weapons Platforms.
Anyone have the rough dimensions of one ?
I'm guessing the base is about 3 inches across and maybe 2 inches high, not counting the turret sititng on top.
Spoiler:
http://www.dakkadakka.com/dakkaforum/posts/quote/0/4509126.page Aegis Defence line: Tall parts are 1.5", low parts 1" high.
The short section is 2" wide, the long section about 5.25"
On the long section, the middle part is 1" further back than the two tall parts.
The "mail slot" is 1.25" from the ground.
The mounting of the quad-gun is exactly as high a tall piece of the wall, the gun itself is entirely above the wall.
Skyshield Landing Pad The skyshield landingpad is an octagon 11.5" square and 3" to the top plate. The flaps are 1.5" tall[/i][/color]
it's NOT a regular octagon (regular in this sense means that ALL sides are of equal length.)
The short sides are 100mm and the centre to edge measurement (of the main platform) is 160mm (centre to long sides is 148mm).
Fortress of Redemption Tower is 5" wide at base, 4.5" wide at top, 14" tall
Bunkers
Octagon shaped
7 5/8" wide from side to the opposite side at bottom(6 3/4" top), then the middle of each side sticks out an extra 1 1/4 at bottom"
Missle silo is 2.5" diameter in the center of the bunker
Walkway is 2.5" high
Bunker itself is 4" tall
Bunker sitting next to tower is cut 2" both directions in on walkway level basically right up to the missile silo
This message was edited 1 time. Last update was at 2014/07/04 21:29:35
is the imperial strongpoint good for a AM army with infantry and a couple of vendettas? what would be a good combo and allies? an imperial knight? i was thinking of grey knights for deep strike defense or sisters with melta inside a valkyrie for anti tank
2014/07/09 02:31:37
Subject: Which Fortifications are still viable in 7th?
Just another random thought.
If you see a lot of Grav Spam, bunkers are the way to go.
While Grav shooting the piss out of vehicles, it does nothing at all to a bunker.
(page 164, These weapons have no effect on buildings).
Now if DE only got a dev type squad for me to take advantage of this.
Yeh I must agree, a fortification shall be making it into most of my lists now!
So for an orky perspective:
Wall of matyr bunker - 2x 4man fire points, with battlements. So I can load in a unit of lootas and have 8 shoot out (might as well just put in 8 lootas then, unless meks can repair buildings? then id put in 10). Plus I can then add a second unit of lootas on top of the battlements right? as being on the battlements is not the same as occupying the building?
Also, what do you guys make of the 'wall of matyrs firestorm of redoubt'?
Im thinking that for 200 pts then add in void shield, unit of 6 lootas inside for the 1 (6man) fire point, another lootas unit on top. What about those gatling guns? they look pretty nasty and very orky! 24" range, heavy(20). So with both thats 40 str 5 shots a turn. Although the range is the only limiting factor.
As a side note on the hatch. The hatch is only deployed when the building is claimed, which means that if you wanted to you can claim it turn 1 and then place it. Although this negates the ability to make the slingshot movement on turn 1 as you cant embark then disembark T1.
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.
Yeh I must agree, a fortification shall be making it into most of my lists now!
So for an orky perspective:
Wall of matyr bunker - 2x 4man fire points, with battlements. So I can load in a unit of lootas and have 8 shoot out (might as well just put in 8 lootas then, unless meks can repair buildings? then id put in 10). Plus I can then add a second unit of lootas on top of the battlements right? as being on the battlements is not the same as occupying the building?
Also, what do you guys make of the 'wall of matyrs firestorm of redoubt'?
Im thinking that for 200 pts then add in void shield, unit of 6 lootas inside for the 1 (6man) fire point, another lootas unit on top. What about those gatling guns? they look pretty nasty and very orky! 24" range, heavy(20). So with both thats 40 str 5 shots a turn. Although the range is the only limiting factor.
As a side note on the hatch. The hatch is only deployed when the building is claimed, which means that if you wanted to you can claim it turn 1 and then place it. Although this negates the ability to make the slingshot movement on turn 1 as you cant embark then disembark T1.
Yep a unit inside and another on the battlements is allowed.
And you can still slingshot turn 1 as you claim the building during deployment and so can place it during deployment.
2014/07/09 17:00:15
Subject: Which Fortifications are still viable in 7th?
haven't gotten up to speed on 7th yet, so my question is would it be legal to deploy a unit into the bunker (thus placing the EH), then turn one, move that unit out of the hatch, and afterwards moving a second unit INTO the bunker?
2014/07/09 17:16:48
Subject: Re:Which Fortifications are still viable in 7th?
Yes. Move squad one out, and then move squad two in. The escape hatch is just extra entry point, that doesn't benefit from the repel the enemy rule, so no assualting out of the escape hatch.
Scratch built 2 to try out.
Sling shotting 20 boyz 18+ inches in turn 1 was worth the 80 point investment.
Btothefnrock wrote: haven't gotten up to speed on 7th yet, so my question is would it be legal to deploy a unit into the bunker (thus placing the EH), then turn one, move that unit out of the hatch, and afterwards moving a second unit INTO the bunker?
Completely legal.
Automatically Appended Next Post:
adamsouza wrote: Yes. Move squad one out, and then move squad two in. The escape hatch is just extra entry point, that doesn't benefit from the repel the enemy rule, so no assualting out of the escape hatch.
Scratch built 2 to try out.
Sling shotting 20 boyz 18+ inches in turn 1 was worth the 80 point investment.
Update the thread with pics when they are both painted up - they look promising :-)!
This message was edited 1 time. Last update was at 2014/07/09 17:18:53
2014/07/09 20:50:15
Subject: Re:Which Fortifications are still viable in 7th?
I will preach caution on the bunkers, especially for orks. If you get hit with a template weapon, lets just say a heavy flamer for the sake of argument, everyone in the bunker gets hit at full strength.
So for orks, basically, flamers will kill you if you start thinking about bunkers.
~2k
~4k
kill team
2014/07/09 21:07:19
Subject: Re:Which Fortifications are still viable in 7th?
taurising wrote: I will preach caution on the bunkers, especially for orks. If you get hit with a template weapon, lets just say a heavy flamer for the sake of argument, everyone in the bunker gets hit at full strength.
So for orks, basically, flamers will kill you if you start thinking about bunkers.
They actually only do d6 hits.
2014/07/09 21:20:50
Subject: Which Fortifications are still viable in 7th?
For all out hilarity, Vortex Aquila strong point with a vindicare assassin or whatever manning the missiles to drop a bunch of large impassable D vortex on top of objectives sounds great. for probably a quarter or half your points.
I don't doubt you, but I can't actually find anything in Stronghold Assault about maximum occupancy for any of the fortifications. Do you know where it is listed ?
This message was edited 1 time. Last update was at 2014/07/09 21:42:37
I am still getting good results with the Aegis with Icarus lascannon.
I run a BS 5 guy on it and since it works against skimmers and FMC it still has some punch. Also in a twin-linked unit I have gotten a good number of hits with it.
Plus if I can get a flier to jink when it comes in, that might keep my storm raven alive.
While hull pointing is nice for kills, pens are nice for getting those results.
This message was edited 1 time. Last update was at 2014/07/10 02:31:56
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
ionusx wrote: Basically the only one I probably wouldn't take now is the bastion and the wall of martyr 's but that's okay nobody was really using them anyway.
The really good ones are still good (skyshield, aegis, bastion). And nothing will alter that if you ask me
i have to ask why did you list the bastion as both good and bad? i ask because if its bad i was planning to add 2 to my force.
2014/07/10 06:30:15
Subject: Which Fortifications are still viable in 7th?
ionusx wrote: Basically the only one I probably wouldn't take now is the bastion and the wall of martyr 's but that's okay nobody was really using them anyway.
The really good ones are still good (skyshield, aegis, bastion). And nothing will alter that if you ask me
i have to ask why did you list the bastion as both good and bad? i ask because if its bad i was planning to add 2 to my force.
same Can you please explain why the wall of matyr isn't worth it and bastion is? Still working out which I want to take.
Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.