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Made in us
Been Around the Block




 Bolg da Goff wrote:

Been having issues with the local tau guy attaching OVesa to AunVa for a near invincible riptide.


How is he doing this? I thought you couldn't take Aun'va in a Farsight Detachment. Since Farsight and he hate each other and all...
   
Made in il
Warplord Titan Princeps of Tzeentch






That's why you get one farsight detachment as your prime with the man himself as the warlord unlocking O'vesa, and a second detachment of the core empire that have Aun'va as its HQ choice.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

All things aside, that combo is VERY expensive, like over 500 points expensive, and verrrrrry slow. It also isn't THAT dangerous, as the only one actually dealing damage is O'vesa and hes basically just a riptide. Yes, he has tons of upgrades, but he is still just an iontide. With that many points sinked into one, not very deadly unit, just kill everything else. Or if you play an assault army, just charge that unit, aun'vas staff doesn't work against close combat attacks.

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





 BoomWolf wrote:
That's why you get one farsight detachment as your prime with the man himself as the warlord unlocking O'vesa, and a second detachment of the core empire that have Aun'va as its HQ choice.


Yeah they were one of the first to be able to self-ally, as is so common nowadays, but the bigger question is, how is attaching Aun'Va to O'vesa at all? I thought 7th killed attaching IC's to MC's whether or not they had the Character or IC rule. I mean you don't see any O'vesa stars running around at competitive events any more do you?

"Backfield? I have no backfield." 
   
Made in il
Warplord Titan Princeps of Tzeentch






Well, its not like farsight isn't off doing something else in the meantime. he's not an actual part of the combo.

Its 405 for aun'vesa.
Thats alot, but its also dual elemental invocation aura, and global LD rerolls. not something that has no effect on the game other than the riptide itself.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

 BoomWolf wrote:
Well, its not like farsight isn't off doing something else in the meantime. he's not an actual part of the combo.

Its 405 for aun'vesa.
Thats alot, but its also dual elemental invocation aura, and global LD rerolls. not something that has no effect on the game other than the riptide itself.


Well no, its aun'va, plus farsight, plus ovesa to "unlock" the combo, farsight is a tax in this case, since you need farsight to unlock ovesa, which puts it over 500. That was my reasoning anyways. And faright is an expensive mediocre IC. Love his fluff, dislike what he is in-game.

As for how that unit joins, It is a bit of a shenanigans area of the game that hasn't been addressed. yes, ICs can no longer join MCs, sure, but what happens when the MC is an IC and is joining a character (as Aun'va is a character not an IC)? This hasn't been addressed by GW yet.

This message was edited 2 times. Last update was at 2014/10/21 19:48:18


Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in il
Warplord Titan Princeps of Tzeentch






Nothing in the rules says you can't.

Heck, the general note about joining an IC with o'vesa is that's its "dirty but kosher", as long o'vesa makes the last move.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

 BoomWolf wrote:
Nothing in the rules says you can't.

Heck, the general note about joining an IC with o'vesa is that's its "dirty but kosher", as long o'vesa makes the last move.


Oh no doubt, I wasn't trying to imply there were. Just in general I felt that they were trying to do away with the ICs and MCs, as per the rule for ICs in the BRB...and as O'vesa is the ONLY IC MC where this is possible (IIRC). And then they release the coven supplement for dark eldar with a Haemy joined with 2 MCs... I DONT KNOW MAN, GW IS CRAZY hahaha

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in il
Warplord Titan Princeps of Tzeentch






Not that crazy.

An IC cannot join a unit containing an MC, but once he's in, there is no problem.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

Welp next tourney we are finally bumping back up to 1850. Any suggestions on how to fill that extra 100 points?

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in il
Warplord Titan Princeps of Tzeentch






You want to continue the reign of madness?

Take a unit of X3 heatwave suits (dual wielding flamers)
Its 99 points.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

Oshiiiiiiiiiii, sold!

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in us
Regular Dakkanaut




Here are two lists I've been hammering away.

Some practice of the concept on a dumbed-down core list of 1250, the lists below expand (aka - more kroot units, literally just that - oh yeah and the second bomber).

It has interchangeability.

-) Tankhunter intercepter drones.
-) 2+ cover save Tankmander.
-) reliable markerlight unit THAT CAN ACTUALLY MOVE.
-) amazing deployment options (literally Aun'va and his 6 firewarrior anti-nought, cover-saving bubble-squad are all that's on the table, cowering behind some wall out of sight)...
(or park him on deployment edge, and wrap wrap wrap with kroot and throwing above-mentioned tactics of tankmander in the unit with Aunva, H&R for super hastey armies)
-) skytide designed for intercepter.
-) pietide designed for tanking/dakka.
-) stealth cost effective, yet potent. great as intercepters.
-) and massive kroot for all the fun stuff orks are known for.
[edit: oh yeah - park kroot in front, have a hound pack USING BEAST RULES of 12" move... POW! in their face!... alternatively have 5pt wound soak with possible forest coversaves of awesomeness... leaving snipers untouched for quite some time. and monster hunter w/snipers and BS boost of markerlights... so potent! hit on 2+'s, reroll them 4+ wounds (scoring a bunch of AP2's hehehehe).
kroot can triple fire, that's a lot of shots.
kroot can infiltrate. be EVERYWhere (which is a great deployment method too - take the board before the game even begins hahaha!)
alsoly, on the stealth teams - the marker drones are better than shield drones w/ shroud&stealth. Go to Ground is always an option for that first turn alpha, w/ aunva. that means they can stand clear out in the open - behind a poor poor unit of kroot, and recieve 2+ cover saves, that are possibly tankmandered w/ 4 drone wounds to soak.. yeah - c'mon try it! (correction, G2G is unneeded with kroot-loop, but wheatsaves of 6+ become 3+ with shroud&stealth, 2+ with G2G... stealth team then sits super close and deposits riptides unwounded - and we all know what it's like to haven't invested enough firepower early game into riptides until late game the keep on shelling out w/o further chance of retaliation. i don't use nova on skytide...

edit: again. bahaha - as i said, 1250 is my thing. the edit is of ensuring i keep twinlinked missile on flyers, as it's crucial to have it be reliably effective EACH turn or it'll end up being a fancy-looking boomerang ... *meh fun* Took out only a couple pups to make the points.]

i could list on from here, but this ^ is the main keypoints making the selections i've chosen.

Total Roster Cost: 1749

: Combined Arms Detachment (106#, 1714 pts)
1 Commander, 160 pts = (base cost 85 + Airbursting Fragmentation Projector 15 + Vectored Retro-Thrusters 5 + Drone Controller 8 + Puretide Engram Neurochip 15 + XV8-02 Crisis 'Iridium' Battlesuit 25) + Target Lock 5 + Neuroweb System Jammer 2
1 Marker Drone, 12 pts
1 Marker Drone, 12 pts

1 Stealth Shas'vre, 60 pts = (base cost 30 + Markerlight and Target Lock 5) + Shas'vre 10 + Homing Beacon 10 + Early Warning Override 5
1 Marker Drone, 12 pts
1 Marker Drone, 12 pts
1 Stealth Shas'ui, 40 pts = (base cost 30 + Fusion Blaster 5) + Early Warning Override 5
1 Stealth Shas'ui, 35 pts = (base cost 30) + Positional Relay 5

1 XV104 Riptide, 225 pts = (base cost 180 + Fusion Blaster + Ion Accelerator 5 + Stimulant Injector 35) + Early Warning Override 5

1 XV104 Riptide, 205 pts = (base cost 180) + Fusion Blaster + Heavy Burst Cannon + Early Warning Override 5 + Velocity Tracker 20

1 Sun Shark Bomber, 165 pts = (base cost 160 + Twin Linked Missile Pod 5)

1 Sun Shark Bomber, 165 pts = (base cost 160 + Twin Linked Missile Pod 5)

10 Kroot, 70 pts = 10 * 7 (base cost 6 + Sniper Rounds 1)
10 Kroot Hounds, 50 pts = 10 * 5

10 Kroot, 70 pts = 10 * 7 (base cost 6 + Sniper Rounds 1)
10 Kroot Hounds, 50 pts = 10 * 5

10 Kroot, 70 pts = 10 * 7 (base cost 6 + Sniper Rounds 1)
10 Kroot Hounds, 50 pts = 10 * 5

10 Kroot, 70 pts = 10 * 7 (base cost 6 + Sniper Rounds 1)
10 Kroot Hounds, 50 pts = 10 * 5

6 Fire Warriors, 66 pts = 6 * 11 (base cost 9 + EMP Grenade 2)
1 Aun'Va, 100 pts

Composition Report:
HQ: 2 (- - -)
Elite: 3 (- - -)
Troops: 5 (- - -)
Fast: 2 (- - -)
Heavy: 0 (- - -)


_____________________________________________________________
Total Roster Cost: 1849

: Combined Arms Detachment (124#, 1849 pts)
1 Commander, 160 pts = (base cost 85 + Airbursting Fragmentation Projector 15 + Vectored Retro-Thrusters 5 + Drone Controller 8 + Puretide Engram Neurochip 15 + XV8-02 Crisis 'Iridium' Battlesuit 25) + Target Lock 5 + Neuroweb System Jammer 2
1 Marker Drone, 12 pts
1 Marker Drone, 12 pts

1 Stealth Shas'vre, 60 pts = (base cost 30 + Markerlight and Target Lock 5) + Shas'vre 10 + Homing Beacon 10 + Early Warning Override 5
1 Marker Drone, 12 pts
1 Marker Drone, 12 pts
1 Stealth Shas'ui, 40 pts = (base cost 30 + Fusion Blaster 5) + Early Warning Override 5
1 Stealth Shas'ui, 35 pts = (base cost 30) + Positional Relay 5

1 XV104 Riptide, 225 pts = (base cost 180 + Fusion Blaster + Ion Accelerator 5 + Stimulant Injector 35) + Early Warning Override 5

1 XV104 Riptide, 205 pts = (base cost 180) + Fusion Blaster + Heavy Burst Cannon + Early Warning Override 5 + Velocity Tracker 20

1 Sun Shark Bomber, 165 pts = (base cost 160 + Twin Linked Missile Pod 5)

1 Sun Shark Bomber, 165 pts = (base cost 160 + Twin Linked Missile Pod 5)

10 Kroot, 70 pts = 10 * 7 (base cost 6 + Sniper Rounds 1)
9 Kroot Hounds, 45 pts = 9 * 5

10 Kroot, 70 pts = 10 * 7 (base cost 6 + Sniper Rounds 1)
9 Kroot Hounds, 45 pts = 9 * 5

10 Kroot, 70 pts = 10 * 7 (base cost 6 + Sniper Rounds 1)
9 Kroot Hounds, 45 pts = 9 * 5

10 Kroot, 70 pts = 10 * 7 (base cost 6 + Sniper Rounds 1)
9 Kroot Hounds, 45 pts = 9 * 5

10 Kroot, 70 pts = 10 * 7 (base cost 6 + Sniper Rounds 1)
10 Kroot Hounds, 50 pts = 10 * 5

6 Fire Warriors, 66 pts = 6 * 11 (base cost 9 + EMP Grenade 2)
1 Aun'Va, 100 pts

Composition Report:
HQ: 2 (- - -)
Elite: 3 (- - -)
Troops: 6 (- - -)
Fast: 2 (- - -)
Heavy: 0 (- - -)



lemme know what you guys think

(option: making a kroot unit be 20man, for tankmander to grant LETHAL monsterhunter sniping. i d k how anything could survive that.)

This message was edited 6 times. Last update was at 2015/03/23 14:31:00


 
   
 
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