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![[Post New]](/s/i/i.gif) 2015/02/10 10:47:32
Subject: How to make AM conscripts more dangerous?
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Pyromaniac Hellhound Pilot
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I really like the cheap conscripts AM can get, and with a priest you have a decent fearless volume fire or melee unit to advance and whittle down troops or tarpit as need be.
The only thing I feel they really lack is some anti armour ability. A dreadnought could tie them up forever, and most mech lists can afford to ignore them and go after my main blob platoons. Are there any cheap melee characters out there to allow them to eat through vehicles in CC?
Inquisitor with a daemonhammer is 40pts, but only S6, most other things seem to add significant cost to the unit, which defeats the point a little...
Any thoughts?
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2015/02/10 11:04:04
Subject: How to make AM conscripts more dangerous?
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Sybarite Swinging an Agonizer
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Make them into SHARKS.
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10k+ Tau, Ke'lshan
10k Dark Eldar Kabal of the Flayed skull
1k Scions
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![[Post New]](/s/i/i.gif) 2015/02/10 11:12:01
Subject: Re:How to make AM conscripts more dangerous?
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!!Goffik Rocker!!
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Can a slotless comissar take a fist/melta bombs?
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![[Post New]](/s/i/i.gif) 2015/02/10 11:22:31
Subject: Re:How to make AM conscripts more dangerous?
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Regular Dakkanaut
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How can you make conscripts more dangerous? Replace their flashlights with water pistols. Reinforce their armour with papier-mâché. Put spikes on their helmets - that way they'll actually do some damage when enemies hit them over the head. On a more serious note... Do you have a Sister of Battle detachment? I ask because* a priest from their list comes with krak grenades for no extra cost, and they have the option to buy melta bombs. They can also get an eviscerator. The latter costs a lot, but it's far more dangerous than any power fist or daemon hammer. Is tying up a dreadnought for "forever" really that bad? 50 conscripts with a priest will cost 175 points. No melta bombs. A slotless AM commissar or a HQ MT commissar can take a fist, but that doubles the cost to 50 points. That's more than the 40 point inquisitor mentioned in the OP, and inferior in many ways. *EDIT: I also ask because Sisters of Battle are badass.
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This message was edited 3 times. Last update was at 2015/02/10 11:30:44
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![[Post New]](/s/i/i.gif) 2015/02/10 11:42:00
Subject: How to make AM conscripts more dangerous?
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Killer Klaivex
The dark behind the eyes.
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Strap demo-charges to them...
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2015/02/10 12:13:34
Subject: How to make AM conscripts more dangerous?
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Rookie Pilot
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With conscripts I think you are best off accepting that they are not a generic tool, but one that is dirt cheap but has its flaws. If you add a character that can "eat through vehicles" expect to almost double the cost for the unit.
A blob of infantry squads is more versatile and has access to melta bombs, krak grenades and power weapons. If you want a unit that can tackle vehicles in close combat, this is probably a better way to go.
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![[Post New]](/s/i/i.gif) 2015/02/10 12:58:05
Subject: How to make AM conscripts more dangerous?
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Daemonic Dreadnought
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Have regular infantry behind the conscripts. Walker charges the conscripts then the regular platoon infantry squads charge the walker with melt bomb sergeants. That or leave the walker in the tarpit, odds are the conscripts cost less.
Stick with priests and grenade caddy inquisitors because they are ic and can leave the squad and or hop back and forth between regular squads and conscripts. 30 conscripts will go into beast mode when they get shred hate and rad, they will average 33.75 wounds against t4 ws4 when they charge .
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This message was edited 1 time. Last update was at 2015/02/10 12:59:49
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2015/02/10 12:59:53
Subject: How to make AM conscripts more dangerous?
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Regular Dakkanaut
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Dark Angel detachment and stick Azreal with them. Now they're fearless and have a 4++.
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![[Post New]](/s/i/i.gif) 2015/02/10 13:19:40
Subject: How to make AM conscripts more dangerous?
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Daemonic Dreadnought
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Priests will give fearless for 190 points less than az, and conscripts need to make 60 saves to pay for the 4++
Conscripts are above all else individually expendable.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2015/02/10 14:45:49
Subject: How to make AM conscripts more dangerous?
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Ork Boy Hangin' off a Trukk
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schadenfreude wrote:Priests will give fearless for 190 points less than az, and conscripts need to make 60 saves to pay for the 4++
Conscripts are above all else individually expendable.
Agreed, Azrael is only of value when you kit out a normal blob with some proper weapons.
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![[Post New]](/s/i/i.gif) 2015/02/10 15:13:21
Subject: How to make AM conscripts more dangerous?
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Longtime Dakkanaut
Indiana
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50 conscripts, priest, commissarr
Throw it at the most expensive unit in their army and watch them sit there and do nothing.
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![[Post New]](/s/i/i.gif) 2015/02/10 18:01:49
Subject: How to make AM conscripts more dangerous?
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Pyromaniac Hellhound Pilot
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Thanks for the replies guys (particularly the ironic ones  ), I hadn't considered a sisters of battle detachment, might have to look into that as I don't really know the rules! Eviscerator is an armorbane weapon right? That would be useful...
I guess their best use is as a tarpit or screening unit then, was just checking to see if I'd missed anything obvious. Wish I could get more of them without having to pay platoon tax haha.
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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![[Post New]](/s/i/i.gif) 2015/02/10 18:15:21
Subject: How to make AM conscripts more dangerous?
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Killer Klaivex
The dark behind the eyes.
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Leth wrote:50 conscripts, priest, commissarr
Throw it at the most expensive unit in their army and watch them sit there and do nothing.
Why a commissar and a priest? Isn't just one of them enough?
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2015/02/10 18:42:20
Subject: How to make AM conscripts more dangerous?
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Regular Dakkanaut
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Yep. It's a chainfist, but one that swaps "Specialist Weapon" (can't get the +1 attack for using multiple weapons unless the other weapon has Specialist Weapon) for "Two-Handed" (can't get the +1 attack for using multiple weapons). Oh, and it looks awesome because it's a great big frelling chainsaw.
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![[Post New]](/s/i/i.gif) 2015/02/10 18:55:27
Subject: How to make AM conscripts more dangerous?
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Stalwart Veteran Guard Sergeant
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Put a lord commisar with kirovs aquila in a 50 man conscript squad. Watch the world burn.
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![[Post New]](/s/i/i.gif) 2015/02/10 19:49:26
Subject: How to make AM conscripts more dangerous?
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Longtime Dakkanaut
Indiana
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vipoid wrote: Leth wrote:50 conscripts, priest, commissarr
Throw it at the most expensive unit in their army and watch them sit there and do nothing.
Why a commissar and a priest? Isn't just one of them enough?
Redundency in case one of them happens to die/gets sniped
Also if you dont need the priest in the unit then he can go help someone else.
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![[Post New]](/s/i/i.gif) 2015/02/10 19:52:26
Subject: How to make AM conscripts more dangerous?
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Gore-Soaked Lunatic Witchhunter
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Hide any Space Marine character in the unit. Turn them into ablative wounds to deliver someone actually scary into melee.
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![[Post New]](/s/i/i.gif) 2015/02/10 22:47:56
Subject: How to make AM conscripts more dangerous?
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Dakka Veteran
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I view Conscripts as tarpits that kill stuff if you're lucky, but mainly just keep the enemy's more expensive units occupied.
The killing power comes from order-recieving Infantry squads with heavy weapons.
If you really do want Conscripts to kill armour, you can load your army with Divination psykers and hope for Misfortune. If you get Misfortune on an AV12 vehicle and Prescience on your conscripts, you should need around 98 shots to kill an AV12 vehicle (assuming it has the standard 3 hull points), which is actually quite possible to get through First Rank
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![[Post New]](/s/i/i.gif) 2015/02/10 22:53:03
Subject: How to make AM conscripts more dangerous?
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Missionary On A Mission
Australia
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Leth wrote: vipoid wrote: Leth wrote:50 conscripts, priest, commissarr
Throw it at the most expensive unit in their army and watch them sit there and do nothing.
Why a commissar and a priest? Isn't just one of them enough?
Redundency in case one of them happens to die/gets sniped
Also if you dont need the priest in the unit then he can go help someone else.
Plus the Commisaar is LD9, whereas a Priest is only LD7 and Conscripts LD5, which helps with Orders. Being able to reliably issue the Move! Move! Move!, Forwards for the Emperor! or First Rank Fire, Second Rank Fire! Orders really helps the blob get around the board and/or put a frightening amount of lasgun fire down range.
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![[Post New]](/s/i/i.gif) 2015/02/11 08:56:28
Subject: How to make AM conscripts more dangerous?
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Pyromaniac Hellhound Pilot
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I have used misfortune recently actually - everyone was very surprised when a unit of conscripts suddenly brought down a cocky riptide that assumed it was invincible due to lack of weapons that could hurt it
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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