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![[Post New]](/s/i/i.gif) 2015/08/30 11:26:19
Subject: Lynchpin units in your army
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Stalwart Dark Angels Space Marine
England, UK
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morganfreeman wrote:I play Renegades of Vraks 85% of the time.
Heavy Ordnance Batteries or Mutant Rabbles have got to be the big winners.
Probably the rabbles. 50 GEQ with 6+ armor save and 6+ FNP for 175 points. Bring it upto 210 points and you've got 51 bodies all with rage and 2 CC weapons. They also reroll failed leadership / moral checks.
Great bubble wrap, great at tearing apart elite melee units. Just about their only weakness is hordes of ork boyz, bizarrely enough. Even then though they just have to get in combat and stand there, at which point my Earthshakers start shelling the feth out of the entire combat.
Wait, your army allows you to shoot into your own combat?
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"They'll bend the knee or I'll destroy them"- Stannis Baratheon |
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![[Post New]](/s/i/i.gif) 2015/08/31 03:41:44
Subject: Lynchpin units in your army
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Stabbin' Skarboy
Pittsburgh
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Well I prefer the dread mob so there are a few needed there.
A big mek with the MFF
A gorkanauat which has the big mek and eats everyone in front of it unless str d hits it with a 6 to wound. Only time I have lost one yet.
A morkanaut with KFF which keeps the army moving.
Finally I like the warboss with mega armor and headwoppas killchoppa. He has personally killed over 1400 points in tyranids in 2 games so against them he is must have.
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My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly |
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![[Post New]](/s/i/i.gif) 2015/08/31 06:34:58
Subject: Lynchpin units in your army
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Longtime Dakkanaut
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I changed my mind about my Orks.
Can never have enough Painboyz and Boyz. Pretty much in all my lists.
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YMDC = nightmare |
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![[Post New]](/s/i/i.gif) 2015/08/31 08:09:19
Subject: Lynchpin units in your army
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Committed Chaos Cult Marine
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Champion of Slaanesh wrote:My nurgle csm biomancy sorceror + either plague marines in a land raider or rhino at bigger than 1000 points. Seriously if my sorceror rolls iron arm he tends to annoy the hell out of people add warp speed for lulz
If you take MoN, you have to take Nurgle psyker discipline, you can't take Biomancy.
My 35-man Infiltrating (usually take Huron), Fearless (part of a Helcult), CCW MoS Cultist squad with 3 flamers and a Biomancy sorcerer. They FSU.
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This message was edited 1 time. Last update was at 2015/08/31 08:09:44
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![[Post New]](/s/i/i.gif) 2015/08/31 08:30:04
Subject: Lynchpin units in your army
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Fixture of Dakka
Vanished Completely
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What Rule forbids biomancy on a Mark of Nurgle Sorcerer?
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8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures. |
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![[Post New]](/s/i/i.gif) 2015/08/31 08:36:16
Subject: Lynchpin units in your army
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The Last Chancer Who Survived
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If a psyker from the CSM dex takes a mark, he must take one power from his god's table. So a ML1 psyker can never use the BRB powers. And a ML2+ cannot get the freebie Primaris for selecting on a single table. It does not help that the codex powers are some of the worst psychic powers in the game, with some being more likely to buff the enemy than hurt them.
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This message was edited 1 time. Last update was at 2015/08/31 08:37:12
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![[Post New]](/s/i/i.gif) 2015/08/31 08:36:36
Subject: Lynchpin units in your army
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Worthiest of Warlock Engineers
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The bit in he book where it says you HAVE to take your spells from the Nurgle discipline if your sauce-pourer has a Mark of Nurgle?
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2015/08/31 09:00:40
Subject: Lynchpin units in your army
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Fixture of Dakka
Vanished Completely
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My response was in regards to ChazSexington literally stating: ChazSexington wrote: If you take MoN, you have to take Nurgle psyker discipline, you can't take Biomancy. The Rule I am looking at requires the Mark of Nurgle bearing sorcerer to generate one power, and forbids generating more then half their powers, from the disciple of Nurgle. As Sorcerers can have more then one Master Level, so generate more then one power, what Rule out right forbids taking Biomancy?
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This message was edited 1 time. Last update was at 2015/08/31 09:02:26
8th made it so I can no longer sway Tau onto the side of Chaos, but they will eventually turn aside from their idea of the Greater Good to embrace the Greatest of pleasures. |
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![[Post New]](/s/i/i.gif) 2015/08/31 09:04:08
Subject: Lynchpin units in your army
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The Last Chancer Who Survived
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JinxDragon wrote:My response was in regards to ChazSexington literally stating:
ChazSexington wrote:
If you take MoN, you have to take Nurgle psyker discipline, you can't take Biomancy.
The Rule I am looking at requires the Mark of Nurgle bearing sorcerer to generate one power, and forbids generating more then half their powers, from the disciple of Nurgle.
As Sorcerers can have more then one Master Level, so generate more then one power, what Rule out right forbids taking Biomancy?
True, but it leaves you with a 1/6 or 2/6 chance of getting a power you actually want. Unless you were trying to default to the primaris.
At least you can reliably get Psychic Shriek.
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![[Post New]](/s/i/i.gif) 2015/08/31 09:06:35
Subject: Lynchpin units in your army
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Daemonic Dreadnought
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My Chaos Fire Raptor.
I have played all of 4 games in 7th edition, mostly just to try it out. It never fails to take out some big threat on the other side of the table and free up other CSM units.
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![[Post New]](/s/i/i.gif) 2015/08/31 09:59:49
Subject: Lynchpin units in your army
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Grim Dark Angels Interrogator-Chaplain
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Hmm, for me it's my 15 man tac sqauds, while not the best units I have available, they are definitely my linchpin
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![[Post New]](/s/i/i.gif) 2015/08/31 10:18:17
Subject: Lynchpin units in your army
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Committed Chaos Cult Marine
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JinxDragon wrote:My response was in regards to ChazSexington literally stating:
ChazSexington wrote:
If you take MoN, you have to take Nurgle psyker discipline, you can't take Biomancy.
The Rule I am looking at requires the Mark of Nurgle bearing sorcerer to generate one power, and forbids generating more then half their powers, from the disciple of Nurgle.
As Sorcerers can have more then one Master Level, so generate more then one power, what Rule out right forbids taking Biomancy?
Aww yeah, durr. You're correct!
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![[Post New]](/s/i/i.gif) 2015/08/31 11:15:11
Subject: Lynchpin units in your army
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Mekboy Hammerin' Somethin'
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Ustis wrote: morganfreeman wrote:I play Renegades of Vraks 85% of the time.
Heavy Ordnance Batteries or Mutant Rabbles have got to be the big winners.
Probably the rabbles. 50 GEQ with 6+ armor save and 6+ FNP for 175 points. Bring it upto 210 points and you've got 51 bodies all with rage and 2 CC weapons. They also reroll failed leadership / moral checks.
Great bubble wrap, great at tearing apart elite melee units. Just about their only weakness is hordes of ork boyz, bizarrely enough. Even then though they just have to get in combat and stand there, at which point my Earthshakers start shelling the feth out of the entire combat.
Wait, your army allows you to shoot into your own combat?
Yeah.
Renegades of Vraks, upgrading your Demagogue to Ordnance Tyrant.
Any model within 12" of the Demagogue who fires a weapon with Barrage and Blast can ignore the restrictions on not having friendly models under the template, and gives you explicit permission to fire into close combats that your guys are involved in. I put my command squad in a Chimera so they don't insta die.. And have another one sitting nearby for when the first one pops turn 1.
Some big melee death star giving you trouble? Pin them down with 50 screaming mutants, then drop 12 earthshaker pie-plates right onto their head. It's fething beautiful.
Even better if you run The Purge, because then each of those blasts is dangerous terrain. They have to test for each one every time they move for any reason (move, run, charge, pile in, ect).
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This message was edited 1 time. Last update was at 2015/08/31 11:16:06
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![[Post New]](/s/i/i.gif) 2015/08/31 11:22:10
Subject: Lynchpin units in your army
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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Furyou Miko wrote: Melissia wrote:Dominions, and Exorcists. The special weapon spam is the only reason Sisters can really win, and Exorcists are our only real anti-tank other than meltaguns. I dunno, I drowned a daemon player in bodies yesterday. Two large battle sister squads with priests. Only one Dom squad and one Exorcist, who spent most of the battle chasing a GUO around. Don't forget the crusader + death cult assassin + priest trap squad, Hybrid Son's fav unit. I remember being shocked by how annoying it was to kill in melee due to crusader 3+, swarms of high I power weapon attacks from the assassins, and absurd priest buffs. I mean sure, the squad melts to bolter fire and does jack against vehicles, but melee infantry units become sad, to my surprise when they mathematically beat my Gal Vorbak (lolwut).
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This message was edited 2 times. Last update was at 2015/08/31 11:23:09
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![[Post New]](/s/i/i.gif) 2015/08/31 11:48:37
Subject: Re:Lynchpin units in your army
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Storm Trooper with Maglight
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I'd have to say probably my Retributors. I run a 10 girl squad with 4 HB's, and Joacobs for the improved invul and the extra AoF. 3 turns of rending Heavy Bolters is (usually) enough to take care of the scary stuff. Been toying with the idea of switching them to HF and getting a prothmithum pipe relay for torrenting, rending, HF.
After them I'd have to go with what my fellow SoB players have said and say my Dominions. I run 2 squads of 5 girls (4 melta +combi melta) outflanking in a MM Immolator. Just knowing they are coming usually enough to scare my opponent.
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This message was edited 1 time. Last update was at 2015/08/31 11:50:22
"Elysians: For when you absolutely, positively, must have 100% casualties" |
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![[Post New]](/s/i/i.gif) 2015/08/31 12:52:30
Subject: Lynchpin units in your army
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Stalwart Dark Angels Space Marine
England, UK
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morganfreeman wrote: Ustis wrote: morganfreeman wrote:I play Renegades of Vraks 85% of the time.
Heavy Ordnance Batteries or Mutant Rabbles have got to be the big winners.
Probably the rabbles. 50 GEQ with 6+ armor save and 6+ FNP for 175 points. Bring it upto 210 points and you've got 51 bodies all with rage and 2 CC weapons. They also reroll failed leadership / moral checks.
Great bubble wrap, great at tearing apart elite melee units. Just about their only weakness is hordes of ork boyz, bizarrely enough. Even then though they just have to get in combat and stand there, at which point my Earthshakers start shelling the feth out of the entire combat.
Wait, your army allows you to shoot into your own combat?
Yeah.
Renegades of Vraks, upgrading your Demagogue to Ordnance Tyrant.
Any model within 12" of the Demagogue who fires a weapon with Barrage and Blast can ignore the restrictions on not having friendly models under the template, and gives you explicit permission to fire into close combats that your guys are involved in. I put my command squad in a Chimera so they don't insta die.. And have another one sitting nearby for when the first one pops turn 1.
Some big melee death star giving you trouble? Pin them down with 50 screaming mutants, then drop 12 earthshaker pie-plates right onto their head. It's fething beautiful.
Even better if you run The Purge, because then each of those blasts is dangerous terrain. They have to test for each one every time they move for any reason (move, run, charge, pile in, ect).
That's just remarkable.
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This message was edited 1 time. Last update was at 2015/08/31 12:53:28
"They'll bend the knee or I'll destroy them"- Stannis Baratheon |
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![[Post New]](/s/i/i.gif) 2015/08/31 19:18:55
Subject: Re:Lynchpin units in your army
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Krazed Killa Kan
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Flash Gitz: If im going to get dumpstered by OP gak then I might as well go down with style and a blaze of glorious dakka.
But really in most of my lists I rely on my Battlewagons to get my boyz, gitz, bustas, nobz, etc to the fight and with the Blitz Brigade having a 12" scout move is amazing for grabbing the middle ground and putting turn 2 pressure across the board while keeping my army relatively safe (for orks). Killkannons (for the battlewagons carrying gitz, nobz, or bustas) are often a fun weapon that people don't really expect to hurt so much and it keeps the more observant opponents thinking about spreading out instead of lazily clumping up.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2015/08/31 19:50:01
Subject: Lynchpin units in your army
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Hallowed Canoness
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vipoid wrote: Furyou Miko wrote: Melissia wrote:Dominions, and Exorcists. The special weapon spam is the only reason Sisters can really win, and Exorcists are our only real anti-tank other than meltaguns.
I dunno, I drowned a daemon player in bodies yesterday. Two large battle sister squads with priests. Only one Dom squad and one Exorcist, who spent most of the battle chasing a GUO around.
Did your big battle sister squads shoot them to death, or get them in melee?
Both - summoned units and plaguebearers to shooting, starter daemonettes to assault (they were invisible, so I needed the rerolls).
Ashi - I haven't used the Battle Conclave for over a year. :p
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"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2015/08/31 19:57:43
Subject: Lynchpin units in your army
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Powerful Phoenix Lord
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As an Eldar player, I would have to say...Scatbikes and Wraithknights.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2015/09/01 03:54:39
Subject: Re:Lynchpin units in your army
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Bush? No, Eldar Ranger
Vancouver, BC
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For my Eldar, it's the Wraithknight [scatter laser, shield, suncannon]. I've had it for over a year now, and in both codexes it was both the biggest distraction and biggest threat in my army. In the previous book, the scatter laser made the suncannon very accurate, and being gargantuan in the current book makes it even more powerful.
It's especially important now that my wraithguard can no longer be troops, and I have to apply more pressure to take objectives.
I've never used scatterbikes, just a minimum squad of scatapult bikes, so I can't say that they've been very useful.
For my much newer space marines, I've only had a few games yet, but the Bikes are definitely showing their worth. Much more mobile and tough than the assault marines, obsec in the Demi-Company, and the main killer of MCs with their grav-guns.
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![[Post New]](/s/i/i.gif) 2015/09/01 04:59:00
Subject: Re:Lynchpin units in your army
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Grim Dark Angels Interrogator-Chaplain
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For my Dark Angels, it would probably be the Ravenwing Command Squad with a Darkshroud. 2+ rerollable jinks keep their asses alive, and having twin-linked weapons makes snap firing a little less of a punishment.
For my Khorne Daemonkin, it would almost certainly be the Bloodthirster of Insensate Rage. That thing is a BEAST, and rarely fails to kill something.
As for my Tau, I have only ever run them once (as allies for my Dark Angels back back in 6th), so I don't know what might be a lynchpin for them.
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