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![[Post New]](/s/i/i.gif) 2016/09/22 14:59:52
Subject: Maelstrom of Gore Ideas
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Elite Tyranid Warrior
Pennsylvania
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Hey all. I'm looking for some ideas on playing the Maelstrom of Gore formation. I am a sucker for 'Zerkers, so I was hoping this would at least make them not suck. I was wondering if anyone has tried this yet, and what the best way to use it is as I'm not sure what it supplements. I know it's not a tournament ready formation, but on a local level I'm hoping to at least be competitive and not feel gimped using one of my favorite units.
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![[Post New]](/s/i/i.gif) 2016/09/22 15:22:58
Subject: Maelstrom of Gore Ideas
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Rampaging Khorne Dreadnought
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I'd rather use the hounds of abaddon formation. You still can't get them into assault on their own. You'd need a bunch of psykers to port them in front of their target, in which case +3 charge range and fleet doesn't do much. I'd rather have the extra strength.Also, their Waagh is just as good or better than +3 inch to charge.
GW still seems to think that fleet allows you to charge after running, they'd be good with that. Gaining the potential to first turn charge while footslogging, but no.
Either way though, they have the same issues. You kinda need a dreadclaw or psykers to get them into assault. Maybe both. Land raiders are too expensive and fragile with all the D and haywire around.
Alternatively, you could try getting rhinos and run up the board with them as mobile LOS blocking cover. With a good run in the first turn you might be able to pull off a turn two charge. Or start in the rhinos, disembark turn one, run and hope they don't die. That should get you a turn two charge. Maybe drive up some vindicators to force the opponent to focus on those first. Or a hell forged pack for some maulerfiends. Some kind of other threat in turn 1.
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This message was edited 1 time. Last update was at 2016/09/22 15:23:31
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![[Post New]](/s/i/i.gif) 2016/09/22 16:01:53
Subject: Maelstrom of Gore Ideas
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Potent Possessed Daemonvessel
Why Aye Ya Canny Dakkanaughts!
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It isn't really that much of a bonus to 'zerkers: they still have the problem of getting to the opponant without being torn apart whilst they stand out in the open like they forgot where the skulls were and it doesn't really help them with the combat that much as it can only kick in just before the second round of a combat (by which time they will have either killed their enemy or be dead themselves).
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Ghorros wrote:The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
Marmatag wrote:All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors. |
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![[Post New]](/s/i/i.gif) 2016/09/22 16:48:19
Subject: Re:Maelstrom of Gore Ideas
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Elite Tyranid Warrior
Pennsylvania
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That's kinda what I thought, but I was really hoping that there was something I missed. I'll probably use it periodically for some hilarity while trying to get the right psychic power to help them. Ahh well, at least I got the Raptor formation in this book
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![[Post New]](/s/i/i.gif) 2016/09/23 06:29:09
Subject: Maelstrom of Gore Ideas
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!!Goffik Rocker!!
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You could still run a thematic list of zerkers. The +3" charge range and fleet are surprisingly good on the charge. So, you could get 2-d turn assaults if you start in rhinos, move 6" than disembark 6" than run d6 re-rollable. You're forcing the opponnet to shoot at them or get charged 2-d turn.
Lord on a jugger could easilly join a unit of allied dog formation for scout move and a guaranteed turn 2 charge.
The problem is zerkers are still way overcosted for their durability and underwhelming choppiness. They can deal with nothing that lord + dogs can't deal but are way more fragile and slower while being more expensive. That's why it's a thematic list for fun games only. You could fix that by homeruling them to be, say, 15 ppm.
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This message was edited 1 time. Last update was at 2016/09/23 06:30:49
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![[Post New]](/s/i/i.gif) 2016/09/23 19:58:29
Subject: Maelstrom of Gore Ideas
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Elite Tyranid Warrior
Pennsylvania
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koooaei wrote:You could still run a thematic list of zerkers. The +3" charge range and fleet are surprisingly good on the charge. So, you could get 2-d turn assaults if you start in rhinos, move 6" than disembark 6" than run d6 re-rollable. You're forcing the opponnet to shoot at them or get charged 2-d turn.
Lord on a jugger could easilly join a unit of allied dog formation for scout move and a guaranteed turn 2 charge.
The problem is zerkers are still way overcosted for their durability and underwhelming choppiness. They can deal with nothing that lord + dogs can't deal but are way more fragile and slower while being more expensive. That's why it's a thematic list for fun games only. You could fix that by homeruling them to be, say, 15 ppm.
Thanks for the ideas. probably the best of bad options. I'll continue to use them as I really like them and Kharn. You are so right on the point cost for what they can actually accomplish...........
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