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![[Post New]](/s/i/i.gif) 2017/02/03 21:53:10
Subject: Destroyers/Moritat
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The Marine Standing Behind Marneus Calgar
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I’ve always intended on kitbashing up some destroyers. Gunslinging marines tossing rad grenades is just a few levels of awesome above the curve. With the leak about Gathering Storm III and a new cypher model, I think I’m actually going to start work. Need some advice.
A few things:
I’m trying to do this on the cheap. The bulk of the unit is going to be from BaC/BoP, with a lot of spare bolt pistols from my bits-box.
They will be on foot. I’m planning on magnetizing the packs to swap out for JPs in the future, but don’t have the parts (or budget) to get them now.
My transport options are probably pure footslogging, or a rhino.
Ultramarines.
My thought for the core of the squad is 9 men, ML, and sarge w/ AA and a power weapon.
Tactical thoughts: I figure roll up, disembark, and unload should be a decent tactic. If I get charged, they have counter attack and should be able to hold their own. If not, they can charge next turn.
Now here is a question: Is it worth getting a moritat and attaching him to the squad? This would keep me at 9 men if I want to stay in a box. Or go with 10 men for the second ML?
The HQ will help give them some teeth in CC if they get stuck in. Which is likely, as I think they are going to be very aggressive on the table. But the extra rad missile seems like a tempting thought.
Eventually, if I get some JPs for them this becomes less of an issue, as I won’t be restricted by the transport size. But they seem quite expensive point-wise, and I’d have to source the bits and order them.
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![[Post New]](/s/i/i.gif) 2017/02/03 23:31:39
Subject: Destroyers/Moritat
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Gore-Soaked Lunatic Witchhunter
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If you want the parts for the jump packs on the cheap you may be able to get just the thrusters out of the Sanguinary Guard kit.
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![[Post New]](/s/i/i.gif) 2017/02/04 01:18:30
Subject: Destroyers/Moritat
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The Marine Standing Behind Marneus Calgar
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AnomanderRake wrote:If you want the parts for the jump packs on the cheap you may be able to get just the thrusters out of the Sanguinary Guard kit.
I actually had my eye on some 3rd party ones from Anvil Industries. Rumor has it thought that they are going to re-do their marine line sometime this summer-ish, and I was hoping they scaled up their boarding shields. Which is why I’m magnetizing for now. Just working with the bits I have.
Right now I’m planning on rhino deployment. So the question on my mind is if 9+1 is better then 10. Or is it insanity to even consider rolling around in a box?
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![[Post New]](/s/i/i.gif) 2017/02/04 02:32:27
Subject: Destroyers/Moritat
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[ARTICLE MOD]
Huge Hierodule
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you can find 3rd party MK IV jump packs on ebay every now and then. The last time I saw them, I bought 50 of them. It really depends on what legion you are running. I'm running Blood Angels so my assault squads already deep strike so I can drop my moritat in as a solo.
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![[Post New]](/s/i/i.gif) 2017/02/04 08:24:52
Subject: Destroyers/Moritat
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Ultramarine Librarian with Freaky Familiar
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Well, for what it's worth, I'm looking at doing just the same, but jump packing. The second missile would be very good to have, but if you're not taking it, why are you going for so many bolt pistol guys? You're getting a lot of wounds to protect the missiles, but no second missile.
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They/them
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![[Post New]](/s/i/i.gif) 2017/02/04 13:34:53
Subject: Destroyers/Moritat
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Gore-Soaked Lunatic Witchhunter
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Nevelon wrote: AnomanderRake wrote:If you want the parts for the jump packs on the cheap you may be able to get just the thrusters out of the Sanguinary Guard kit.
I actually had my eye on some 3rd party ones from Anvil Industries. Rumor has it thought that they are going to re-do their marine line sometime this summer-ish, and I was hoping they scaled up their boarding shields. Which is why I’m magnetizing for now. Just working with the bits I have.
Right now I’m planning on rhino deployment. So the question on my mind is if 9+1 is better then 10. Or is it insanity to even consider rolling around in a box?
My experience of running Pyroclasts around in Rhinos suggests that you should plan around the vehicle dying turn one somewhere in the middle of the table, unless you're playing an army that's got a load of other threats to distract from it.
As for the 10 v. 9+1 question I personally think the rad missile launcher is going to do more damage than a Moritat most of the time, if that's your tradeoff go for the 10-man squad with the rad missile launcher. (That said as a Salamanders player my experience of both Destroyers and Moritats is limited. I may change my tune after I get my Death Guard rolling.)
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![[Post New]](/s/i/i.gif) 2017/02/04 13:40:27
Subject: Destroyers/Moritat
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The Marine Standing Behind Marneus Calgar
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Ifurita wrote:you can find 3rd party MK IV jump packs on ebay every now and then. The last time I saw them, I bought 50 of them. It really depends on what legion you are running. I'm running Blood Angels so my assault squads already deep strike so I can drop my moritat in as a solo.
I’m running Ultramarines, so not a lot of impact from the legion rules here.
Sgt_Smudge wrote:Well, for what it's worth, I'm looking at doing just the same, but jump packing. The second missile would be very good to have, but if you're not taking it, why are you going for so many bolt pistol guys? You're getting a lot of wounds to protect the missiles, but no second missile.
Jump packs seem to be how people think about them, and I get that. As they pay a flat rate regardless of squad size for packs, I assume bigger is better. Eventually I’d do this, but probably not until sometime next year. Although with packs, you end up with a high cost squad in the open. Sometimes it’s nice to be in a box to keep the small arms (or artillery) off.
I’m working mostly on the theoretical here. Only played 2 games of 30k, and they were vs. another guy just getting started. But I was thinking of using them similarly to how I use 40k tac squads. Roll up, disembark, double-tap. But instead of a single special and a snap-fireing heavy, I get a rad missile and maybe a phospex bomb. Use the rhino to limit who has LOS to the squad to shield them from return fire. Next turn, I have a lot more options then a basic squad. Their shooting is going to be just as good, but they are a lot better in combat then most normal marines. Is this a bad plan in the 30k environment? Am I mad to consider the rhino deployment at all?
What’s triggering this build is the new Cypher model. Is he a Destroyer Sargent (power sword, phospex bomb or two) or a Moritat (2xVolkite Serpenta, power sword?). I’m leaning towards the second, mostly due to the Rule of Cool. What follows after I figure out what to do with him is how to build the rest of the squad. I’ll either need to make a separate sarge, or another ML guy.
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![[Post New]](/s/i/i.gif) 2017/02/06 20:34:53
Subject: Re:Destroyers/Moritat
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Enginseer with a Wrench
Fort Worth, Tx
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I would say have 10 guys and 2 rockets in the rhino. Drive around and shoot missiles out of the top until you either a)lose the box or b)want to get into combat. I don't think it's worth the extra 4 bolt pistol guys to roll with 1 rocket. Though I play Raven Guard and infiltrate can help these guys out a BUNCH, so apply salt as you see fit lol
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XIX Legion - 3500 points |
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