Switch Theme:

Starter Kit Lists  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Humming Great Unclean One of Nurgle





In My Lab

Epirian List-129 Points

Spoiler:
Detachment 1
83

Command
12-Journeyman Bot Handler
-2-Additional Maglock Dominator Pistol
-0-Aux Grenade Launcher
-2-Spotter Micro-Drone
16

Core
11-Contractor Engineers
-4-Two Aux Grenade Launchers
-1-Shock Maul
16

11-Contractor Engineers
-4-Two Aux Grenade Launchers
-1-Shock Maul
16

Vanguard
12-Firefly Recon Drones
-4-One Extra Recon Drone
16

Anvil
13-Hunter Class Warmech
-6-Two Cluster Missile Pods
19

Detachment 2
46

Command
9-Scarecrow Sniper
-5-Command Array
14

Core
11-Spider Drones
-6-Two Extra Spider Drones
-Negative 4-Four Flakk Guns
13

Hammer
9-Scarecrow Sniper
9

Anvil
13-Hunter Class Warmech
-2-Two Strike Missile Pods
-Negative 2-Flakk Cannon
-Negative 3-Overdrive
10


Karist Enclave List-132 Points

Spoiler:
Detachment 1
132

Command
15-Kaddar Nova
15

Core
6-Angel Minnow Pack
-2-One Extra Minnow
8

10-Karist Troopers
-1-Pulse Carbine Mk 2
-2-Ripper Grenade Launcher
13

10-Karist Troopers
-1-Pulse Carbine Mk 2
-2-Ripper Grenade Launcher
13

Hammer
11-Tempest Elites
-6-Hellstorm Energy Mortars
17

11-Tempest Elites
-6-Hellstorm Energy Mortars
17

Vanguard
12-Shadow Walker
-1-Cybel Mines
13

12-Shadow Walker
-1-Cybel Mines
13

Anvil
23-Mature Angel
23

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nl
Sure Shot Scarecrow Sniper






Yeah looks cool Your Scarecrow detachment needs another Core choice though.

For the shock mauls end cybel mines you'll need 2 expansion sprues besides the starter boxes.

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Sgt. Oddball wrote:
Yeah looks cool Your Scarecrow detachment needs another Core choice though.

For the shock mauls end cybel mines you'll need 2 expansion sprues besides the starter boxes.


Wait-why?

And thanks for letting me know on expansion sprues.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Regular Dakkanaut




 JNAProductions wrote:
 Sgt. Oddball wrote:
Yeah looks cool Your Scarecrow detachment needs another Core choice though.

For the shock mauls end cybel mines you'll need 2 expansion sprues besides the starter boxes.


Wait-why?



The Scarecrow card has an additional units box on it, where you can see he's only allowed additional (Robot-only) units when equipped with a Command Array. Two Core units are mandatory.

https://www.maelstromsedge.com/s/i/cards/units/epirian-scarecrow-back.jpg



   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Okay, wait-I have to obey both the STANDARD and the UNIT-SPECIFIC restrictions, not just one or the other?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nl
Sure Shot Scarecrow Sniper






There's no 'standard' restrictions as such (except max 8 units per detachment). Each Command model has its own detachment rules. The Journeyman and Kaddar Nova happen to have the same options, but the Command Scarecrow has different rules for composing its detachment. Future command models will have different rules still, probably.

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

The standard detachment restrictions are as follows:
● the maximum number of units a detachment may ever include is eight.
● no single type of selection: command, hammer, vanguard or anvil, may exceed the total number of core units in the
detachment.
● The first unit selected for each detachment must be a command unit.


Those are the standard restrictions.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nl
Sure Shot Scarecrow Sniper






Oh yeah, sorry, that was my "except" in shortened form :p. But I see what you mean now. So yes, we have to follow both those standard detachment restrictions and the 'additional unit' restrictions for the chosen command model

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Hrm... Any advice on how to move stuff around to be more legitimate, within the starter kit restrictions?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nl
Sure Shot Scarecrow Sniper






I would go with the 120pt sample lists here, maybe move some options around from there to suit your taste.

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Hrm... I HAVE Played with the suggested starter lists, I was just hoping to squeeze in a little more command for the Epirians.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nl
Sure Shot Scarecrow Sniper






Maybe something like this then? I *think* this works with one box.

++ [Epirian Foundation] Journeyman Bot Handler detachment (Epirian Foundation) [82pts] ++

+ Command +

Journeyman Bot Handler [17pts]: Aux Grenade Launcher (Choke & EMP Rounds), Command Booster Micro-drone, Maglock Dominator Pistol

+ Core +

Contractor Engineers [11pts]
. Contractor Team Leader: Maglock Assault Rifle, Maglock Guardian Pistol
. 2x Contractor Engineer w/ Aux Grenade Launcher: 2x Maglock Assault Rifle with Aux Grenade Launcher (Choke & EMP Rounds)

Spider Drones [12pts]: 4x Spider Drone w/ Cutter Light Machine Gun

+ Hammer +

Scarecrow Sniper(s) (Multi-unit selection) [9pts]
. Scarecrow Sniper: Clingfire Sprayer, Maglock Railrifle

+ Vanguard +

Firefly Recon Drones [16pts]: 4x Firefly Drone

+ Anvil +

Hunter-class Warmech [17pts]: 2x Cluster Missile Pod, Suppressor Dual Machine Gun, Suppressor Dual Machine Gun, ٴ changed Lock-on to Overdrive

++ [Epirian Foundation] Journeyman Bot Handler detachment (Epirian Foundation) [51pts] ++

+ Command +

Journeyman Bot Handler [16pts]: Aerial Uplink Micro-drone, Aux Grenade Launcher (Choke & EMP Rounds), Maglock Dominator Pistol

+ Core +

Contractor Engineers [11pts]
. Contractor Team Leader: Maglock Assault Rifle, Maglock Guardian Pistol
. 2x Contractor Engineer w/ Aux Grenade Launcher: 2x Maglock Assault Rifle with Aux Grenade Launcher (Choke & EMP Rounds)

+ Hammer +

Scarecrow Sniper(s) (Multi-unit selection) [9pts]
. Scarecrow Sniper: Chemtek Sprayer, Maglock Railrifle

+ Anvil +

Hunter-class Warmech [15pts]: Hydraulic Fist, Maglock Chaingun, 2x Strike Missile Pod

++ Total: [133pts] ++

Created with BattleScribe

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

That could work, or something like it.

Question, though-is the Chemtek Sprayer worth it when you have a largely humanoid force?


Automatically Appended Next Post:
Epirian List-123 Points

Spoiler:
Detachment 1
99

Command

12-journeyman Bot Handler
-2-Additional Maglock
-0-Aux Grenade Launcher
-2-Spotter Microdrones
16

Core

7-Contractor Engineers
-2-Aux Grenade Launcher
-1-Shock Maul
10

7-Contractor Engineers
-2-Aux Grenade Launcher
-1-Shock Maul
10

Hammer

9-Scarecrow Sniper
9-Scarecrow Sniper
18

Vanguard

12-Firefly Recon Drones
-4-One extra Recon Drone
16

Anvil

13-Hunter Class Warmech
-6-Two Cluster Missile Pods
19

13-Hunter Class Warmech
-2-Two Strike Missile Pods
-Negative 2-Flakk Cannon
-Negative 3-Overdrive
10

Detachment 2

Command
24

12-journeyman Bot Handler
-2-Additional Maglock
-0-Aux Grenade Launcher
-2-Spotter Microdrones
16

Core

11-Spider Drones
-Negative 2-Replace Bot Handler with Spider Drone
-3-One extra Spider Drone
-Negative 4-Four Flakk Guns
8


Karist Enclave List-122 Points

Spoiler:
Detachment 1
122

Command

15-Kaddar Nova
15

Core

10-Karist Troopers
-1-Pulse Carbine Mk 2
-2-Ripper Grenade Launcher
13

10-Karist Troopers
-1-Pulse Carbine Mk 2
-2-Ripper Grenade Launcher
13

Hammer

11-Tempest Elites
-6-Hellstorm Energy Mortars
17

11-Tempest Elites
-6-Hellstorm Energy Mortars
17

Vanguard

12-Shadow Walker
12

12-Shadow Walker
12

Anvil

23-Mature Angel
23

This message was edited 2 times. Last update was at 2017/05/26 17:01:37


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nl
Sure Shot Scarecrow Sniper






Let us know if you end up missing the Minnows in that Karist force Not sure I follow the question on the Chemtek?

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Eh. In the game I played, they didn't do much. Just kinda died. (Admittedly, one game, so not much to go on.)

Chemtek sprayers make lethal terrain within 6" for organic units, right? Isn't that, you know, BAD FOR YOU, when you're fielding organic units?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nl
Sure Shot Scarecrow Sniper






Isn't it only lethal terrain for enemy units?

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Sgt. Oddball wrote:
Isn't it only lethal terrain for enemy units?


I don't think so.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in nl
Sure Shot Scarecrow Sniper






The Epirian reference sheet does say enemy units, don't have the rulebook handy right now.

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

So it does. That's my bad.

Clocks for the clockmaker! Cogs for the cog throne! 
   
 
Forum Index » Maelstrom's Edge General Discussion
Go to: