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				<title>Renegade Skitarii/chaos daemons</title>
				<description><![CDATA[ So I'm going to be playing a 1k tournament game against what I think will be a chaos daemon/renegade Skitarii force. <br /> <br /> I know almost nothing about Skitarii so any insight would be helpful. <br /> <br /> I'll be fielding a Necron Decurion with deathmarks. ]]></description>
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				<pubDate><![CDATA[Sat, 16 Apr 2016 23:00:06]]> GMT</pubDate>
				<author><![CDATA[ Meatloafwarrior]]></author>
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				<title>Renegade Skitarii/chaos daemons</title>
				<description><![CDATA[ Skitarii are a textbook example of a glass cannon. They have got rather good equipment, but the guys they're on fold like wet paper in a tropical storm. <br /> <br /> Most of the Skitarii army consists of T3 infantry, the only exceptions being an AV12 walker and two <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11 walkers (which are basicly the same, just different weapons). <br /> <br /> I'll give you a quick rundown of the army and the most common equipment:<br /> <b>Army special rule:</b><br /> The Skitarii's bread and butter, Doctrina imperatives. Basicly it lets you improve your armies <span class="glossaryitem" onmouseover='gp(149);'>WS</span> or <span class="glossaryitem" onmouseover='gp(14);'>BS</span> depending on the situation. Every turn you choose one effect out of 6 which can't be re-used. The effects are: +3BS/-2WS, +2BS/-1WS, +1BS, +1WS, +2WS/ -1BS, +3WS/-2BS. <br /> More often than not you'll see people use +3BS/-2WS as their first turn sinnce first turn assaults are rare. This means the army will be shooting with BS7 on average. Deadly stuff.<br /> <br /> <b>Equipment</b><br /> - Omnispex: gives -1 to cover saves<br /> <br /> <b>Special weapons</b><br /> - 24" haywire gun<br /> - 18" plasma gun with assault 3<br /> - 60" armourbane sniper (nobody uses this, it costs a ton and is only Str4)<br /> <br /> <b>Troops:</b><br /> Rangers: Come stock with 30" Str4 AP4 guns. Not bad, but most often overshadowe by their vanguard counterparts because of the damage they deal. Can bring up to 3 special weapons if taken in squads of 10<br /> <br /> Vanguard: Each vanguard is equipped with a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 AP5 assault 3 gun. Not that impressive you'd say, save for the fact that every 6 to wound equals two wounds and wounds regardless of toughness (so they can take down a wraithknight). <br /> Can take up to 3 special weapons like the rangers. Most commonlyI take 2 squads, one with haywire guns, one with plasma guns.<br /> <br /> <b>Elite:</b> Both of these units add 3" to all their moves (move, run and charge)<br /> Infiltrators: As the name implies, they can infiltrate. Most commonly you'll see them with their pistol and taser lances. They have 2 wounds and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, but the fact that they're only T3 negates that largely as 1 Str6 AP4 shot kills them instantly. On the charge, 5 of them have 21 attacks. On to hit rolls of 6, they get 2 EXTRA hits. On average, I manage more hits than attacks with them. They're <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6 so they'll make about 20 wounds on the turn they charge. <br /> <br /> To top it of, they have an aura that reduces the <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, I and <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> of any enemy units withing 6" by 1.  These guys will RIP AND TEAR just about anything they get into close combat with before it gets a chance to strike back unless the enemy is I6 or higher.<br /> <br /> Ruststalkers<br /> Same stats as the infiltrators. They lack the aura but are deadly in their own right. First round of combat, they're AP5, after that they're AP2. They've got haywire grenades and the sergeant can bring an haywire weapon. 5 of them will wreck just about any vehicle that's not a <span class="glossaryitem" onmouseover='gp(117);'>SHV</span>. They're only <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 because they lack the tasers, but they've got furious charge.<br /> <br /> <b>Fast attack:</b><br /> Dragoons:<br /> One of the AV11 walkers. Always has a 5+ cover. Melee gear, str8 I6 on the charge (<span class="glossaryitem" onmouseover='gp(123);'>Str</span> 7 I3 after that). If they charge you're probably dead but the fact that they're AV11 and only have 2 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> makes it easy to deal with them before they're in range. They ad 3" to their movement just like the elites, so watch out because they're quicker than you'd expect. <br /> <br /> Can be taken in squads of 5. <br /> <br /> <b>Heavy support</b><br /> Ballustarii:<br /> 2nd AV11 walker, the shooty variant. Comes with cognis lascannon or cognis autcannon (means they'll snapshot at BS2). Not overly useful.<br /> <br /> Onager dunecrawler:<br /> The AV12 walker. Comes with a variety of weapon choices. One of them is a <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 AP1 small blast, the other is a skyfire weapon with 3 different profiles it can all fire at once.]]></description>
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				<pubDate><![CDATA[Sun, 17 Apr 2016 17:12:21]]> GMT</pubDate>
				<author><![CDATA[ DaPino]]></author>
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				<title>Renegade Skitarii/chaos daemons</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/687686/8593337.page"><b>DaPino wrote:</b></a><br/>Skitarii are a textbook example of a glass cannon. They have got rather good equipment, but the guys they're on fold like wet paper in a tropical storm. <br /> <br /> Most of the Skitarii army consists of T3 infantry, the only exceptions being an AV12 walker and two <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11 walkers (which are basicly the same, just different weapons). <br /> <br /> I'll give you a quick rundown of the army and the most common equipment:<br /> <b>Army special rule:</b><br /> The Skitarii's bread and butter, Doctrina imperatives. Basicly it lets you improve your armies <span class="glossaryitem" onmouseover='gp(149);'>WS</span> or <span class="glossaryitem" onmouseover='gp(14);'>BS</span> depending on the situation. Every turn you choose one effect out of 6 which can't be re-used. The effects are: +3BS/-2WS, +2BS/-1WS, +1BS, +1WS, +2WS/ -1BS, +3WS/-2BS. <br /> More often than not you'll see people use +3BS/-2WS as their first turn sinnce first turn assaults are rare. This means the army will be shooting with BS7 on average. Deadly stuff.<br /> <br /> <b>Equipment</b><br /> - Omnispex: gives -1 to cover saves<br /> <br /> <b>Special weapons</b><br /> - 24" haywire gun<br /> - 18" plasma gun with assault 3<br /> - 60" armourbane sniper (nobody uses this, it costs a ton and is only Str4)<br /> <br /> <b>Troops:</b><br /> Rangers: Come stock with 30" Str4 AP4 guns. Not bad, but most often overshadowe by their vanguard counterparts because of the damage they deal. Can bring up to 3 special weapons if taken in squads of 10<br /> <br /> Vanguard: Each vanguard is equipped with a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 AP5 assault 3 gun. Not that impressive you'd say, save for the fact that every 6 to wound equals two wounds and wounds regardless of toughness (so they can take down a wraithknight). <br /> Can take up to 3 special weapons like the rangers. Most commonlyI take 2 squads, one with haywire guns, one with plasma guns.<br /> <br /> <b>Elite:</b> Both of these units add 3" to all their moves (move, run and charge)<br /> Infiltrators: As the name implies, they can infiltrate. Most commonly you'll see them with their pistol and taser lances. They have 2 wounds and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, but the fact that they're only T3 negates that largely as 1 Str6 AP4 shot kills them instantly. On the charge, 5 of them have 21 attacks. On to hit rolls of 6, they get 2 EXTRA hits. On average, I manage more hits than attacks with them. They're <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6 so they'll make about 20 wounds on the turn they charge. <br /> <br /> To top it of, they have an aura that reduces the <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, <span class="glossaryitem" onmouseover='gp(149);'>WS</span>, I and <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> of any enemy units withing 6" by 1.  These guys will RIP AND TEAR just about anything they get into close combat with before it gets a chance to strike back unless the enemy is I6 or higher.<br /> <br /> Ruststalkers<br /> Same stats as the infiltrators. They lack the aura but are deadly in their own right. First round of combat, they're AP5, after that they're AP2. They've got haywire grenades and the sergeant can bring an haywire weapon. 5 of them will wreck just about any vehicle that's not a <span class="glossaryitem" onmouseover='gp(117);'>SHV</span>. They're only <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 because they lack the tasers, but they've got furious charge.<br /> <br /> <b>Fast attack:</b><br /> Dragoons:<br /> One of the AV11 walkers. Always has a 5+ cover. Melee gear, str8 I6 on the charge (<span class="glossaryitem" onmouseover='gp(123);'>Str</span> 7 I3 after that). If they charge you're probably dead but the fact that they're AV11 and only have 2 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> makes it easy to deal with them before they're in range. They ad 3" to their movement just like the elites, so watch out because they're quicker than you'd expect. <br /> <br /> Can be taken in squads of 5. <br /> <br /> <b>Heavy support</b><br /> Ballustarii:<br /> 2nd AV11 walker, the shooty variant. Comes with cognis lascannon or cognis autcannon (means they'll snapshot at BS2). Not overly useful.<br /> <br /> Onager dunecrawler:<br /> The AV12 walker. Comes with a variety of weapon choices. One of them is a <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 AP1 small blast, the other is a skyfire weapon with 3 different profiles it can all fire at once.</div></blockquote><br /> <br /> <br /> Thank you for the informative response. <br /> I did very well against him. He ran a dune crawler with a sniper squad and another squad with his <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>. He also ran chaos space marines in a rhino with what looked like a blood letter independent character, and daemons in a close combat chariot and 3 chariots that had long range guns that could combine into a single <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 shot that increased the blast template radius. <br /> I captured all objectives, first blood, line breaker, and slay the warlord. I did not table him though. The 3 chariots were very strong units. I can't remember what they were called. <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 19 Apr 2016 23:04:43]]> GMT</pubDate>
				<author><![CDATA[ Meatloafwarrior]]></author>
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