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Post by redshirt2375 on Jan 5, 2011 7:27:51 GMT -5
those bomb guys... just nasty.... attacking while just turbo-boosting over you.... wow..... that hurt... (was the only unit in his list that wasn't harlies or wyches) Which bomb guys? Do you mean the jetbikes? They are the only unit I know of in the book that attack while moving flatout. I know a few online lists have included 2 10man squads that just spend the entire game turbo-boosting around and doing 3d6 S6 + 7d3 S4 hits to a unit each turn (well first run anyways). I took 5 in my tourny list and they are what did in Mark's Hiveguard (3 wounds on the flyby) .....except for Randy though, whose awesomesauce.... just ask him.... HaHaHa I only go by what other people tell me . I'm no different than anyone who's played 1 army for over a decade You can't help but be good with it by then.
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Post by Jack Shrapnel on Jan 5, 2011 8:53:40 GMT -5
Yeah the jetbikes.... what a rough unit.... 2 ten man squads would be brutal... then you try and kill the buggers and they've got the flat out cover save too!
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Post by trevor on Jan 5, 2011 9:37:54 GMT -5
thuddgun would work ok S5 AP6 heavy 4 60 inch range ignors coversaves. hay you know what would be fun if Guy and I had a reamatch against Shannon and Randy at 1000pts, you 2 would probably stomp us now.
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Post by redshirt2375 on Jan 5, 2011 15:39:01 GMT -5
hay you know what would be fun if Guy and I had a reamatch against Shannon and Randy at 1000pts, you 2 would probably stomp us now. Slim chance of that. Double LR-Termie bombs would still crush us. I'd have less models than I did before and even less Dark Lances. At least the bikes still get their 5+ save vs the thuddgun since it's only ap 6 and you're still only wounding on 3's since they are toughness 4. Plus spread out you aren't going to hit that many even with a large template. Plus you'll only get 1 turn to shoot with it before they are likely turboboosting over your thuddgun the next turn and they only need to glance it once if I remember the rules right. And that's also assuming they aren't coming in by Webway in which case they'll be able to boost over you the turn they come in if the portal is anywhere on that half of the board.
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Post by Jack Shrapnel on Jan 5, 2011 17:42:13 GMT -5
....don't worry Randy, the nids are WAY more powerful now to compensate for the DE losses....
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Post by fritzthedwarf on Jan 10, 2011 12:45:43 GMT -5
Shannon - have you tried using Mawlocs a lot? I wonder if that could be something that could be used in some way vs DE. A few people on forums have been using them against Mech IG and SM armies (reportedly by themselves to good effect). I'll have to read over the Mawloc entry again to see if it might provide something.
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Post by Jack Shrapnel on Jan 10, 2011 13:19:12 GMT -5
I used Mawlocs quite a bit when the book first came out because I had built and painted the preview model Mike had gotten in before the book release, and had made the Mawloc because the model looked pretty cool....
I eventually broke it up and made it into a Trygon after alot of disappointment... The Mawloc may be okay vs. DE (haven't tried it) but as an all comers unit, really doesn't do much....
I look at it this way, you are getting max three of the blasts per game (if it starts on the table and burrows at the end of round one - pops in turn 2 - pops out turn 3 {can't pop and burrow in same turn} pops in turn 4, out turn five -> if you get a turn six he gets to come in again... otherwise that's two large blasts per game, that scatter and are only S6 (so good luck even hurting guard vehicles).
Theoretically if there's terminators in a tight grouping, you have an AP2 blast that can kill them if they fail their invul. if you don't scatter.
Theorectically if there is nowhere for a vechicle to move outside of the blast radius, it is destroyed.
never seen either happen.
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