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Post by heatseeker on Apr 8, 2006 12:28:39 GMT -6
Since I've gotten into the whole "representation" of playing 40k, there are a few models I need to fulfill this:
2 sisters with flamers 1 sister with meltagun 1 seraphim flamer
and this part gets tricky
for my stormtroopers I'm having a debacle. Yesterday I was looking at what weapons they could take and what the f do you know they could take plasma guns or meltaguns at the same price as the grenade launchers I have been taking. Which gun is the best choice for fairly stationary troops? Either grenade launcher with 24" assault 1 blast str 3 ap 6 or assault 1 shot str 6 ap 4, plasma gun 24" rapid fire str 7 ap 2 overheats though, or meltagun 12" assault 1 str 8 ap 1 extra d6 pen on vehicles within 6". See the debacle I am having!! I'm sure there's more stuff, but that's clearly noticeable as of right now. which ever has the best flexibility for armies I face, I may need models for them.
Also, I have been doing sarissas wrong. They are only on models that have bolters equipped (you know the two-handed gun that's basically useless for armory ridden models), which I interpreted them as wrist gauntlets how the book describes them. Not that I remember to use them all the time anyways, oh well I save some points.
And for clarification, the arcoflagellants attacks are a d6 for each model?
I have found my exorcists (and almost always, penitent engine) to be quite useless as of the last 5+ games I've had, maybe I shall substitute them for something else...any ideas as my heavy slots take up almost 400 points between 3 machines? my exorcists SOMETIMES takes out another vehicle, and this is bc of my awesome rolling of 1-3 shots and then missing with them haha. retributors anyone?
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Post by Andrew on Apr 8, 2006 13:27:38 GMT -6
Point them at infantry. I'm actually more worried about them destroying possibly half a marine squad a turn. That's just rude.
The plasma guns would suit your stormtroopers better since they have the same abilities as the rest of the rifles, albeit with better str and ap. Don't worry about the overheat. It doesn't happen all that often.
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Post by siriq on Apr 8, 2006 13:59:59 GMT -6
yah pretty much, dont give up on your tanks just yet though
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Post by RARE CHOICE GAMES on Apr 8, 2006 14:21:43 GMT -6
I personally think u should keep the exorcists as they draw fire and if they go off it sucks for you opponent....plasma rifle for your stormtrooper squads as putting the melta gun on them would be stupid becuase then you would have to charge two 5 man units across the board and u use them as more of a flank/pain in the ass force.
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Post by vicmohammad on Apr 8, 2006 16:57:30 GMT -6
As Stormtrooper Theory has been explained to me, for their special weapons... ok, wait a minute are your Stormtroopers Different from what the Imperial Guard get?
According to my IG Codex, Stormtroopers can have 2 guys with special weapons (Grenade Launchers - 8, Melta Gun - 10, Plasma Gun - 10, Flamer - 6).
Anyway, if you're not going to be moving - yes plasma guns are good. However, if you Deep Strike you're probably going to get into CQC pretty early, in which Flamers are so unebeliveably awesome. So I'd go one Plasma 1 Flamer...Or maybe 2 Plasma. *shrug*
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Post by Pop goes the world on Apr 8, 2006 17:26:11 GMT -6
Witch Hunter Stormtroopers just kinda suck. Their equipment is more expensive than IG, and for one more point per model, you could just have a squad of sisters.
Unless used en masse, Grenade Launchers kinda suck too. They are a multi-purpose weapon that isn't particularly good at either purpose.
Just take more sisters- they have power armor, bolters, better stats, and can use Faith Points.
And if they are shooting at your vehicles, they aren't shooting at your troops. Exploit that fact, and don't let your vehicles die in vain. If you can kill one or two things with your Exorcist and Penitents, super. Otherwise just expect them to draw fire and use them as a diversion to move your troops closer. ' And, if someone tries to sell you a squad of Sisters Repentia, totally buy them because they are the best.
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Post by heatseeker on Apr 8, 2006 17:54:47 GMT -6
ya ill have to give them plasma guns and see how the hell that works out. and no im not subsituting sisters for them bc the squad is like 110 pts bc u HAVE to have 10 in a squad unlike cheap ass storm troopers which are 70 per squad for 5 with 2 special weapons. So let's compare: 140 to fill up troop choice with 4 plasma guns, hellguns people!!! premeasure range!!!! ya a 4+ save, but they're in cover, so that kind of helps especially a bunker. sisters are 220 points, 248 for 2 added faith points (14 for eac vet), 3+ save, bolters, but i dont really like their special weapons: stormbolters (eh), flamers (i already have enough of those and that's for assault squads anyways), meltaguns (again assault squads), heavy flamer (wow I see a pattern, assault squad...). I dont like to rush in with my troop choice bc I have found that sitting back in cover and pelting high str shit tends to work out in the long run bc everyone's like whatever that's the crappy troop choice, im gonna shoot something worth it and then bam there goes the weapons on their falcon tank (caleb hahaha). if i had 108> points maybe, but then again I dont even have that many sisters. oh i will definitely buy those sisters repentia as they are awesome..... . the sarcasm is seething through my pores like a hot knife through butter.
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Post by Andrew on Apr 8, 2006 20:01:50 GMT -6
Don't always count on cover to save you. In tournaments, there's usually about 4 pieces of cover total on the table, and you'll be lucky to get one in your deployment zone.
The acts of faith are what does the goods for the sisters. The stormtroopers can take out infantry. The sisters can do it better (pun and no pun hehe). With the possibility of ap1 shots (I think? or whatever negating armor dealy they've got) from all the guns, rather than two, it deals it out in the long run.
However, as pointed out, the stormtroopers are good for harassing, but they are worthless to try to waste firepower on, as that can go for a better target, but to ignore them means stuff dies. It's like my scouts.
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Post by heatseeker on Apr 8, 2006 23:42:39 GMT -6
oooo puns. ya that act of faith you are talking about (divine guidance) i almost never use. you roll under the # of squad members on 2d6 (or 3d6 and drop whichever one u dont want if an imagifer is in the squad) and and wounded 6's are ap1, in combat 6's are treated as power weapons. pretty good, BUT what the hell are the chances of that unless I have a billion shots (attacks) coming at the other squad, which 67% will hit and about 50% of that will prob wound depending on the toughness. the passion is dumb, adds 2 to init ooooo. maybe combined with divine guidance is pretty good, but then again, I dont have an unlimited amount of points or else i would prob do so much dam every given turn. light of the emperor is the absolute worst. making a unit fearless?!?!? who cares!! if someone can't roll under a 9 or 10 they shouldn't even be handling dice.
i use spirit of the martyr all the time (save becomes invulnerable) because that AoF is damn good!! especially against eldar!! hand of the emperor i use sometimes (+2 to str, strike at init 1) for those pesky wraith lords or other vehicles like in delso and myself's game the other week.
and to answer the debacle about stacking str, yes you can stack str. for instance, if one of my sisters has an evicerator that doubles str, using hand of the emperor will give the squad str 5 and the model having the evicerator will make its basic str doubled to str 6 and add 2 to str 8. almost as if the sister is powering up. it completely makes sense. look on pg 46 of the rulebook under powerfist, as it says any special abilities are added after the initial weapons added specs. muhahahaha. str 7 canoness with a master crafted power weapon!!!
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konradlives
Scout
I'll show you who rocks DETHKLOK DETHKLOK
Posts: 90
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Post by konradlives on Apr 8, 2006 23:55:02 GMT -6
i would personally keep the excorsists, because whatever is trying to kill the exorcists isn't killing your other troops. THe fact that it can get up to 6 ap1 shots a turn is enought to make most people think twice before declaring another target.
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Post by Andrew on Apr 9, 2006 0:27:25 GMT -6
She may be str7, but she pretty much strikes last. Not really good eh.
As for divine guidance it's actually really good...in say a 15-20 sister squad? Is that enough freakin' firepower to justify it? lol. I've had it done to me, and yea, it is. If they're in range (which they should be) then that would be about 30-40 shots (depending on unit size respectively), of which 20-30 hit, of which 3-5 are ap1, while another 7-15 simply wound. And that's by math. By what actually happens in our games, you'll do quite a bit more, while he'll save more but that still equals maybe 4-7 dead marines when the dice are done, which ain't a bad thing from one squad. The basic sisters just aren't good in combat anyway, much better for shooting.
Then fill your other troops with the stormtroopers. There, now you've got them both.
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Post by heatseeker on Apr 9, 2006 1:37:32 GMT -6
ya, but then again, i have spirit to save me! 2+ invulnerable yippee!!!
that is true about the shooting. like i said though, i dont really have the sisters to do that or else i would contemplate. my flash fire army is pretty damn insane as it is, so adding even crazier stuff for more point games is just an added bonus haha. come on 14 flamers and 2 heavy flamers whilst everything basically moves 12 inches (penitent engine and arcoflagellants are a maybe) with power armor and power weapons up the wazoo!!! that's insane!!
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Post by Pop goes the world on Apr 9, 2006 15:15:28 GMT -6
oh i will definitely buy those sisters repentia as they are awesome..... . the sarcasm is seething through my pores like a hot knife through butter.
Or like me through your mom.
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Post by vicmohammad on Apr 9, 2006 21:07:03 GMT -6
oh i will definitely buy those sisters repentia as they are awesome..... . the sarcasm is seething through my pores like a hot knife through butter.
Or like me through your mom. Whoa. Them's fighting words.
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Post by siriq on Apr 9, 2006 21:17:05 GMT -6
the ap 1 on 6s is really good, i know *cough*eldar long rifles *cough* only reason i take rangers and they are in small squads with one shot per ranger.
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Post by heatseeker on Apr 11, 2006 0:16:35 GMT -6
ya its on wounds though. so say 2/3 of the shots hit, 1/6 of those will be ap1. so statistically, if I have a ton of shots, there will be quite a few ap1s. eh still, i need more faith points if i want to fuck with that.
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