#Emperor's Children Maru Skara 3k

116 messages · Page 1 of 1 (latest)

molten kelp
runic coral
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Looks good. The only concern I have is for the potential mishap on the drop pod. If I'm guessing, the plan is for the Palatines + Lucius in it?

molten kelp
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yep

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the pod is the only cheap way of delivering them to the field

dapper tinsel
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the legion despoiler squad points seem wrong

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for 20 is should be 200 +20 for the 4 axes +15 for the power fist, you have it at 198pts total

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also your chaplain would be 110pts rather than 105pts and the legion assault squad 230pts instead of 225pts

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i'd be tempted to drop the chain bayonets from the tacticals if you need the points

molten kelp
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math is hard sometimes.........

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honestly i was toying with taking 3 or 4 of the swords off the palatines to give them a bit of anti-tank

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but then again i already have a bunch of lascannons & multi-meltas........

runic coral
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Yeah, you could shave some points off the Palatines pretty easily. Good idea to keep some charnabels for when you just have to chew up 2+ saves.

molten kelp
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i took 3 off the squad

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& the bayonets

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gave a couple swords to other dudes

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which Charnabel weapon would you recommend

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i am kind of torn between the Saber & the Tabar

dapper tinsel
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+2str in exchange for 1 worse breaching

runic coral
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In this case I'd say Saber or Glaive as the middle ground. The +S is good for piling on wounds, but Breaching 5+ is what you're looking for in this case I think.

molten kelp
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i was leaning that way

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the extra Str i mean

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but yeah

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breaching their booty armor is important

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but then again

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Lucius can also crack them open like a cold one

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while the boys watch

runic coral
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Unless Lucius is in a challenge, then he'll just curbstomp that one poor schmuck.

molten kelp
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also true

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which will probably be doing most of the time

runic coral
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But the Rending on rapiers makes the S profile mostly moot. So moving from rapier to tabar is a cheaper route but not adding much to the unit's damage I think outside of forcing more saves.

molten kelp
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although with him i am wondering if it would be worth it to take 19 over the laer

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like fleshbane is cool

runic coral
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He's got both base, unless you're considering dropping the Laer to save points?

molten kelp
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but just rending on 3s + an extra attack seems good too

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oh he gets both

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nevermind

runic coral
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Yeah, easy enough detail to miss

molten kelp
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i guess his model is wielding two swords.......

runic coral
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Yep. He can drop Laer to shave 40pts and take a basic close combat weapon instead to maintain the dual sword +1A.

molten kelp
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i wonder if that is worth it

runic coral
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Or well I guess he still has a pistol regardless

molten kelp
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what does duelist's aegis do?

runic coral
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+x WS while in a Challenge

molten kelp
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neat

runic coral
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Are the jump packs flanking, deep striking, or starting on the board?

molten kelp
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lucius & the boys?

runic coral
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I'd also probably find place to put at least 1 Nuncio-Vox in the list. There's a lot at risk for that drop pod scattering, and DS isn't covered in the MS reserve shenanigans.

runic coral
molten kelp
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ah

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starting on the board

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seeing as they can't assault out of deepstrike

runic coral
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Hm, is it about the wording on Flanking Assault? Def needs that FAQ though I feel like RAI they should be able to. But that'll probably be the juicy target on the board T1 so some way to bump their durability could be good.

dapper tinsel
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you can charge out of flanking, but not out of deep strike

runic coral
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I think I'm missing the wording difference between them that allows one but not the other.

dapper tinsel
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also a drop pod deep strike isn't as bad as jump packs for scattering, Inertial Dampeners means it cant hit terrain and it scatters half of what you roll

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hmm actually assault marines could charge

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its only if you come down in a drop pod that you cant assault

runic coral
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Assault Vehicle rules wording needs to be touched on in general for that, yeah.

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Specific should override general but the whole "as normal" part of the DS / FA rules messes it up in my brain when it falls back to another preventative rule.

dapper tinsel
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so you could Outflank with the Jetbikes and Javelins and Deep Strike with the Palatines in drop pod and the Assault Marines and Destroyer Assault Squad, but it doesn't leave much on the table for turn 1

molten kelp
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see i was in VC with Code & a bunch of other people a few weeks ago

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& they found a bit that says you can't charge out of Deep Strike

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like there is the paragraph that says you can

dapper tinsel
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"Units that have been deployed as part of a Deep Strike Assault may not Move or Run in the same movement phase as they are deployed, but may Shoot and Assault as normal"

molten kelp
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but then right after that is another one that says you can not

dapper tinsel
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last sentence of the rule

molten kelp
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assault is different than charge

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that is what the issue is

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assault just means you can fight

dapper tinsel
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no

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the Reaction cover 3 phases of the turn, Movement, Shooting and Assault

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Assault covers charges and combat

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Movement phase is the Move and Run, Shooting is just Shooting and Assault is Charge and Combat

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the reactions rules clearly state that charging happens in the assault phase

molten kelp
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alright cool

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cause like i said they were saying something it was opposite

dapper tinsel
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it does need clearing up by GW

molten kelp
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a lot of the rules need cleaned up

molten kelp
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also in regards to things being on the board turn 1

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do half your drop pods (rounded up) come in turn 1

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like 7th

dapper tinsel
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no, if you are using the drop pod assault RoW then everything comes in turn 1, if you are just deep striking in then all your units come in together on the turn you make a successful reserve roll for it

ornate crag
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Why did you go for cycone missile launcher on Javelins over Lasconnons or Volkite?
Not a criticism just curios on load outs before I buy my own.

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Thanks

molten kelp
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that is what they come with base i thought

ornate crag
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Yes, but why choose the cyclone missile launcher vs lasconnon vs volkite?

I see the utility because you get flakk missiles and frag for pinning

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but AP 3 makes me worry sometimes about shooting termies/elites and needing 6's to glance a spartan

molten kelp
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cause that costed extra

ornate crag
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I'm not sure which ones I will buy yet, was thinking 2 x lascannon and 1 x cyclone in a squad

molten kelp
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so i just left them as is

ornate crag
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ah fair

molten kelp
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i mean their job is to come in with multi-meltas & just zap things i don't like with those

ornate crag
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i think i worry about them, because it feels like a terminator and dreadnaught heavy game system

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and blasting your melta at them is fine ofc, but lascannons give that sweet AP2

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which Is why I was thiniking 3 x melta, 2 x lascannon (to ID termies and hurt those dreads) 1 x cyclone to plop a frag missile and try and pin them

molten kelp
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melta is ap 1

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also

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you can only run them in squads of 3

ornate crag
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yes, but if you shott melta, you will shoot missiles and stuff gets a 2+ armor save against it

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well yeah, 2 lascannon, 1 cyclone all with melta 😄

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Just thinking about load outs on them a lot recently

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as they are £72 to buy each!

molten kelp
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i just bought 3 40k landspeeders

ornate crag
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I think 3 x double volkite would be fun too, but probably difficult to model

molten kelp
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& will just be running them as the javelins

ornate crag
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that's fair enough

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good luck!

molten kelp
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thx

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i think i got the 3 for less than one of the forgeworld ones

ornate crag
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nice

molten kelp
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indeed

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also

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with the missiles

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you do have that nice option of shots

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one of which causes pinning

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which can help with your other units trying to charge things