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Next: Combat Patrol 400 point SM Army (Revenge of the S..
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Since: Jan 03, 2006 Posts: 112
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(Msg. 16) Posted: Thu May 11, 2006 6:51 am
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: rec>games>miniatures>warhammer (more info?)
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Yeah, I suppose it's just a different type of HTH weakness they have.
I'm used to eating marines. *grin*
Normally, a flying, tooled prince can charge a group of 10 marines,
wipe out 4-5 without them getting a chance to retaliate (clearing the
kill-zone) and then finish the squad in the next combat phase, without
missing a beat.
Apparently, these broads don't care for this tactic.
Kill 5 on the inital charge, and then they start spending faith to make
invulnerable saves, and stretch out the combat for another few rounds.
Heaven forbid you're looking at an independant char with a 2+
invuln.... To dispose of them quickly, you'll need to be bringing
"regular" hth troops with lots of attacks, and send the big boys to
kick in the door of an exorcist.
Bleh, that draw stung. Although (brace for excuses) my opponent kinda
slowed the pace of the game a bit, and we had to call it at turn 4
(time), with him completely out of faith, and me having almost all his
squads locked up in HTH. If things would have gone a little faster,
I'm sure Khorne would have gotten into the "Victory" category.
D >> Stay informed about: [40K] Sisters & Guard advice/help |
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Since: Aug 05, 2005 Posts: 28
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(Msg. 17) Posted: Thu May 11, 2006 8:32 am
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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FunkyD wrote:
<snip>
> Him :"Ok, my sisters pile out of the Rhino and rapid fire on your
> Obliterators inside the building."
Did the Rhino move that turn? Cause if they did... correct me if I'm
wrong, but I don't think they get to rapid fire the same turn they got
out of the rhino if the rhino moved.
If they can then... I can have more fun with my SOBs than I thought.
=====
DeathQuaker >> Stay informed about: [40K] Sisters & Guard advice/help |
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Since: Mar 05, 2005 Posts: 10
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(Msg. 18) Posted: Thu May 11, 2006 3:07 pm
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Quoting this thread:
Did the Rhino move that turn? Cause if they did... correct me if I'm
wrong, but I don't think they get to rapid fire the same turn they got
out of the rhino if the rhino moved.
If they can then... I can have more fun with my SOBs than I thought.
Answering this thread:
Weirdly, now a days in 4th edition people can hop out of transports and
rapid fire, run forward and rapid fire, do backflips and rapid fire...
You just can't "charge" out of a Rhino that moved no more.
Eric B. >> Stay informed about: [40K] Sisters & Guard advice/help |
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Since: Jan 12, 2005 Posts: 51
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(Msg. 19) Posted: Thu May 11, 2006 3:19 pm
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 11 May 2006 08:32:20 -0700, spam.DeleteThis@deathquaker.org wrote:
>
>FunkyD wrote:
>
><snip>
>
>> Him :"Ok, my sisters pile out of the Rhino and rapid fire on your
>> Obliterators inside the building."
>
>Did the Rhino move that turn? Cause if they did... correct me if I'm
>wrong, but I don't think they get to rapid fire the same turn they got
>out of the rhino if the rhino moved.
>
>If they can then... I can have more fun with my SOBs than I thought.
You can Rapid Fire once you disembark from a vehicle. This has become
a nasty tactic used by some Tau players - sweep that Devilfish right
up on the enemy, then drop out twelve Fire Warriors and unleash 24 S5
shots.
-Erik
--
Actual quote from a Tau player: "Fusion blaster up your ass. Rolling for penetration..." >> Stay informed about: [40K] Sisters & Guard advice/help |
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Since: Dec 31, 2004 Posts: 313
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(Msg. 20) Posted: Thu May 11, 2006 7:39 pm
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <3h3762lmh6vhq01dd82m9kf0fapma3apq3.TakeThisOut@4ax.com>, Erik Setzer wrote:
<snip>
> You can Rapid Fire once you disembark from a vehicle. This has become
> a nasty tactic used by some Tau players - sweep that Devilfish right
> up on the enemy, then drop out twelve Fire Warriors and unleash 24 S5
> shots.
That's only half of it. If you want to get absolutely positively
abusivly nasty you place the Devilfish between the disembarked
firewarriors and the target. Skimmers don't block LOS so it doesn't
stop the 24 S5 shots, but it does make it very hard for anyone to
charge, since the chargers would have to move around the Devilfish to
get at the firewarriors.
--
Joakim >> Stay informed about: [40K] Sisters & Guard advice/help |
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Since: Jan 03, 2006 Posts: 112
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(Msg. 21) Posted: Fri May 12, 2006 5:53 am
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Correct, but lets not get crazy. You are allowed to fire after
disembarking, but not move if the transport moved (fleet is still
possible I believe).
The ability to disembark and rapid fire is the reason the Marine drop
pod army is the current king of the hill in tournament play (actually,
sharing the top with the Nid Zilla list).
Sisters IMHO are really starting to shine compared to vanilla
(non-drop) marines with a wide array of shooting and some stamina in
HTH. >> Stay informed about: [40K] Sisters & Guard advice/help |
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Since: Jan 12, 2005 Posts: 51
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(Msg. 22) Posted: Fri May 12, 2006 9:49 am
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 12 May 2006 05:53:22 -0700, "FunkyD" <FunkyDFink.DeleteThis@gmail.com> wrote:
>Correct, but lets not get crazy. You are allowed to fire after
>disembarking, but not move if the transport moved (fleet is still
>possible I believe).
>
>The ability to disembark and rapid fire is the reason the Marine drop
>pod army is the current king of the hill in tournament play (actually,
>sharing the top with the Nid Zilla list).
>
>Sisters IMHO are really starting to shine compared to vanilla
>(non-drop) marines with a wide array of shooting and some stamina in
>HTH.
Now who's getting a little crazy? Sisters are not happy campers in
HTH, even with their Faith Points. They will fall apart if you hit
them with dedicated assault troops. FPs will only delay the
inevitable result.
-Erik
--
Actual quote from a Tau player: "Fusion blaster up your ass. Rolling for penetration..." >> Stay informed about: [40K] Sisters & Guard advice/help |
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Since: Aug 05, 2005 Posts: 28
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(Msg. 23) Posted: Mon May 15, 2006 7:09 am
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Eric B. wrote:
> Quoting this thread:
> Did the Rhino move that turn? Cause if they did... correct me if I'm
> wrong, but I don't think they get to rapid fire the same turn they got
> out of the rhino if the rhino moved.
> If they can then... I can have more fun with my SOBs than I thought.
>
> Answering this thread:
> Weirdly, now a days in 4th edition people can hop out of transports and
> rapid fire, run forward and rapid fire, do backflips and rapid fire...
> You just can't "charge" out of a Rhino that moved no more.
Ah! Thank you very kindly.
I'll make sure my canoness does a backflip and rapid fires next time
she leaves the Rhino.
=====
Death Quaker! >> Stay informed about: [40K] Sisters & Guard advice/help |
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Since: Jun 14, 2005 Posts: 150
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(Msg. 24) Posted: Mon May 15, 2006 8:37 pm
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Erik Setzer" <erks.TakeThisOut@spam.comcast.net> wrote in message
news:mg49629gl4s8eic9cp6ahefb42ekis4pct@4ax.com...
> On 12 May 2006 05:53:22 -0700, "FunkyD" <FunkyDFink.TakeThisOut@gmail.com> wrote:
>
>>Correct, but lets not get crazy. You are allowed to fire after
>>disembarking, but not move if the transport moved (fleet is still
>>possible I believe).
>>
>>The ability to disembark and rapid fire is the reason the Marine drop
>>pod army is the current king of the hill in tournament play (actually,
>>sharing the top with the Nid Zilla list).
>>
>>Sisters IMHO are really starting to shine compared to vanilla
>>(non-drop) marines with a wide array of shooting and some stamina in
>>HTH.
>
> Now who's getting a little crazy? Sisters are not happy campers in
> HTH, even with their Faith Points. They will fall apart if you hit
> them with dedicated assault troops. FPs will only delay the
> inevitable result.
Its more the fact that they're a horde of cheap 3+ saves with great Ld that
keeps them going it HTH than the faith points. They don't hit back very hard
(although DG helps a bit) but unless they're facing a power weapon or two
they'll tie enemy units up for ages.
Plus, if the assault unit has to wade through rapid fire and flamers/meltas
to get into contact, it helps even the odds somewhat.
Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take
If you want to reply by email, replace the asterisks with underscores. >> Stay informed about: [40K] Sisters & Guard advice/help |
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Since: Jan 03, 2006 Posts: 112
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(Msg. 25) Posted: Tue May 16, 2006 6:05 am
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Yeah, that's the point. Also, with hit and run, and them being able
when to decide to stop the flow of faith, it's likely for them to be
able to leave you un-engaged a thte end of your turn, and facing some
ridiculous number of bolter/flamer shots.
>You have a point about the tieing up, but I tend to hit the entire
>army at once. Hit a Sisters army with a close-combat oriented army
>across the board all at once, and they can't support each other. At
>that point they are in serious trouble.
This, with the number of troops they can/will bring, is very much
easier said than done. I can't recall the last time I declared charges
with 7 or 8 units in the same assault phase. *grin*
D >> Stay informed about: [40K] Sisters & Guard advice/help |
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Since: Jan 12, 2005 Posts: 51
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(Msg. 26) Posted: Tue May 16, 2006 2:57 pm
Post subject: Re: Sisters & Guard advice/help [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 16 May 2006 06:05:52 -0700, "FunkyD" <FunkyDFink.RemoveThis@gmail.com> wrote:
>>You have a point about the tieing up, but I tend to hit the entire
>>army at once. Hit a Sisters army with a close-combat oriented army
>>across the board all at once, and they can't support each other. At
>>that point they are in serious trouble.
>
>This, with the number of troops they can/will bring, is very much
>easier said than done. I can't recall the last time I declared charges
>with 7 or 8 units in the same assault phase. *grin*
It's why I play Orks. The most beautiful part of 40K is charging with
at least half your army, picking up 80 dice, and rolling for the
attacks. Close combat is sheer awesomeness.
-Erik
--
Actual quote from a Tau player: "Fusion blaster up your ass. Rolling for penetration..." >> Stay informed about: [40K] Sisters & Guard advice/help |
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