Tuesday 15 October 2013

List For Rapid Fire


I’ve almost settled on my list for Rapid Fire, and thought I would throw it out there for comments.

As I mentioned in my last post, I wanted to try something a little different from the list I ran at the Warrington GT. The GT was pretty brutal, and I was spanked 3 games out of 6. I’m not expecting Rapid Fire to be quite so bad, although I think it’s being used as one of the qualifiers for the Scottish ETC team, so the top tables will be tough.

What I wanted to change” were the Fire Warriors in Devilfish, which were a little lack lustre at the GT. To recap, the problem was that they would hang around for 2-3 turns, before jumping out and killing something, and then dieing to return fire pretty easily. It was also sometimes hard to work out where they needed to be, and often they were hopelessly out of position, particularly if their Devilfish was killed or immobilised.


I had thought about 2 alternatives – Piranhas, and double burst cannon XV8s. I’ve gone for the XV8s, largely because I have them, and don’t have any Piranhas!

So here’s the list (oh, and the tournament does not allow allies)

Commander, Twin Missile Pods, Target Lock, Drone Controller
Commander, Twin Missile Pods, Target Lock, Drone Controller

Riptide, HBC, ECPA, Fusion Blasters, EWO, VT
Riptide, Ion Accelerator, Fusion Blasters, Talisman, EWO

10 Kroot
10 Kroot
3 XV8s with Double Burst Cannons and Stim Injectors
3 XV8s with Double Burst Cannons and Stim Injectors
2 XV8s with Twin Missile Pods, Target Locks, and 4 Marker Drones
2 XV8s with Twin Missile Pods, Target Locks, and 4 Marker Drones

Skyray with BSF
Skyray with BSF
Skyray with BSF

Each Commander goes with a Death Rain Squad, giving me 2 marker light sources, and the ability to shoot missile pods at different targets (I’m expecting a lot of wave serpents!). The Kroot will do what they always do (would like hounds in there, but not enough points). The Riptides are pretty self explanatory. The Earth Caste Piloting Array make the Heavy Burst Cannon particularly deadly (pity I can’t take a Puretide Chip!), and the Talisman keeps everybody safe from Jaws and other psychic nastiness. The Double Burster XV8s will mostly stay in reserve and deep strike down where necessary.

There are 2 things I’m uncertain about – the Stim Injectors on the Double Burst Cannons, and 3 skyrays.

I want to try out the Double Bursters, so I don’t want to change them, but the alternative to Stim Injectors would be 4 Gun Drones. With the help of somebody who knows about these things (i.e. not me) the mathhammer says that Stim Injectors make the suits more or less as resilient as 4 Drones would. The only exception to this is against shooting attacks which are S8 or over, where the shooting attacks could be allocated to Drones instead of suits.

As for the Skyrays, are 3 too many? I would like to keep 2, but is the third worth it? I could use the points saved  for extra Drones on the XV8s, both Marker and/or Gun.

I have another gaming day at the non-club on Saturday to test run the list before Rapid Fire, so I’ll see how it goes there, but suggestions before then would be welcome.

4 comments:

  1. Nice list, but my vote would be for the drones on the burst suits. Particularly as with a drone controller the drones give out better shooting per point, and protect the crisis suits. If my maths is right (I don't have my codex on me), 8 shots from each crisis suits (at 38 pts) gives 4 hits, while 3 gun drones (36 pts), if bumped up to BS3, would give 4.5 hits that are also pinning.

    For a bit of multi purpose (as I think you anti tank is low, with mainly str7 missile pods without a PENchip), how about making one of the burst suits dual burst cannons with a drone controller, while the other 2 suits have dual fusion blasters and target locks, with the group joined by 6 gun drones. Kicks out 20 str 5 shots, and 4 fusion blaster shots. Costs more so you would have lose something (eg. one o fthe skyrays).

    Rathstar

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  2. Yeah, I can see the argument for drones, I really can. But i want to try out the double bursters with stims. I also like the idea of the double Fusion suits mixed in with a double burster and drones. Hmmmmm.....might try out both lists at the weekend.

    EYIG

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  3. Stims are nice, but with FnP only being a 5+ save, and also not helping against instant death I don't think it's worth it, but 45 pts for the unit isn't too excessive, but rather than having another a 5+ save sometimes I'd rather have more guns and and ablative drones at the same time.

    Another thought I had was that if you want the dual burst suits to add anti infantry firepower you have to consider the broadsides, 4 str 7 and 4 str 5 shots twin-linked for 65 pts is only 12 pts more than your dual burst cannons suits with stims. Less mobile but twice the range on the str 7 and nearly twice on the str 5.

    If you lost one of the dual burst teams and a skyray you could probably afford to upgrade the other unit to have drones rather than stims and have 3 broadsides with 3-4 missile drones.

    Rathstar

    PS. Quick crunch of the numbers:
    Lose the 1st Dual Burst Team = -159
    Lose a Skyray = -126
    Lose Stims from 2nd Dual bust team = -45
    Add Drone Controller & 6 Gun Drones = +80
    Add 3 Broadsides with 4 Missile Drones = 243
    Total Change = -7 pts

    As you (quite rightly) are concerned with wave serpents you could lose 3 drones to upgrade 2 of the dual burst suits to have dual fusion with target locks. However you have a lot of str7 and eldar don't tend to use flyers so the skyrays can switch to anti wave serpent duty, so maybe stick with the max firepower :) 36 str 5 shots from the one crisis unit, the broadsides only throw out 32 shots (and some at only BS2).

    When I play pihranas and the dual fusion/busrt cannon team I found it hard to get within range, and it was hard getting close without getting in danger. However at 194 pts for 36 shots has got me thinking: how about using shadowsun, and giving one of the crisis suits Hit & Run. 2+ cover save in area terrain, and a way to extract he unit from combats, ie. you could risk GEQs charging you trying to tie the unit up, plus faster assault phase thrust for increased mobility to get more use out of the short ranged weapons. Bares thinking about :)

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  4. Dave can you let me know on the Scotland forum where you came so I can update the rankings pls ;)

    Ta

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