I’ve now
played 5 games with the list I posted last week and I’m beginning to get the
hang of it. I’ve played one game against grey knights, one against wolves, one
against biker marines, one against a Wraithguard Army, and finally one against
Necron Flying Circus (I’ll talk about this is a separate post).
The Good
It’s super
resilient. Everything in the list is hard to kill. The Hammerheads are AV13 and
usually have a 3+ save. The D’fish are AV12 and usually have a 2+ cover save.
The Fire warriors are in their fish until they need to get out. The Broadsides
have six 4++ ablative wounds (their Shield Drones, and the shield drones from
both commanders) a 2+ armour save, a 4+ cover save, and leadership 9. Twenty
eight fearless boyz with a 5+ cover save from the KFF are pretty hard to shift.
And finally, the tetras are often hard to draw LOS to (they are very low to the
ground), and usually have a 2+ cover save.
The Boyz are
fantastic bubble wrap, much better than Kroot. In only one of my games did
something assault anything other than the Orks.
The plasma
cannons on the Hammerheads, combined with the Tetras stripping cover saves, are
just death to marines. In the game against the biker army, I was wiping out a
unit of bikes per turn with the Hammerheads alone (Usually 6 marker light hits,
each Hammerhead picks up 3, 2 to strip cover and one to make them BS5. This
meant that usually all 8 shots hit, and (allowing for a couple of 1 on the
“to wound” rolls) it produced 6-7 dead bikes!
The
Broadsides were, as usual, great at taking out heavy armour (in the biker list
he had 2 Predators, both of which died very quickly, before they did very much
at all). However, having them fitted with the TL plasma guns, and combining
them with both commanders makes them absolutely deadly at close range too. In
the game against wolves, my opponents was running three thunder wolves with 2
battle leaders on wolves. They had just murdered a unit of boyz, and were
inches away from the Broadsides. With the help of a rapid firing squad of fire
warriors, and some marker lights from the Tetras, they evaporated in a hail of
Railgun slugs and plasma shots.
Tetras. What
can I say – they are just amazing. Marker lights were always awesome, but the
platforms on which you could buy them (essentially Pathfinders, Skyrays, and
Stealth suits) were pretty rubbish. They combine so well with the Hammerhead’s
plasma cannons. In the game against the wraith guard army, being able to strip
cover from fortuned wraith guard, and then just punching straight through their
3+ armour save was golden! Same against the bikes. One highlight was stripping
all the cover from a Harlequin Deathstar and turning them into a red mist with
a unit of rapid firing fire warriors! And they are so resilient….in all 5 games
I only lost one, even against people who knew what they did and were targeting
them from the get go.
Firewarriors.
I take it all back. Fire warriors in D’fish with 2+ cover saves, and reliable
marker light support are now pretty good. They aren’t fantastic, but they
provide good torrent of fire which my list was lacking before. In my game
against the bike marines, 2 squads (with marker light support), rapid firing
into a bike squad killed it.
The not so
good
The
Commanders. The Shasels were there to do 2 things. First to hang out with the
Broadsides in the first turn or 2 to provide 4 more shield drones, and a
leadership boost, and second to support the fire warriors when they got
out of their ‘fish. They worked well in the first role, however it was hard to
get them to work in the second. Nine times out of 10 the Fire warriors were getting
out some distance from the commanders, and they were not in a position to
attach to the squad. In one game I ran them behind the Devilfish until the
warriors got out, which sort of worked. However, I found I typically wasn’t
getting out until turn 2 or 3, which meant that for 2 or 3 turn the Commanders
were doing very little.
Where they
did work well was as fire support for the broadsides when things came in close
and needed to be hit hard with plasma, but his only happened in 2 of the 5
games.
The boyz. I
know I said they were great, and they really were. However, they had 2 draw
backs. Firstly, they are very unwieldy. Moving 30 boyz around is really hard,
and they’re slow. Inevitably some of them are in cover and are slowed down by
needing to move through that cover. Getting them to far away objectives is
difficult. Also, as bubble wrap, they are almost too good. The beauty of Kroot
is that they stopped an assaulting unit and then evaporated in one assault
phase, leaving the assaulting unit to be rapid fired to death in my next
turn. The trouble with a 25+ man squad of boyz is that they are too
resilient. Against a lot of assaulting units they will get held up in combat
for too long. That’s fine if you can reposition out of charge range – but that’s
kinda hard with broadsides. The problem is unpredictability – you do not know
when they will break.
Scoring. The
list only has 4 scoring units, and all of them have other jobs to do (torrent
of fire for the Fire warriors, and bubble wrap for the boyz). If possible I
need other units to do nothing but score.
Reliance on
Tetras. The units that makes everything work are the Tetras. Without marker
light support the Plasma Cannons are OK, but not great, and the fire warriors
become pretty mediocre again. If as a result of poor positioning by me, or
lucky/unluck dice I lose the Tetras in the first 2 turns, my army is severely
crippled. The other problem with the Tetras is that you want to keep them in
terrain as much as possible, preferably ruins. In one game, the first time I
flew them into ruins I rolled double ones and immobilised both of them!
The Changes
After a deal
of thought I’m going to drop one Shasel and replace him with 2 squads of Kroot.
I’ll upgrade the remaining Shasel with Iridium Armour (giving him and his
Drones a 2+ armour save), and will re-task him simply baby sitting the
Broadsides and adding fire support when things get too close. That leaves my
Firewarrior squads more mobile, although a little more fragile.
Also, the
addition of 2 squads of 10 kroot gives me more scoring options, leaving the
Boyz and the Fire warriors to focus more on their jobs of bubble wrap (and
maybe getting an objective) and torrent of fire (and maybe getting an
objective). Thanks to the Ork FAQ, the Kroot also benefit from the KFF’s 5+
cover save.
I’m also
going to give the Tetras Sensor Spines, allowing them to ignore difficult
terrain.
As for the
problem with Boyz being too good in assault, I think I’ve fund a way round that
in the rules…..more on that in a later post.
So the final
list is
HQ
Shasel, XV81,
Fusion Blaster, Plasma Rifle, Multitracker, Iridium Armour, HW Shield Drone
Generator, 2 Shield Drones.
Troops
12 Fire
warriors, Devil Fish with Disruption Pods
12 Fire
Warriors, Devil Fish with Disruption Pods
10 Kroot
10 Kroot
Fast
Attack
Tetra with
Targeting Array, Disruption Pods and Sensor Spines
Tetra with
Targeting Array, Disruption Pods and Sensor Spines
Heavy
Support
Hammerhead
Gunship. Plasma Cannons, Burst Cannons, Multitracker, Disruption Pods, Black
Sun Filter.
Hammerhead
Gunship. Plasma Cannons, Burst Cannons, Multitracker, Disruption Pods, Black
Sun Filter.
Broadside
Team Leader with TL Plasma Rifles, Multitracker, HW Drone Controller, HW Black
Sun Filter, HW Target Lock, 2 Shield Drones
Broadside
with TL Plasma Rifles, Multitracker
Broadside
with TL Plasma Rifles, Multitracker
Fortifications
Aegis Defence
Line
Allies
Big Mek KFF
25 Shoota
Boyz
26 Shoota
Boyz
The only
change I might make is to the Shasel. I don’t think there is any point in
running an XV81 any more (i.e. the forge world variant with SMS). I might just
run him as a standard Sunforge i.e. with plasma rifle and fusion gun. That
would give me 20 points to spend on more boyz!
EYIG
Great article, and it's interesting to see the evolution of your list and the reasons behind it. Thanks for sharing.
ReplyDeleteAre you not tempted to add a quad gun to the defence line ? One of the kroot units could fire it.
Love the broadside unit. Bet it could vaparise an entire marine unit if they were stupid enough to move within 12" :)
Rathstar
Thanks Rathstar.
ReplyDeleteI am tempted by the Quadgun, but I couldn't find the points. If I boosted the list to 2000pts, it would be the first addition.
BTW, read the skyfire rule. Then read the multitracker rule. The way the skyfire rule is worded ("A model with this special rule, or that fires a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers"). There is an argument that the Broadside team leader can shoot the quad gun and then (using the multitracker) shoot his railgun at a flyer using his full BS.
Re the Broadside unit, it is pretty hard. However, I think I've worked out a way to make it better. Add an Advanced Stabilsation System to the Shasel. It grants the unit Slow and Purposeful for the turn in which they move. So the Broadsides can move and shoot their Railguns. Even better, because it only lasts to the end of the turn, the unit can Overwatch as normal.
EYIG
Rather than allowing the broadside to fire 2 weapons, multi trackers allows them to fire 2 battlesuit weapon systems. Can't see anyone agreeing that a quad gun is a battlesuit weapon system.
ReplyDeleteGreat idea on the shas'el with a.s.s., I've always considered using a.s.s. and using plasma rifles as one or the other options, but this allows both the multi trackers for the plasma and the move and fire railguns. It's expensive, at 400+ pts in one unit, but a list built around them could work nicely. How about giving the shas'el vectored retro thrusters to give the him, and therefore the unit Hit and Run. With a drones I4 they have a good chance if making the initiative test to get away.
Rathstar
Well, that's the interesting bit. The 6th ed FAQ specifically changed this. Item one of the Errata deleted the sentence that referred to "battlesuit weapons systems" to read “It enables the model to fire two
ReplyDeleteweapons in the same turn", nothing says it needs to be battlesuit weapons. Why change this other than to allow them to fire a quad gun and something else!
I thought about the VRT on the Shasel, but it means you can't take shield drones, and i wanted the 2 extra drones.
EYIG