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  1. #11

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    The more I play my dark Eldar, the more I'm liking them. Yes, they aren't perfect (bloodbrides should all have gernades) but they're still a challenging and fun army.

    So, viper, you wanna fill us in on those building house rules? I'd love to use my terrain for more than LOS blocking.

    and don't mind Charon, he's cranky when he hasn't been fed...

  2. #12

    Smile

    Quote Originally Posted by Lost Vyper View Post
    Have you tried the new rules? And as for the Terminators. I had only 3 x Cluster Reavers + 1 regular left = dead Terminators...and, if you read the original post, the shooting with Blasters took care of some. So if i remember correctly, the CC killed three, i believe?

    The point : They can ACTUALLY DO something in CC, if in dire straits...and i like them.

    Try the new rules out and please do tell, if your game went either way!
    I like them in for assaulting light armor...2D6 Strength 6 rending hits...will glance the hell out of some rhinos

  3. #13

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    Quote Originally Posted by Lost Vyper View Post
    Have you tried the new rules? And as for the Terminators. I had only 3 x Cluster Reavers + 1 regular left = dead Terminators...and, if you read the original post, the shooting with Blasters took care of some. So if i remember correctly, the CC killed three, i believe?

    The point : They can ACTUALLY DO something in CC, if in dire straits...and i like them.

    Try the new rules out and please do tell, if your game went either way!
    That WAS using the new rules It's why I liked 'em better before. With the old rules I used to fly around decapitating unit after unit with them. If they can't beat orks what chance do they stand against a real army? Btw DE conceded on top of turn 4 before bringing down reserves as not enough units left to hold the 5 objectives (not even enough to hold a win amount of them).
    Astra Miliwotsit? You're in the Guard now son....

  4. #14

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    I thought they were one of the better units last codex and was a bit unhappy when I first read the new rules. However after playing several games with them, 3 units of 6 with caltrops is now my core build.

    They are so much better than last edition. I always had problems protecting them after doing a flyover attack. Now I don't have to worry about that anymore. The HoW attacks can really put the pain on whatever you want to remove.

  5. #15
    Brother-Captain
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    Quote Originally Posted by John Bower View Post
    That WAS using the new rules It's why I liked 'em better before. With the old rules I used to fly around decapitating unit after unit with them. If they can't beat orks what chance do they stand against a real army? Btw DE conceded on top of turn 4 before bringing down reserves as not enough units left to hold the 5 objectives (not even enough to hold a win amount of them).
    What kind of Orks? If it was a mob of lots of Boyz then it was never a good call to charge them anyway. Better to go for the smaller specialist mobs or whittled down ones. Alternatively, take out Mek Gunz with them, they can move 48" in one turn then charge in the next turn.

  6. #16

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    Quote Originally Posted by cthulhuchewtoy View Post
    So, viper, you wanna fill us in on those building house rules? I'd love to use my terrain for more than LOS blocking.
    Ok, we have normally couple of buildings on our table. They are AV12 with three HP´s each. Same rule apply, that you can´t target the building, before some one has claimed it. Before the three HP´s are gone, you DO NOT roll on the damage chart. Fe. My Wave Serpent shoots the building holding a unit of Long Fangs, using his Bright Lance and the Serpent shield. I score a penetrating hit with the BL and a glancing hit with the shield. Building sits now with one HP left.These cause two hits INSIDE too, hitting the occupants. Long Fangs can now take an armor save for the Shield hit normally and can choose to go to ground (4+ cover save) to save the AP2 wound from the Lance, these hits are distributed randomly. In the CC, my Reavers hit the building with Caltrops causing two more glancing hits, AP2, Rending. These will drop the HP´s to zero (plus hit inside) and the next penetrating hit will go to the damage chart.
    "WHAT KIND OF A PEACE
    DO I HAVE WITH A DESTROYER"

  7. #17

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    by the way here is some math on reavers in combat for you.
    4 caltrops average 14 hits against a wave serpent that is 2.3 penetrations on front or side if you get the other 8 into contact which is unlikely but possible you have a 66% chance of doing a glancing or penetrating hit.

    against 10 marines you once again get 14 hits from the caltrops and 8 hits from the bladevanes, which is 2.33 dead from caltrop rending, 9.33 wounds from the caltrops, 1.33 rends from the bladevanes, 2.66 wounds.

    3.66 kills from rending
    12 wounds = 4 kills
    =7.66 kills before attacks.
    37 attacks=18.5 hits=6.16 wounds
    2.05 kills
    9.71 kills w/o drugs

    5 TH/SS terminators 3.66 rends, 12 wounds
    1.22kills from rending
    2 kills from wounds
    =3.22 kills before attacks
    37 attacks=18.5 hits=6.16 wounds
    1.02kills
    4.24 total kills w/o drugs

    5.6 unsaved wounds on centurions after attacks w/o drugs

    now this is of course with 4 caltrops in a squad of 12 with an arena champion and doesnt include any previous shooting from the squad.
    hitting with a full squad can be annoying but realistically all you need to get into btb contact are the caltrops and anything else is just gravy.
    Last edited by helvexis; 11-25-2014 at 06:27 PM.

  8. #18

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    Correct me if I'm wrong, don't close combat attacks always hit rear armor of a tank?

  9. #19

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    close combat attacks do hammer of wrath attacks hit on the side they are facing

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