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post #1 of 10 (permalink) Old 04-21-15, 11:58 AM Thread Starter
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Default 1750 Mechanized

I considered making Pask's Vanquisher a Punisher instead, but... well, given the amount of templates in this army, I think some reliable anti-tank (especially early, before the Vendetta comes on, much less disgorges its melta-cargo) might serve me better, to crack tanks so my templates can do their work. As nice as the S5 dakka-spam at BS4 with preferred enemy and rending sounds...

Only need a Vanquisher or Punisher to make this list complete.


435 - Pask (Warlord) in a Leman Russ Vanquisher w/ multi-melta sponsons, hull-mounted lascannon, and camp netting, in a Leman Russ squadron with an Executioner w/ plasma sponsons
105 - CCS w/ 4x melta, meltabombs on CC (in Vendetta)

160 - Vet Squad w/ lascannon, plasmagun, and a Chimera w/ multilaser, HB
145 - Vet Squad w/ 2 melta, and a Chimera w/ multilaser, HB

135 - 3x Armored Sentinels w/ autocannons
170 - Vendetta

130 - 2x Wyverns
170 - Manticore
300 - Leman Russ squadron w/ 2x LRBT

Thoughts? Tweaks?

Last edited by Mossy Toes; 04-22-15 at 03:35 PM.
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post #2 of 10 (permalink) Old 04-22-15, 01:12 AM
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The only thing that I dislike about this list is how stuck up a lot of people are about the Executioners Blast weapons, Get's Hot!, and Preferred Enemy. Most common point of view I face: when Blast weapons roll for Get's Hot! it is a separate roll and not the roll to-hit, therefore Preferred Enemy's re-roll of 1's to-hit does not affect Get's Hot! rolls of 1 for Blast weapons. What do you think, oh Mossiest of Toes?

What are you shooting the Manticore at? I'm up in the air on this unit. S10 AP4 is great and all, but AP4 sucks for owning tanks of any kind. I can really only see this guy in a herd thinner role where he's ID'ing multiple-wound infantry with 4+ or worse saves (which I haven't faced off against in my games) or just large groups of light infantry...but that's what the Wyverns (a unit I don't own unfortunately) are for aren't they? I used one against Tau and everything it could kill easy the rest of my army took care of and everything I wanted to cause Instant Death to had 2/3+ saves I couldn't crack. The dice were even on my side for hitting and wounding...jerk ass Tau. I love the model but it doesn't do the best against T/MEQ and the Wyvern does light infantry better for less it seems. Plus no random number of shots, which can be a drag.

What does "&amp" mean?

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #3 of 10 (permalink) Old 04-22-15, 03:26 PM Thread Starter
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Most common point of view I face: when Blast weapons roll for Get's Hot! it is a separate roll and not the roll to-hit, therefore Preferred Enemy's re-roll of 1's to-hit does not affect Get's Hot! rolls of 1 for Blast weapons. What do you think, oh Mossiest of Toes?
Check the rulebook for Gets Hot--if you'd be able to reroll the hit roll normally, but are rolling for a blast weapon to check Gets Hot, you're allowed to reroll the Gets Hot check.

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What does "&amp" mean?
I... really dunno how those sneaked in there. Probably auto-correct, since I wrote this on my phone. Yeah, I think those were supposed to be "and"s.

As for Manticore... well, Wraiths are one major consideration. Ogryns are kind of an ideal target, but I don't see those around, really. The possibility of hitting multiple tanks with S10 hits is a big one. The S10 is overkill against most horde armies, but it could clear a wave of Boyz, Daemonettes, or (yay Barrage!) an enemy IG blob behind an ADL pretty fast (though yes, with the executioner and 2 Wyverns and 2 LRBTs it's not like I lack for templates). I figure I'll probably have a use for 4D3 S10 large blasts over the course of the game, even if I have to turn them to some oblique niches or force some 3+ armor saves. I was trying to include a Primaris Psyker or two in the list for some rolls at Ignores Cover (and for twin-linking various folks), which would increase utility, but... in a tanks-and-mounted army there's not much place for an independent character casting blessings.

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post #4 of 10 (permalink) Old 04-22-15, 04:30 PM
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Looks good to me, though why would you betray your Chaos Heritage by going for stinky old guard when you can go Reneguards.
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post #5 of 10 (permalink) Old 04-22-15, 04:42 PM Thread Starter
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Looks good to me, though why would you betray your Chaos Heritage by going for stinky old guard when you can go Reneguards.
Please, you injure me! You say this as if my Guard minis aren't mutants of the lowest stripe kitbashed from half a dozen kits...

(well, okay, the Death Korps aren't, but they were part of a dirt cheap bundle deal from a friend for 50-odd of them with half a dozen tanks for $75. Most of my Guard minis, then)

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post #6 of 10 (permalink) Old 04-22-15, 05:40 PM
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Originally Posted by Mossy Toes View Post
Please, you injure me! You say this as if my Guard minis aren't mutants of the lowest stripe kitbashed from half a dozen kits...

(well, okay, the Death Korps aren't, but they were part of a dirt cheap bundle deal from a friend for 50-odd of them with half a dozen tanks for $75. Most of my Guard minis, then)
If you went Vraks as well you could go Ordnance Tyrant and have
Basilisk, Medusa, Griffon, Wyvern, Colossus tanks and Earthshaker & Medusa Artillery as Heavy & Elite choices.
Quad and Heavy Mortar Artillery batteries as non compulsory troop choices.

IN ADDITION
When any friendly model within 12" of your warlord shoots a weapon with Barrage and Blast rules, you can hit friendly friendly models so long as the central hole is over an enemy model. Also the blast may also target units locked in close combat.

Then have it as a The Purge Battleforged Detachment:

Compulsory: 1 HQ, 2 Elites
Optional: 1 HQ, 8 Troops, 4 Elites, 4 Heavy Support, 1 Fortification, 1 Lord of War

Restrictions:

Only usable by Chaos Renegades OR Chaos Space Marines

May only take Marks or Devotions of Nurgle

COMMAND BENEFITS:

SALT THE EARTH: When a model from this detachment fires a barrage weapon with the blast type, leave the template after resolving all damage until the controlling player's next turn. The area under the template is considered Dangerous Terrain.

Forbidden Munitions: Flamers/Heavy Flamers may be upgraded to use chem flamers for free, and missiles launchers may take chemical rockets for free.

Chem Flamer: Template, S4, AP5, Assault 1, Shred, Get's Hot
Chem Rocket: 48", S4, AP5, Heavy 1, Blast, Shred, Get's Hot

So no need for those smelly troops

So TANKS TANKS TANKS!
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post #7 of 10 (permalink) Old 04-22-15, 08:13 PM
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Check the rulebook for Gets Hot--if you'd be able to reroll the hit roll normally, but are rolling for a blast weapon to check Gets Hot, you're allowed to reroll the Gets Hot check.
Jesus fucking christ people need to calm down with this, I walked away from a game last weekend because as I was verbally telling my opponent my army list the dude cut me off mid-sentence to be all "you know that doesn't work". I just lost the will to argue it but that's perfect and I will point it out next time I see him...though I seriously doubt I'll ever play against him again (we've had some previous match-ups before that were just as tiring).

I like your thoughts on the Manticore, but hitting multiple tanks with the large blast at AP4 just doesn't appeal to me even though it's at S10. Getting a pen may very well be easy but unless you're facing up against 2HP vehicles you may still be left at a loss. It's a pretty sweet tank but at 170 points for 4 turns of potential ruinage there's a lot of other options....though in this list you've pretty much taken all of them. Do you feel like you have your anti-air appropriately covered for this points level in your group? I'm let down often by lone fliers at this points level but I face a lot of FMCs and Fliers in general.

I like the idea of fitting in Primaris Psykers but I totally feel you on how they don't fit. Damn shame you can't cast Blessings out of a Transport, eh?

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #8 of 10 (permalink) Old 04-22-15, 11:50 PM Thread Starter
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Jesus fucking christ people need to calm down with this, I walked away from a game last weekend because as I was verbally telling him my army list the dude cut me off mid-sentence to be all "you know that doesn't work". I just lost the will to argue it but that's perfect and I will point it out next time I see him...though I seriously doubt I'll ever play against him again (we've had some previous match-ups before that were just as tiring).
Sorry you have to deal with an arse who has deliberately and obstinately refused to accept the wording in the book. It's right there: "it may also re-roll Gets Hot results of 1 for weapons that do not roll to hit"... when it's already defined weapons that do not roll to hit as "(such as Blast weapons)" earlier in Gets Hot.

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Do you feel like you have your anti-air appropriately covered for this points level in your group? I'm let down often by lone fliers at this points level but I face a lot of FMCs and Fliers in general.

I like the idea of fitting in Primaris Psykers but I totally feel you on how they don't fit. Damn shame you can't cast Blessings out of a Transport, eh?
AA-wise, well, sometimes I'll run into a couple Flyrants, though usually I'm the one fielding Be'lakor and/or Fateweaver, when it comes down to it. I'm more likely to run into a Knight or 3 Wraithknights and 2 Riptides, or something. The Cron player swapped his flyer detachment from the Decurion for more Wraiths in his normal list, I think.

A Primaris Psyker would let me stick someone on an ADL gun, at least. Say, swap the melta-CCS for a flamer-PCS, then a Vet squad for a 2 squad retinue around the primaris, and my Artillery is always guaranteed at least being able to go hull down behind the ADL. If I have any points spare, I might be able to invest in some camo for 3+ tanks behind the ADL. It means one really squishy target on the board, yeah, but... might be worth the added AA. I would like a 2nd Vendetta, if I had the mini, though honestly, I'd probably drop one of my Russes to afford it, not the Manticore.

I think one of the things that sells me on the Manticore is the fact you get D3 templates, so with a little luck, you are stripping more than one hull point per turn; getting extra shaken/stunned chances on vehicles; are clearing several times more horde minis, or are forcing several times as many saves on that squad of Termis that DSed in and shot rather than ran... than a single-template Russ.

Edit: Yeah, I could, @mayegelt , but... I don't want to have to buy a crapload of quad-mortars.

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post #9 of 10 (permalink) Old 04-23-15, 12:42 AM
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I was thinking more in the vein of a (pair of?) Hydras depending on what's in your model collection/willingness to proxy things. Tanks with anti air keeps the theme going.

I definitely get you on dropping LRBTs before the Manticore for a second Vendetta (wish I had a second as well, it's almost not worth playing alone sometimes for me). I do like my Battle Cannons though as they've often proved more useful than I've seen some people say on forums.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #10 of 10 (permalink) Old 04-23-15, 01:20 AM Thread Starter
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I was thinking more in the vein of a (pair of?) Hydras depending on what's in your model collection/willingness to proxy things. Tanks with anti air keeps the theme going.
Well, those are my Wyverns, proxied already. Bought 2 secondhand Hydras kitbashed at home back when it was Forge World or kitbash. Am still going to convert them so they're modular to either be Wyverns or Hydras--I think I'll chop the barrels off the autocannons, then stick pins in those barrels so they fit in the sockets I drill out. Beats having to magnetize a proxy...

The only real downside of Hydras, I can see, is they kinda have to start on the board and enemies can shoot them up before their own flyers come on: you could hold them in Reserve, like I want to, so half they time they come in after enemy flyers already have and you're reacting, but they they'll be snapping fire with one of their two guns as they come onto the board...

So they're fragile, need line of sight, and become a high priority threat that are hard to protect against anyone who they're useful against. You could stick them behind an ADL with camo netting, yeah, to make them a hardish target that is a large area denial threat to a lot of specific units... but that means not taking them as my precious Wyverns.

Have been considering getting a few junked chimera-ish hulls from someone I know who has them (I think they were Hellhounds originally, judging by the gas tanks on the mini) and throwing a bunch of Havoc Launchers onto them, to kind of build myself some actual Wyverns. Then I could definitely manage to field both...

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