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Discussion Starter · #1 ·
G'day Heretics,

I'll be giving my Plasma Vets their first solo debut this weekend seeing as I've finally based them. They've featured in two combined arms games before, but hey, semantics. Also, I'm playing orks, so I expect to die in turn 3, but maybe then I'll get a game against the Deathwing?

1500 point game, I'll be bringing:

CCS
CC with Plasma Pistol
4x Plasma Gunners with krak grenades
Carapace armour
Camo Gear
Master of Ordinance
Astropath
Officer of the Fleet

Lord Commissar with plasma pistol

Primaris Psyker, ML2, Divination

3x Bullgryns with slabshields

Scion Command Squad
Medic
2x Plasma
Vox

Scions x 5
2x HSVG
Vox

Scions x 5
2x HSVG
Vox

Veterans
3x Plasma
Grenadiers
Fwd Sentries

Veterans
3x Plasma
Grenadiers
Fwd Sentries

Vulture gunship with TL Punisher Cannons

Leman Russ Executioner with Plasma Cannon Sponsons.

This list is pretty much the non-flyer component of a larger force I'm building... which is aimed at being 2995 points as an airborne commando company.
 

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Discussion Starter · #2 ·
Well, I came, I played, I won a maelstrom game 12 - 9, and I was left with nothing but the Vulture on the board at the end. All but 2 of the plasma gunners and pistoliers killed themselves, and of those two my commander caused himself a wound and the other died before loosing a shot.

The Scions performed well, deepstriking and seizing objectives in a most satisfactory manner - enough to win me the game, actually. The fire helped as well, the HSVG being able to wound artillery on 6s caused about half the ork horde to steam back across the board and save the Taktor beams from possible death, which gave my veterans perhaps a turn more life before they too were swatted from existence by the rest of the Orks.

The Tank rolling 5 dice for gets hot before any shooting is killer, how would you heretics use it normally? I could hold it in reserves or hide it until 2+ saves surface, but that's a lot of points to keep off the board and out of the fight.

The plasma deaths on my side kept the mood really light, but the unstoppable ork menace was really good at steamrollering over this army. Fun game, all the same.
 

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Sounds like great fun. I love playing my guard against orks but then I have a few flamers, a manticore and autocannons in my army!! I also field an executioner. You still get to shoot the plasma cannons even though they gets hot and don't forget that you get another save after the 5 rolls because vehicles have coolant systems. My only criticism of the list is the regimental advisors. I would lose the astropath and officer of the fleet and take at least one more Bullgryn. How did the Bullgryns perform against orks?
 

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Discussion Starter · #4 ·
You still get to shoot the plasma cannons even though they gets hot and don't forget that you get another save after the 5 rolls because vehicles have coolant systems
And this just goes to show that I should read the rule book before playing with a new toy. I was doing it so wrong!

I would lose the astropath and officer of the fleet and take at least one more Bullgryn. How did the Bullgryns perform against orks?
Funny you should say that, I bought a box of bullgryns to supplement my forces that very afternoon.

The bullgryns performed well, shielding my guardsmen that little bit more then charging into the nobs and mowing them down, before being charged into and insta-gibbed by the mega armoured nobs. There was no way around it, at least I got through the first squad!
 

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Ha! But then of course you mowed down the mega nobz with your plasmaguns.....
 

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Discussion Starter · #6 ·
Ha! But then of course you mowed down the mega nobz with your plasmaguns.....
Haha sadly no, by the time they were within 24", all my plasma had killed themselves. It was a sorry affair for the imperium, just evidence that I failed to undertake the right rites and prayers before kicking off this battle.
 

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The Tank rolling 5 dice for gets hot before any shooting is killer, how would you heretics use it normally? I could hold it in reserves or hide it until 2+ saves surface, but that's a lot of points to keep off the board and out of the fight.
Prescience is your friend. As always, with plasma. Get enough warp charge out there to pop it twice (once for plasmavets, once for Executioner) and you should be good.

And... really? Plasma cannons can fire even after Gets Hot? I'm going to have to look that up when I get back to my rulebook, because that strikes me as kind of the opposite of how Gets Hot has historically worked...
 

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Ok I have just looked up the gets hot rule and Mossy Toes you are absolutely correct - The shot does not get fired! I have been playing that wrong for a while! I was right about the other rules for a vehicle though.
If a model rolls a 1 for gets hot on its roll to hit the shot is not fired and
(a) the infantry model gets an armour or invulnerable save or
(b) the tank gets a glancing hit on a further roll of 1, 2 or 3 (due to the weapon cooling systems)
 

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Discussion Starter · #9 ·
Ok I have just looked up the gets hot rule and Mossy Toes you are absolutely correct - The shot does not get fired! I have been playing that wrong for a while! I was right about the other rules for a vehicle though.
If a model rolls a 1 for gets hot on its roll to hit the shot is not fired and
(a) the infantry model gets an armour or invulnerable save or
(b) the tank gets a glancing hit on a further roll of 1, 2 or 3 (due to the weapon cooling systems)
Ooops. Still didn't save me against pretty much the same list, one gorkanaught with a nob and KFF is the orky rock to my scissors with this list. At least I get the satisfaction of plowing into his boyz with my vulture as compensation.
 
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