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#1 (permalink) |
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Shas'Vre
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I'm thinking about using furies in some of my next up coming games. I'm tailoring an army list for tournaments & I want to know how the best use them, when to deep strike them & what can beat in combat alone.
This question is for Mal. Could you please do a Pro & con on furies. Tanks for help Grand Master Diz
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-Disney: He's the puppet master, both our damnation and salvation. He rewards our successes and punishes us for our hubris (often in subtle but horrible ways). I suggest we do our best not to anger him, he is the greatest asset to our campaign and potentially the most fearsome foe we'll ever face. |
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#2 (permalink) |
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Shas'O
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Heya Stoic:
Here's a quick link to some more information on Daemons, with some commentary on the Fluries: http://forums.tauonline.org/index.ph...6962#msg156962 Aside from that, here's a quick run down of the Furies: Pros: Fast (jump pack movement) Strong (Strength 5 is great) Cheap (They don't cost much for what they are and do) Number of Attacks (They have a good charge number of attacks) Higher Initiative (They're fast at I5) Cons: Weak leadership (this translates to dead Furies from poor Instability tests) Normal Attacks (they don't ignore any saves) Undivided (they can only be summoned by undivided, no other marks; limits the use) I've used Furies in the past and loved them. They were great for summoning, moving 12 inches and then assaulting. They were great up against the T3 armies with lesser armor saves, such as Eldar, Tyranid, Imperial Guard, Tau, etc. But up against the T4 armies they still do great, such as Orks, with speed and strength. The problem starts when they attack the good armor save foes, such as Marines and Necrons. We simply don't do enough damage there. And if we lose combat, our leadership is poor and we may just drop like a fly from bad instability tests. Remember, we take wounds when we fail this test that cannot be saved against. From a tournament standpoint; Furies can be great, especially for counter attacks mid-game. And they're cheap enough to not make a nasty impact on your points (8 furies are cheap) compared to say, Bloodletters and Flamers. In the end, think of Furies like this: They're a squad of Heavy Bolters in close combat, but they do not ignore saves. 8 Furies will unleash 24 attacks on the charge, so against WS3 T3 enemies, we're going to hit 68% of the time and wound 83% of the time (that's 13 to 14 wounds), which are then saved typically on a 5+ against these armies, so probably 9 to 10 casualties. That's a full squad of Guardsmen basically. Up against marines on the other hand, Furies would assault all the same, hitting on 50% of the time and wounding 68% of the time, which would mean roughly 8 wounds caused, but the marines can make armor saves well, 68% of the time, which means you may cause about 3 actual casualties on average. Huge difference there, since they will hit and wound you back easily and you have a 5+ save, which will fail most of the time and poor leadership when you take that moral check afterwards, which may result in more dead furies. Anyhow; something to think about. If you're fighting mostly marine armies, I'd suggest leaving the furies on the shelf. If you're fighting several T3 armies, take the furies and watch them rip through squad after squad ![]() Cheers!
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[table][tr][td] [/td][td][table][tr][td] [/td][td]Apocalypse is the only way to forty-kay.[/td][/tr][/table][/td][/tr][/table]
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#3 (permalink) |
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Shas'Vre
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Thanks for that I want my furies to fill two roles 1 being numbers to support other units in combat & 2 to attack smaller units out of my reach for those extra victory points
__________________
-Disney: He's the puppet master, both our damnation and salvation. He rewards our successes and punishes us for our hubris (often in subtle but horrible ways). I suggest we do our best not to anger him, he is the greatest asset to our campaign and potentially the most fearsome foe we'll ever face. |
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