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Army combinations
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Old 18 Nov 2007, 03:54   #1 (permalink)
Shas'Ui
 
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Default Army combinations

The title may be a bit misleading. You may think this is a simple question of "Hi I'm playing a doubles tournament, yadda yadda yadda..." However, it is not!

I realize that what I will propose in this post is utterly ridiculous and would probably break the game as a whole, but hey, why the hell not?

The question is this: If there were no armies, that is to say you could mix and match units however you liked, but each unit still has to follow the rules in its individual section, what would you take?

For example, I'd take a Doomseer for HQ, Harlies for Elites, Fire Warriors for troops, Raptors and Warp Spiders for fast attack, and Broadsides for Heavy support. (Please note that I haven't put all that much thought into this list, it's just an example)

Something else I'd like to make clear is that a unit would have to follow its unit entry. For instance, Khorne Berzerkers could take a rhino, but they could no take a Wave Serpent/Devilfish/Razorback/etc. Though a Falcon (not being dedicated) could carry them.

So, imagine away people.
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Old 18 Nov 2007, 04:24   #2 (permalink)
Shas'Ui
 
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Default Re: Army combinations

I'd take an overdose.
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Old 18 Nov 2007, 07:03   #3 (permalink)
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Default Re: Army combinations

My forces would generally have:
Autarch(Jetbike), Farseer(Jetbike with Mindwar/Doom), and/or Shas'El in HQ
Crisis Suits and Stealth Suits in Elite
Guardian Jetbikes, with the possibility of Kroot for Troops
Swooping Hawks, Warp Spiders and/or Shining Spears for Fast Attack
Broadsides for Heavy Support

I think it covers the bases pretty well:
Hawks/Stealths/Jetbikes/Kroot take on GEq
MEq dies from support and heavy firepower
TEq gets shot, and then charged
Light Vehicles get shot with S6 weaponry, charged at S6
Heavy Vehicles get Rail Gun slugs

Meanwhile, Battlesuits and Farseer help where they can and it's mobile without any vehicles. Not to mention it's JSJ galore.
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Old 18 Nov 2007, 08:52   #4 (permalink)
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Default Re: Army combinations

Cool question

HQ: Daemon Prince & Dark Eldar Archon
ELITES: Gery Knight Terminators, Elite Carnifexs
TROOPS: Khorne Berzerkers, Fire Warriors
FAST ATTACK: Raptors, LandSpeeder Tornado
HEAVY SUPPORT: Leman Russ, Monolith, Falcon
TRANSPORT: Dark Eldar Raiders

No real tactical thought there just the unit i like and people seem to fear a lot.
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Old 18 Nov 2007, 08:56   #5 (permalink)
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Default Re: Army combinations

Lets see:

Ork warboss for HQ - theres no other reason why not.

Crisis suits as my elites - orkified to fit in with everything else.

Daemonettes and Ork boyz for troops.

Deth Koptas and wartrakks for fast attack. Come on! They are some of the best fast attack choices point for point.

And basilisks for heavy support.

Easy.
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Old 18 Nov 2007, 14:47   #6 (permalink)
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Default Re: Army combinations

HQ: I'd take a Grand Master cause they look cool
Elites: I'd want some Harlequins (cause they look cool)
Troops: Grey Knights and Fire Warriors
Fast Attack: Piranha and Tetra
Heavy Support: Basilisk and Swordfish (It's a Hammerhead Varient with twin-linked Railguns)
Transport: Those Cheese-Falcons...

Y'know, I just might do this. Just through together and army for no other reason than to say I want to.
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Old 18 Nov 2007, 15:26   #7 (permalink)
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Default Re: Army combinations

Hmm...

HQ - Pimped Chaplain with pimped Retinue
Elites - Immortals, Crisis Suits, and Lictor
Troops - Fire Warriors and Genestealers
Fast Attack - Warp Spiders and Destroyers
Heavy Support - Broadsides, and perhaps a Monolith. ;D
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Old 18 Nov 2007, 16:41   #8 (permalink)
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Default Re: Army combinations

If you wanna try doing that and you're playing Apocalypse go for it! Just come up with a dman good fluff reason!
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Old 18 Nov 2007, 16:45   #9 (permalink)
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Default Re: Army combinations

HQ - Dark eldar archite , Tau shas'el
Elites - Necron Immortals, Elite carni's
Troops - DE wyches, tau fire warriors genestealers
fast attack - Destroyers, pathfinders (Basillisk target finders)
Heavy support - Hammerhead, basillisk, monolith (What better way to teleport tau out of CC?)
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Old 18 Nov 2007, 17:02   #10 (permalink)
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Default Re: Army combinations

Now a mistake of the question I posed that some of you are making is that a unit still has to follow its unit entry. I'll use two examples from people's posts:

Quote:
Originally Posted by Siruk
Heavy support - Hammerhead, basillisk, monolith (What better way to teleport tau out of CC?)
I'm pretty sure that the monolith's entry specifically says that it teleports NECRONS through it's front door, thus Tau couldn't do that.

Quote:
Originally Posted by Brass Claw
TRANSPORT: Dark Eldar Raiders
I do believe that Raiders are dedicated transports, thus they could only be taken by units that can normally be taken such as Dark Eldar Warriors (though I may be wrong), so your berzerkers would have to hoof it.


This may seem a little restrictive, but I think this makes the tactical combinations more important because unit couldn't do what it normally couldn't it just has different units supporting it.
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