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1000 pt. Radical DH
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Old 05 May 2005, 17:05   #1 (permalink)
Kroot Shaper
 
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Default 1000 pt. Radical DH

short 1000 point list here. i've read the sample lists, and this may be used for a tournie or something. last tournie had a lil bit of everything (except witchhunters & DHs & AC. hell even 13th company showed). I'm going for the 'three line' approach. front line assaults, medium line shoots to support, and long line fires long range projectiles to bring down tanks and such.

HQ - Inq. Lord w/ Daemonhammer, B. Pistol & Halocaust
w/ retinue of 3 acolytes w/ S. Shields, 3 familiars (cannon fodder), 3 combat servitors
in Chimera w/ Multi Laser, Heavy Bolter, Extra Armor and Smoke Launchers
= 336 pts.

Elite - Eversor Assassin
= 95 pts

Troops - 2 x 10 ISTs (1 group w/ 2 Plasma Guns, the other with Grenade Launchers), both in Rhinos w/ Extra Armor and Smoke Launchers
= 178 each

Infantry Platoon = 214 pts.
Junior Officer - 3 Grenade Launchers
Platoon 1 - Missile Launcher
Platoon 2 - Missile Launcher

= 1001 pts.

Platoons 1 & 2 = Long range. Junior Officer & ISTs = medium range. eversor and Inq. = assault (eversor and officer will foot trek, but thx to eversor's infiltrate and 12" assault range, he'll make it easily)
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Old 05 May 2005, 21:29   #2 (permalink)
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Default Re: 1000 pt. Radical DH

Havrik:

I like the layout, but I don't think this is going to pass very well in a tourney setting. You've got almost 40% of your points in 1000 points tied up on a very weak retinue with a mean old Inquisitor, but they're not honor guard or anything. Also, Holocaust will murder all your retinue if you use it... pretty last minute, but by then, not worth while--I'd move those points elseware. Also a normal Thunderhammer will due for the tournament since not everyone is daemonic (but it's still find to take the Daemonhammer). Also, this squad is very slow at initiative 1 attacks and no one will survive a round of combat like this before hitting back. The thing is, in a round of combat, the 3 acolytes and 3 familiars will be toast. The majority armor save is a 6 (due to 6+ acolytes and 6+ familiar saves) which means you lose all your models in the first round of combat, way too easily.

Also, in a tourney - you have only a Chimera and two rhinos which means all of your enemy's anti-tank weaponry will oversaturate them and destroy them way too easily. Then they have to all walk and they're not resilient enough to just walk.

The stormtroopers are fine, but really, I would drop down to 8 Troopers as having 10 isn't going to change much since they're just there to supply those special weapons. If they get shot out of their tank, they're pretty much goners. You could save some points and go for more units.

The platoon is fine, but this is all the AT you have sitting on two missile launchers with BS3. A single armor 13 tank will probably be the end of the game for you.

The other thing is, we're not very Radical here, are we?

Now don't take anything hard here, I'm just pointing out a lot of things that you will quickly notice when it comes time to play the games in the tournament and you get fried off the board first turn, or second turn. That's not fun for anyone...
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Old 10 May 2005, 12:51   #3 (permalink)
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Default Re: 1000 pt. Radical DH

i agree that the retinue needs to balance out to reduce point amounts, but keep in mind that in assault, the acolytes got storm shields (4+ invul save) to nerf off power weapons, and the familiars are the other fodder. btw, the center dot does NOT have to be on the inq.* it can be moved anywhere so long as it touches his body (which surprisingly enough, is very durable without touching your own men). the iniative 1 can't be helped, which is where the familiar and invul saving acolytes come in (i'd give em power armor, but power weapons would pillage this group badly...).* after they survive the volley, they'll have to endure a volley of smashes which will either cripple or wipe out the attackers. guaranteed (they've been through orks, tau, space marines, dark eldar and guard. and it's surprisingly doable). however, i will concur that for 1k points, this is too much... i

as for lack of daemonhosts, points come to mind.* 1 daemonhost gives me concerns that it won't be doing much.* 2 or 3 gets to be too much points.

if this was going to be a 1500 point tournie, things would be ALOT easier (2 armored fist to accompany the ISTs, add in a russ, a shooty inq and some daemonhosts for good measure, and than things would cook...), but unfortunately, it's likely 1k, and thus, plans are pretty much soiled..

i'll send in a modified list later of another possibility.
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Old 10 May 2005, 20:52   #4 (permalink)
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Default Re: 1000 pt. Radical DH

Havrik:

Yea, you can put Holocaust anywhere, but if you're in combat or leaving one, or other situations where models are all together, you won't have the luxury of good placement due to pile in rules and all that. It's a good power, but not when the models have 6+ saves (stormshields don't block non-combat attacks afterall).

The other problem is with the unit in assault, under 4th edition, the squad's majority is the 6+ save, and the wounds must be spread throughout the unit, not just centered on the 3 acolytes. The acolytes may perform a 4+ invulnerable save, but the rest will be forced to make their 6+ armor save if it's available. In the case of power weapons, after 4 power weapon attacks (1 for the Inquisitor, 3 for the acolytes) the rest of the until will be forced to take wounds too, and you'll be out of invulnerable saves to roll. If you're moving the wounds though the squad as par the rules, attacks will land on your combat servitors, with a majority save of 6+ which means they're gonners. It's for these reasons that I'd take the focus off of the few invulnerable saves so much and instead just take more bodies, or focus more on armor saves and wound catchers as you can always allocate the power weapon hits to a familiar or a mystic somewhere who cost next to nothing. The acolytes merely save the Inquisitor's wounds, but only against those who are base to base with him (your inquisitor cannot take wounds for the whole unit and simply apply them to the acolytes of course). Any kind of outnumbering and I4 unit will pretty much waste the squad and leave the Inquisitor standing by himself unfortunately.

Daemonhosts are expensive, but they're fun No worries on that though.

Anyhow - I look forward to your next rendition!

Cheers!
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Old 11 May 2005, 01:53   #5 (permalink)
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Default Re: 1000 pt. Radical DH

this may fare better, tho assault will beat me down if they connect.* as a result, i'll wind up playing like guard (shoot u fools!).* *laughs* should be interesting.*

HQ - Inq. Lord w/ Psycannon & Auspex
w/ retinue of a sage,* 2 mystics, 2 familiars, and 3 gun serv. w/ heavy bolter
= 184 pts.

Troops - 8 Inquisition Storm Troopers w/ 2 Plasma Guns in Rhino w/ Extra Armor & Smoke Launchers
* * * * * * * * * *= 158 pts
* * * * * *- 8 Inquisition Storm Troopers w/ 2 Grenade Launchers in Rhino w/ Extra Armor & Smoke Launchers
* * * * * * * * * *= 158 pts
* * * * * *- Armored Fist Squad w/ Missile Launcher & Plasma Gun in Chimera w/ Multi Laser & Heavy Bolter
* * * * * * * * * *= 175 pts
* * * * * *- Armored Fist Squad w/ Missile Launcher & Plasma Gun in Chimera w/ Multi Laser & Heavy Bolter
* * * * * * * * * *= 175 pts

Heavy - Lemun Russ Battle Tank w/ Battle Cannon, & 3 Heavy Bolters
* * * * * * * * * *= 155 pts.*
= 997 pts.

much better shooting efficiency, and they got 5 vehicles to spread the "love" around.* the inq. isn't in a chimera, cuz frankly, he doesn't really need one.* he's meant to stand still and shoot at a unit like he messed with the emperor's mother.* the fists get deployed to desired positions and fire with their specials, while the chimeras move around and harass foot sloogers or low ap vehicles.* the ISTs will start off nearby the armored fist til later on the rounds, where they trek to the objective (rhino or no rhino.)* the lemun russ is self explanatory...
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Old 11 May 2005, 02:47   #6 (permalink)
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Default Re: 1000 pt. Radical DH

Havrik:

Definitely a nasty list for mobility and shooting power and the undeniable pressense of the Russ. My only real beef stems from the Inquisitorial squad again. Sages are very expensive and everything else in the retinue is very expensive and should they take any fire at all, you begin to lose very expensive models and lose fire power. As it is, they require cover to last a single frag missile template, and would take best cover from the hull of that Leman Russ for 4+ cover saves which are better than the invulnerable and general armor saves in the squad. The chance to re-roll a single shot isn't so important with heavy bolters. Those points could be bullet-catchers who better serve the squad and in a tournament, will be a larger squad in terms of calculating 50% strength for scoring purposes.

Example:

Inq. Lord; Psycannon; Auspex
Retinue:
Mystics x 3; Familiars x 3; Gun Servitors with heavy bolters x 3

188 points. This would give you a squad of 10 members, with good firepower and good survivability if you use cover. Also, the importance of an auspex and mystics is just awesome in games where deep strike and infiltration are so rampant--you can quickly eliminate those squads via the massed dakka here.

If you drop 2 familiars, you come down to 8 members in the squad and retain your 176 points tag to fit into the old slot.

Really though, I would drop a single heavy bolter, to afford a single sage for the BS increase on the Inq. Lord, but then to take mystics and familiars (or acolytes) for more wounds in the squad. It's a shame to lose expensive squads to a few really crumby shots with no armor or invulnerable saves. Numbers make up that difference by having larger squads, and of course, good use of cover.

Otherwise, looks good to me!

Cheers!
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Old 11 May 2005, 13:33   #7 (permalink)
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Default Re: 1000 pt. Radical DH

modified the list. going without sages feels like i'm really giving up a sacrifice...

decided 2 mystics would fare much better, since i can give the shots to someone else that's closer. question tho. is it safe to assume the unit only gets one 'free shot' per model at the deep strikers?

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Old 11 May 2005, 20:57   #8 (permalink)
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Default Re: 1000 pt. Radical DH

Havrik:

The mystic allows the Inquisitor and his retinue take free shots at the freshly Deep Striken squad. They count as stationary and may fire as par normal shooting rules are applied. The unit fires the same as if in the shooting phase. Interpretation about whether it's ok for a model to take more than one shot because his weapon allows this (such as a heavy bolter) is debatable as some will say that you can just shoot as normal and others will take 'a free shot' very literally and fire once per weapon, no matter what it is. For the sake of fairness, I would take the later account and merely fire once per weapon until we get an update on the Mystic's ability.

Now, in the FAQ v4.0.1 the update on the mystic states it Mystics allow a free shot at all units of daemons and deep strikers that show up within the normal range. One could take it either way really.
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Old 11 May 2005, 23:52   #9 (permalink)
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Default Re: 1000 pt. Radical DH

damn shame. i'd love the idea of the mystics allowing 12 more shots at some deep strikers. oh well, guess i could nominate 'rocket man' if it's real heavy armored units (tau suits, for instnace)
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