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Post by zippysguitar on Dec 29, 2006 16:51:21 GMT 1
Just had a game with my eldar vs crapmarines First turn marnius calgar gets taken down by a bright lance (he was standing right in the open lol) His psycher also managed to survive a demonic attack! Falcon and vyper swooped forward to wipe out his scout squad and shoot at dreadnought which had no effect. Second turn cyclone terminator makes a mess of my support battery of 3 bright lance grav platforms. Vyper goes down in a ball of flame. Falcon manages to survive and hits back at other dreadnought which cripples it to half stats. Banshee exarch on combat drugs leaps forward attacking his 2nd dreadnought, hitting it with 5 melta bombs and explodes taking the exarch with it as she failed to move far enuf away when it blew! But job done Third turn falcon takes heavy hits, killing 2 of the 6 fire dragons i forgot i had in it!!!! The rest jump out and shoot up his near by psycher reducing him to 2 wounds. Jain Zar zips forward and takes out the majority of a tactical squad! Falcon and the dorment reapers miss every shot!! Yet another demonic attack this time killing his psycher! Last turn results in falcon being destroyed. Fire dragons are reduced to just one, who moves forward and takes out his techmarine on a bike. Jain Zar finishes off the tactical squad with the help of farseer using executioner to take out last member of the squad. I had take and hold which i got in the last turn with a bunch of banshees that did fuck all else lol. His mission was assassins which he didnt even get close too. Final score 19-13 to me
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bot
Cbayghan
Posts: 115
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Post by bot on Dec 30, 2006 10:47:45 GMT 1
nice one with these forgotten dragons in tank how long the game lasted and how many points per army?
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Post by zippysguitar on Dec 30, 2006 11:11:17 GMT 1
Lasted about 3 hours. Was 2000 point game, was one of the better games with my mate. The last game we had by the last turn i had taken out every single model of his
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Post by tturen on Dec 31, 2006 7:14:40 GMT 1
Sounds like a close game with edge going to missions.
Say just how did poor old Calgar find himself alone like that?
Must of had all those support platforms bunched up eh?
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Post by zippysguitar on Dec 31, 2006 12:02:52 GMT 1
the support battery had to all be together due to the rules.
my mate is just a bit silly sometimes lol, not that it matters coz calgar is shit! hes never done anything in the games weve had
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bot
Cbayghan
Posts: 115
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Post by bot on Jan 1, 2007 23:30:36 GMT 1
i could say similar thinds about jain zar... never managed to pull off smth outstanding with her. she's so fragile. ups, sorry. this tribladed boomerang is ok. remember my pissed off ork player after i started cutting down mobs with it
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Post by James 40K Champ *** on Jan 2, 2007 19:06:18 GMT 1
how could a Banshee exarch hit a dread with melta bombs..?
If you move into combat with a dread, you have to fight it, and i guess if you win, you could opt to stick a melta bomb on instead of your other attacks.. but it takes a whole combat turn to strap a melta bomb on, so no way could one model stick 5 to it..!?
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Post by zippysguitar on Jan 2, 2007 19:32:54 GMT 1
Ive asked that question before and the general consensus was that you can stick the number of melta bombs to the target as the difference in your combat score. I.e. instead of hitting something with a sword/axe etc 4 times u can place that many melta bombs on it.
Also if you attack a vehicle or something without a WS then u can place as many melta bombs as your Attack statistic
Quote from eastern fringe forums "In close combat against a model that fights back, you get attacks equal to the difference in your attack scores (after all dice have been rolled, etc) using any close combat weapon you're equipped with. So if you beat your opponent by 4 points, you get to place 4 meltabombs. Good-bye dreadnought!"
They also did this in an official battle in white dwarf 169: Hold The Line, Bunker Assault. Where the imperial assassin for space wolves places numerous melta bombs on the eldar dreadnought, placing 4 on it in turn five!!!
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Post by James 40K Champ *** on Jan 2, 2007 20:46:49 GMT 1
oh right, kewl Id always thought you were limited to one per combat phase.. these somewhat increases characters with melta bombs
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Post by zippysguitar on Jan 2, 2007 21:06:32 GMT 1
yep makes them miles better now!
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Post by Charly on Jan 3, 2007 17:09:13 GMT 1
sounds like a silly idea to me, it would take time to place a melta bomb.. besides one is often enough! being able to plant many in one turn would give characters much too large an advantage. also we dont use the original second ed combat phase any more, ours is closer to the warhammer fantasy one.
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Post by zippysguitar on Jan 3, 2007 17:44:44 GMT 1
dunno how difficult meltas are to place, if u watch the intro to dawn of war that orks just comes past and slaps it in without even breaking stride! if an ork could do it so could my left foot lol
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Post by Charly on Jan 3, 2007 19:11:13 GMT 1
yeah but notice how he runs away straight away! ther wouldnt be time to place more than one and get away in safety. in our rules u dont need to role to hit against a vehicle unless it has a ws, so meltas usually auto-hit, u jus work out the penetration staight away.
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Post by James 40K Champ *** on Jan 4, 2007 0:11:11 GMT 1
I guess you can just enterperate it however you like for your group, but I do think we got the right end of the stick being able to place one a turn, thats why you need a 5 man squad with them to really take a vehicle down.
Besides any other kind of argument, expecting any standard model to carry any more than a couple of melta bombs is a bit crazy, they aint small
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Post by tturen on Jan 4, 2007 1:51:05 GMT 1
Support batterys follow the battery coherency rules so can be spaced 4" apart. That would keep all but one out of a cyclone template. Of course you can opt to put them closer.
The melta bomb rules listed are official. You get as many hits as you win the combat by when in opposed h2h with a vehicle. I think this works out realisticly enough. Giving them only one attack makes them pretty useless for the points cost compared with say a power fist that a character can use against any target.
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Post by zippysguitar on Jan 4, 2007 11:58:20 GMT 1
yeah my grav platforms were quite close together and my mate fired like 6 missiles off in one go lol! and assault marine wouldnt plant 10 bombs as the vehicle doesnt have a ws so u place as many as your A statistic
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Post by James 40K Champ *** on Jan 4, 2007 18:29:04 GMT 1
I still think thats way wrong!
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Post by Charly on Jan 4, 2007 18:49:06 GMT 1
ok i got the old combat rules a bit wrong lol! ignore my last post.. so wer just talking about characters only then? same still applies, its not the first time ogc has changed an 'official' rule. a high level character wouldnt be carrying enough melta bombs for upto 6 turns, slapping 4 on each turn, which is what ur saying he cud do in theory, wheres he gonna put 24 melta bombs? they mite carry 4 tops.
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Post by Charly on Jan 4, 2007 18:51:05 GMT 1
"using any close combat weapon you're equipped with" from eastern fringe.. could be argued that a melta bomb comes from the grenades section and therefore isnt strictle a close combat weapon.
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Post by James 40K Champ *** on Jan 4, 2007 23:16:44 GMT 1
either way melta bombs are highly specialised and clearly need their own clarification as a special weapon.
For our rules at least, we allow one melta bomb to be slapped on per model, that still makes a 5 man assault squad very deadly against a tank and still quite cheap.
Do you think its really right to have a character with a jump pack and melta bombs, for under 100 points that could easily assasinate any tank he chooses, without any kind of tactical move..
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