Tactical Command
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Speed Freeks list and Q's
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=670
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Author:  the_fifth_horseman [ Mon May 05, 2003 8:39 am ]
Post subject:  Speed Freeks list and Q's

Ok, guys.
I've posted about these some time ago on the EA playtester's forum, though they seem to have passed almost unnoticed.
There are 3 unofficial army lists, that I'd like you to check out. These are: Necrons v 1.4, Sisters of Battle v 1.2, and, though not necessarily important, the Kroot Mercenaries v 1.1 . The Kroot are more of a side-effect, done mainly to kill time, but you may use them both as an army of their own adn as mercenaries, as fragment of another army.

The Necron list is the very first one I started, this is 5th version, much improved over the time. Follows the Codex:Necrons very closely.
Oh, and but one question: What stats would you give Necron "Scorpion" unit in Epic? It's going to be similar to a Tomb Spyder, but ground based, without enchancing the Necron self-repair, but with a heavy punch- one Gauss or even Heavy Gauss cannon is a must. Maybe some more weapons too. It will have claws as Spyder does. Maybe also what stats would you give the War Engine based on very similar concept, probably with Particle Whip or Beam instead of Heavy Gauss.

Sisters of Battle are a niche army, but quite fun to play. You cannot shoot enemy apart like Marines do, neither make a furious close quarters charge like the Tyranids. They are not numerous as Orks, but not too powerful as well. You have to balance your tactics and use each unit in complex plan. And you still have some good troops, say Seraphim who are somewhat equal or even better than Assault Marines, and for less points! Or Exorcist: D6 Krak missiles. That's risky. You can roll 1 missile. But you can also roll 6. A formation of 4 of these babies can shoot anywhere from 4 to 24 missiles in a turn. Ouch. 24 Krak Missiles really hurt. With Indirect Fire, not Artillery. I did not want to copy a Whirlwind too close. It's a big gamble, but worth it's points.

They are all for download on the adress: groups.yahoo.com/group/epica
And, thanks to the CyberShadow, the Necron and SoB lists are going to appear on his website too. Thanks once again, Shadow.

Anyway: please post your coments on this thread as much as you like to, and do not spare any harsh opinions. These lists ar made for you, after all.

"The Vaul-moon shall bring forth the Dragon
The Master of Death will drink deep from Isha's Eye
That Which Lies Outside will be drawn to harvest
And the Jackal-God shall turn brother against brother.
The Four shall take place amongst the stars,
Their Legions ascendant, unstoppable as the night"

A joke:
"-How do you call a Necron army?
-???
-Basically, as far as I know, a group of Necrons is called a Threat"
Got it? Threat. Heh, Heh...

Author:  CyberShadow [ Mon May 05, 2003 10:39 am ]
Post subject:  Speed Freeks list and Q's

Yep, the SoB and Necron list will be added soon. I have also cast an eye over them this weekend and I will post my comments here soon. Thanks.

Author:  Shadow Hunter [ Tue Nov 25, 2003 12:48 pm ]
Post subject:  Speed Freeks list and Q's

but at least either way I won!  :D

Anyway, I played a 2000 a side game - Ork v Marines.  It was just to test out the army I'm creating for Orks.

Things I learned,

Termies and Land raiders are tough.  Very tough, especially when in the same formation.  I had to throw a lot of firepower at them to even cause a scratch.

Dont throw assaults in hap hazardly.  I did 3 assaults, and each favoured theperson being attacked.  :blush:   First was my stormboyz against assault marines.  Both were unhurt, and the stormboyz did okay (killing three to the marines two) However, I failed to remember supporting fire, and a nearby tac unit shot the rest of the Stormboyz to simitherines.

Next I assaulted bikes into a Blitz brigade.  The BB had weight of numbers, which got them through (with the help of one grot stands FF from another formation killing a bike  :D   )

And finally the wounded BB assaulted the termies and LR.  Foolish I know, I just wanted to see what could and couldn't work.  The BB were wiped out to no loss of any marines.  Those termies are good at everything.

Marines rally very easily, win initiative and stratergy rolls off regularly and are very small.

Orks can do double orders so well, its a risk to do a normal move and shoot.  They rally okay when a large mob, but struggle at other times.  

A normal Mob is quite good and easy to manouver.  A large Mob is very good, but extremely difficult to manouver.  God knows how a uge mob manouvers, other than badly.

BB I'm not bothered about, but luckily I prefer stompy things anyway.

KoS are very fast (mind you, they are red)

Grotz are ace.  Cannon fodder, free... :cool:

Stompas are very good, and deserve the 75pt cost.  I just wish I could roll as good for their reinforced armour as I could for the termies and LR's.

Tac units can do everything very well.

I think that's about it.

I only played 2 and a half turns, as it gets a bit boring playing yourself.  I'd like to add in a titan a side now, but will wait for my regular opponent to come round for that.

Author:  Teekkari [ Tue Nov 25, 2003 1:51 pm ]
Post subject:  Speed Freeks list and Q's

Mind if I chime in with my grrreat 2-game experience?

So far we have managed to play two games with a friend I converted to Epic few weeks ago, him playing his Orks and me playing my modest Imperial Guard force. In the first game, he learned why artillery is oft referred as the god of battlefield, as he not only bunched up his most expensive warboss mob (mounted in battlewagons) but in addition, gave me the first move which I promptly used to pummel his forces with my Basilisk batteries (managed to get 6 battlewagons under one template...). The end result, a loss to the Orks, although their last assault with only a handful of Nobs very nearly carried through my Armoured Fist company.

On the second game we played on saturday, he fared better. A clever use of stormboyz unit to capture two objectives with a single move did win him the game, although his almost 1000-point mob was completely destroyed after a badly planned firefight with reinforced Armoured Fist Company entrenched in a treeline. Other memorable events include the use of three Hydrae in an anti-tank role, in which they are quite effective if horrendously vulnerable.

Lessons learned:

1) IG Artillery is the king. But it must be used in concert with other forces; simply pounding random units from afar will do no good.
2) You have to have a plan thought out and be ready to execute it. In both games, I really didn't have any battle plan and as a result, I was mostly reacting to the Ork's movements.
3) If your units have mobility, it should be used. I had an Armoured Fist company, which I moved a grand total of 30 cm. As a result, I failed to capture any objectives from the opponent's half of the table, when he threw a bulk of his fast-moving forces against my Tank Company (which I tried, halfheartedly, to use as a breakthrough element). One reason for my lack of mobility was that I was still thinking in terms of Epic 40,000, where March move was often unwise because of the column shift it offered to any enemy shooting. For this reason, I only double moved even my Rough Riders...
4) Breakthrough forces should be concentrated for maximum effect - I had only 1 Tank Coy, 1 Arm. Fist Coy and a platoon of Rough Riders, and when I split my tank and mech coys to differend ends of the table they were not effective enough to force a decision. In addition, the artillery support should be more useful and effective if it can be concentrated on the units facing the breakthrough formations. However, the rest of the table shouldn't be left totally unguarded - I need more infantry! Only problem being that from the figs I have left I can only scrounge about 2 companies worth of IG infantry...
5) Rough Riders should be used either as a screen, or as an assault unit. One shouldn't try to use them as both - if you spread out to the maximum 20 cm coherency, their value as a fast-moving assault unit diminishes unless the foe comes either too close or is approaching directly from front. In a 4-turn game, my RR:s did nothing useful because they were too spread out to use in an assault. In retrospect, a useful role might perhaps be a screen to a mech inf coy, with RR:s deployed some cm:s ahead of the mech on the start of the game and then march moving ahead of the double moving Chimeras, catching any assaulters with their hunting lances?
6) Hydrae against ground targets. Instead of 3-Hydra battery which breaks very easily, perhaps a better alternative would be one Hydra upgrade for mech coys? It could stay back behind the Chimeras and be still able to fire at the enemy closing to 30 cm with the front Chimeras, and at the same time spread the "flak cover" a bit further.

For the Orks, I'd say that the Grots are indeed very good. Manouverability is not good with the big mobs, but stormboyz & the like are a blast at taking objectives and targets of opportunity.

Author:  Shadow Hunter [ Tue Nov 25, 2003 2:17 pm ]
Post subject:  Speed Freeks list and Q's

No probs more the merrier.

Yep Stormboyz are very useful, if you use them right.  Unlike me.  :oo

When I was playing, all I could think of was how vulnerable I would be to a barrage.  My big Mob was so big, the stands were virtually touching.  A decent barrage would have made a real mess.

Ways around this maybe to mount everything up.  This isn't ideal, since I want a stompy force.  But the AT value of Barrages is higher than AP.

I know what you mean about Hydra's, since my flakwagonz were performing a similar role.  2 shots are very useful, even if at a cost to range.

Author:  Legion 4 [ Tue Nov 25, 2003 5:40 pm ]
Post subject:  Speed Freeks list and Q's

Yes, combined arms is the way to go !  And "Prior Planning Prevents Poor Performance !"  I also, played solo Epic SM1 went I first got it in '90, it was fun and I really learned the rules and how to use tactics within the game system ...

Author:  primarch [ Tue Nov 25, 2003 8:41 pm ]
Post subject:  Speed Freeks list and Q's

Hi!

I suspect many of us are playing solo games. At least we are playing epic, even if alone, it can be fun.

Primarch

Author:  Legion 4 [ Wed Nov 26, 2003 5:44 am ]
Post subject:  Speed Freeks list and Q's

And it was ! :;):

Author:  Shadow Hunter [ Wed Nov 26, 2003 1:29 pm ]
Post subject:  Speed Freeks list and Q's

Quote (primarch @ 25 2003 Nov.,19:41)
Hi!

I suspect many of us are playing solo games...even if alone, it can be fun.

Primarch

We are still talking epic aren't we?!?!?!  :D

What does everyone think on garronising formations?

I did it with my Stormboyz to help them assault the enemy.  I was thinking, about maybe dropping the blitz brigade and replacing them with big gunz.  That way I can get some decent shots in early on (depending upon where my objectives are in relation to the enemy of coarse).

Author:  nealhunt [ Wed Nov 26, 2003 5:31 pm ]
Post subject:  Speed Freeks list and Q's

I like garrisons for Orks.  It's a good way to get that footsloggin infantry to the middle of the board.  If you keep enough smaller formations to maneuver/delay, it's inevitable that your opponent will either hide all game or be forced to put a formation out in front of your nasty little mobz, leaving themselves vulnerable.

I also, in true Bad Moon fashion, love fielding big gunz.

Author:  Shadow Hunter [ Wed Nov 26, 2003 5:40 pm ]
Post subject:  Speed Freeks list and Q's

Duuurrrr!!!!


I never really thought about garrisoning a small mob.  I imagine they would be rather effective on sustained fire.  I think I'll try that out too, thanks :cool:

That would be 10 big shoota shots, with a +1 to hit.  Throw in some more Nobz and there's a lot of shooty power.

Author:  primarch [ Wed Nov 26, 2003 9:05 pm ]
Post subject:  Speed Freeks list and Q's

Hi!

Legion4, or anyone for that matter. I think it would be possible to play a real game with figures online if both participants had high speed access, vid cam and microphone. It would be cool.

Primarch

Author:  Freshmetal [ Sun Mar 07, 2004 3:31 pm ]
Post subject:  Speed Freeks list and Q's

Hi,

I've been looking at the Speed Freeks army list in White Dwarf (UK version, sorry) and have been trying to construct a 2700 point list without aircraft and spacecraft (a bit un-speed freek IMO even if they travel through space at a squillion mph!) and I've come up with a preliminary list that seems ok from a fluff point of view (which is more important to me than tournament-winning potential). Was wondering what people's opinions on this list are...

Speed Freeks Army

Big Speed Freek Warband - (350)
+Mekboy Bad Ork Bikeboy

Big Speed Freek Warband - (350)

Big Kult of Speed - (400)
+Mekboy Speedsta

Warbike Outriders - (150)

Warbike Outriders - (150)

Big Blitz Brigade - (385)
+Gunfortress

Fortress Mob (2 Battlefortresses) - (660)
+1 Nob and 14 Boyz

Big Blitz Brigade (8 Deth Koptas) - (250)

Total Points: 2695 points

Not completely sure on the divide between buggies, warbikes and skorchas in some of the mobz yet, but this would probably be governed by what I would receive in the multiple blisters this would require.

I'm also planning on making my Mekboy Bad Ork Bikeboy's "bike" similar to the monowheel on p.104 of the rulebook, but I am having trouble gathering potential parts, so if anyone can think of parts which would suit it, any tips would be greatly appreciated. I've looked at the 40k bike wheels, but they are a bit too large to use.

Thanks

Author:  nealhunt [ Mon Mar 08, 2004 9:24 pm ]
Post subject:  Speed Freeks list and Q's

I think it looks pretty good.  The Outriders are probably too fragile, but other than that it's fine.

For my taste, I would drop the fortress mob and replace it with some armor.  I can understand that it's the closest to an actual infantry mob you can get, but it's really pricey.  Besides, you already have some big, assault-oriented formations.

For about the same price, you could get a Big BB with 2 gunfortresses or Speestas.  Better yet, combine the outriders into one Big formation and use the points saved plus the cost of the fortress mob to get 2 basic BBs with gun fortress and speesta.

But as I said, that's just my personal preference.

Author:  nealhunt [ Tue Mar 16, 2004 5:58 pm ]
Post subject:  Speed Freeks list and Q's

I just checked out some Q&A on the SF list in the playtest forum.

Apparently, the outriders went from 4/mob in the vault list to 5/mob in the WD article.  I think that's too cheap, and a bit unbalanced.  It's bikes with Scout ability for less than the price of a normal bike.

Also, if you upgrade a nob to a nob warbike, you do lose the trukk he would normally come with.

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