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too many battlefortresses. http://www.tacticalwargames.net/taccmd/viewtopic.php?f=59&t=7774 |
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Author: | phindar [ Fri Oct 20, 2006 4:44 pm ] |
Post subject: | too many battlefortresses. |
I continued painting some of my EPIC stuff and realized that I have TOO MANY battlefortresses. I love the model. But I think that 7 of them can be a little too many. So I started figuring out what to do with them. Each one can transport a full warband. So, I designed an army with 7 warbands and 7 fortresses upgrades. I don't think it'll work. Unless you add some oddboyz and extras. A more "complete" formation: -1 warband -1 fortress extra -1 gunwagon mekk -2 gunwagon cannon fodder costs 400+ points So, to take all 7 I would need more than 2k just for them. I think that they would be LANDA-like units. But having landas, who would use them? So, I dunno what to do with them. I love the model and I am really looking for a way to field many of them. But I always end up taking different formations. what do you think? |
Author: | Dwarf Supreme [ Fri Oct 20, 2006 5:13 pm ] |
Post subject: | too many battlefortresses. |
(phindar @ Oct. 20 2006,11:44) QUOTE I continued painting some of my EPIC stuff and realized that I have TOO MANY battlefortresses. Not possible. There is no such thing as having too many Battle Fortresses or Super Heavies or Titans or.... ![]() |
Author: | Bombot [ Fri Oct 20, 2006 6:49 pm ] |
Post subject: | too many battlefortresses. |
Big Warband 350 2 Battlefortress 250 Flakwagon 35 Big Warband 350 2 Battlefortress 250 Warband 200 Battlefortress 125 Flakwagon 35 Warband 200 2 Killa Kans 50 Landa 200 Big Kult of Speed 350 Stormboyz 150 Gunwagonz 150 Buggy 25 Oddboy 50 Gunwagonz 150 Buggy 25 Oddboy 50 TOTAL 2995 That's five of them! ?Plus room for one more if you don't take the Landa. EDIT - or the KoS could be another Battlefortress Warband. DISCLAIMER ?- this army might suck ? ![]() |
Author: | consectari [ Fri Oct 20, 2006 7:52 pm ] |
Post subject: | too many battlefortresses. |
Keep in mind, someday you may want to play a 4000 or even 5000 point marathon game. They may come in handy then. |
Author: | phindar [ Fri Oct 20, 2006 8:11 pm ] |
Post subject: | too many battlefortresses. |
4000 is our standard ![]() It's just that 10 models riding a 3 wound tank are very vulnerable. One TK shot or even one lucky critical is enough to destroy the whole formation. Does anyone actually use them on a regular basis (one, not even 7?? ) |
Author: | Legion 4 [ Fri Oct 20, 2006 9:12 pm ] |
Post subject: | too many battlefortresses. |
WOT ! NO SUCH Ting az tu many Big Fortz ! ![]() |
Author: | Bombot [ Sat Oct 21, 2006 12:16 pm ] |
Post subject: | too many battlefortresses. |
(phindar @ Oct. 20 2006,20:11) QUOTE 4000 is our standard ![]() It's just that 10 models riding a 3 wound tank are very vulnerable. One TK shot or even one lucky critical is enough to destroy the whole formation. Does anyone actually use them on a regular basis (one, not even 7?? ) Yes, a TK-heavy army would have a field day against a Battlefortress army. However, I guess that measn if you're going to use them, either use one max or use as many as possible and give them too many to shoot at! |
Author: | Suvarov454 [ Sat Oct 21, 2006 2:43 pm ] |
Post subject: | too many battlefortresses. |
(phindar @ Oct. 20 2006,15:11) QUOTE 4000 is our standard ![]() It's just that 10 models riding a 3 wound tank are very vulnerable. One TK shot or even one lucky critical is enough to destroy the whole formation. Does anyone actually use them on a regular basis (one, not even 7?? ) Units riding in transports are always vulnerable, but there's another way of looking at it. ?10 units in a 3 DC WE will only take 2 AT 5+ rolls (+1 due to Sustain action) from an IG Artillery Company. ?The same Company shooting at a dismounted warband will roll a slew of AP 4+ rolls (+1 due to Sustain). ?That is a whole lot less vulnerable (unless the IG player gets the crit). You have to gauge your vulnerability against the enemy you are facing. Another way of reducing the vulnerability is to include another Fortress in the band that isn't transporting units. ?Place it in front of the loaded Fort, and you'll block some LoS, and the first 3 DC of an attacks must be applied to the guard. ? One last thought: 1 Battlefort is 125 points and has the same transport capability of 4 Battlewagons which is 140 points. ?The Battlewagons are better by 1 DC, 4 Big shootas, don't suffer from criticals, and provide cover modifiers to stands. ?The Battlefort gains 1 Big Gun (better range and AT 5+), has better armor, better CC and FF attacks, and block LoS. ?In my opinion, that makes both roughly equivalent choices for transporting the warband. ?Do you think 7 warbands mounted in Battlewagons would be ineffective? ?If not, then 7 warbands mounted in Battleforts won't be. |
Author: | Legion 4 [ Sat Oct 21, 2006 5:20 pm ] |
Post subject: | too many battlefortresses. |
No way ! Most of my Ork Warbands are Mech ! We ain't walk'n les we'v gotz to ! :imagine Ork Smilie: ![]() |
Author: | Markconz [ Sun Oct 22, 2006 10:01 am ] |
Post subject: | too many battlefortresses. |
I use 8 BF pretty commonly in 4-5K games. 4 big warbands all mounted (with some flak wagonz also). Just don't take direct fire while mounted and you are fine. Occasionally you will lose half a warband due to a lucky air or artillery strike, but the added speed is invaluable (unless you play on really open tables). Especially when you do a double or march as your last activation and unload right in the enemies face with all those big warbands - they can't avoid all of them!! |
Author: | tneva82 [ Thu Oct 26, 2006 1:28 pm ] |
Post subject: | too many battlefortresses. |
(consectari @ Oct. 20 2006,19:52) QUOTE Keep in mind, someday you may want to play a 4000 or even 5000 point marathon game. They may come in handy then. 5k? That's small. Try 12k ![]() What fortresses are good for is mobile attached 3xFF4+. Landa is good for one turn but then it flies off. Fortress stays with you, provides cover for infantry and can be used to hitchhike warband later as well. Landa leaves infantry slogging it on 15cm. Can be annoying at times. |
Author: | nealhunt [ Thu Oct 26, 2006 4:50 pm ] |
Post subject: | too many battlefortresses. |
Is 2000 points your limit for some reason? === One idea: Big Warband + 3 Fortresses - 725 points, decent firepower, decent FF, fast as heck, tough enough to leave loaded or with extra transport capacity if one Fort is killed, monsters in CC (barge deep into target for more nobz/boyz in CC). 4x Warband w/ Fortress - 1300 points 2025 points. That leaves enough points for a Supastompa for MW fire and a modest formation of FBs for air cover and still come in under 2700 points with 7 activations. Use a hammer strategy with the Supastompa/Big Warband as the base and the small mobz available to divert to protect flanks as needed. I'd say if you want Zzap guns, the thing to do is convert one of the Battleforts to add a Zzap gun (calling it a Gunfort w/ Mek at that point, obviously). Or another option: 2 of the Big Mobz with 3 Forts - 1450 points. Warband + Fort - 325 3x Blitz Brigade w/ Mek - 600 6 FBs - 300 2675 points, 7 activations, plenty of TK Use the 25 points to add a buggy or bike or something to one of the Big Mobz to only have one BTS, put the Warboss in the other Big Mob. Again, use a hammer strategy. The Big Mobz move forward in tandem, the BBs stay behind for cover and "swing" off the anchor to hit targets of opportunity. The spare warband can either be kept as a reaction force or used as to provide a partial refused flank. |
Author: | phindar [ Thu Oct 26, 2006 6:28 pm ] |
Post subject: | too many battlefortresses. |
(nealhunt @ Oct. 26 2006,16:50) QUOTE Is 2000 points your limit for some reason? === Not at all. It's just a number I gave thinking... Heck! these are a lot of points! We usually play 3000 pointers and sometimes even more. I like the appraoch of your armies. I like the secon one better as I have realized that oddboyz are one of the ork's biggest strengths. I'll give the concept a try. It will definetly surprise my enemies as they are ussed to seeing me deploy 100 units and, with an army like that, it'll be only 7. One thing that I don't like is that 7 fortresses mean "on average" 3 criticals. Those are a LOT of dead orks. |
Author: | mageboltrat [ Thu Oct 26, 2006 7:54 pm ] |
Post subject: | too many battlefortresses. |
(Bombot @ Oct. 21 2006,12:16) QUOTE (phindar @ Oct. 20 2006,20:11) QUOTE 4000 is our standard ![]() It's just that 10 models riding a 3 wound tank are very vulnerable. One TK shot or even one lucky critical is enough to destroy the whole formation. Does anyone actually use them on a regular basis (one, not even 7?? ) Yes, a TK-heavy army would have a field day against a Battlefortress army. However, I guess that measn if you're going to use them, either use one max or use as many as possible and give them too many to shoot at! or find an opponant that plays Space Marines |
Author: | nealhunt [ Thu Oct 26, 2006 11:18 pm ] |
Post subject: | too many battlefortresses. |
I frequently add an empty fort of some kind for just that reason. Normally, I would go for however many Battleforts needed for transport plus a Gunfort for firepower and some spare transport capacity. Lucky shots still happen but usually by the time you are losing forts the boyz are stuck in and you're not likely to lose large amounts of materiel. And if you do... You're Orks! You're an attrition force. Dying is what you do. Get used to it. ![]() |
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