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back with

 Post subject: back with
PostPosted: Fri Jun 29, 2007 2:02 pm 
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Well,  as I wrote on another post,  I am back to the game after not playing for a while.

So this is the army I plan to take tomorrow for our first game.

I don't know who I will be fighting but could be eldar, guard  or inquisition.

here it goes:

Total 1500 points of air and gargants

Gargant.- warlord here (break your spirit)
9 fightabommers
2 landas


1 warband with 2 extra boyz and 2 extra grots in first landa
1 warband with 2 extra killer kanz in the other.


Garrisons:
Stompamob.- 4 stompas, 2 stompas with 'ammer, 4 dreadnoughts, 1 flakk wagon.
Big warband.- slaver x2, extra nobs, flakk wagon, 2x killer kanz (provide cover to the guns)
stormboyz



blitz brigade with mekk. (3 flakk, 2 gunwagons)
blitz brigade with mekk.
big kult of speed. Mekk x2, 4 skorchas, 6 bikes, 6 buggies, 1 flakk, 2 koptas


TOTAL: 10 activations (+2 riding Landas)
112 units.

what do you think?

Every unit will have a flakk wagon for anti AA. I know I have planes... but I use them more offensively. So I need some defense. My enemies have learned to take their own planes to stop mine.
Every unit has oddboyz (but stormboyz and landas). so it has a good ammount of shooting.
With most of the slow units being garrisons, this army is really fast!

I know I could split my planes in 2 units but my friends know I take them and they have insane amounts of flakk. So I can sacrifice that extra BM for a larger and more survivable unit.
So,  what do you think?

BTW, I have about anything to add to or change this army.   :devil:


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 Post subject: back with
PostPosted: Fri Jun 29, 2007 6:23 pm 
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The ultimate blitz brigade is 2 flak, 1 zap, 1 gunwagon.

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 Post subject: back with
PostPosted: Fri Jun 29, 2007 6:33 pm 
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agreed but then I have 70 points to spend.

If I add 35 points to any formation it will make it a break your spirit formation.

I think it is better to have a gargant being BTS than a formation that can be broken and is not fearless.

The other choice is drop the extras for the smaller warbands (landa ones) and the extra flakks on the blitz and  a kopta somewhere to add an extra blitz.

Do you think that's better?

Or do you think that a warband/stompamob/kult of speed is a better BTS formation than the gargant???


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 Post subject: back with
PostPosted: Fri Jun 29, 2007 8:46 pm 
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agree... but then it can not be garrison.

It might be worth it and team up with the gargant.  Would you replace a garrisoned mob with a stompa mob with the extra firepower?

The way i designed it was:
garrison with extra wounds (dreads).
All the suppresion would go on the dreads while the stompas would provide the armor and firepower.

One flakk to prevent air attacks.

This unit has a potential second turn charge and can claim an objective easily.

Any thoughts?


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 Post subject: back with
PostPosted: Fri Jun 29, 2007 9:05 pm 
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yup mekks are oddboyz.  every unit has one or 2

garrison warband has 2 slavers with soopa gunz
kults of speed have 2 as well (mekks)
blitz have mekkboyz.  Lone mekks might have Zzzap gunz instead of soopa gunz


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 Post subject: back with
PostPosted: Sat Jun 30, 2007 1:12 am 
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I really like the look of the list.  My one thought was regarding the warlord- IIRC if its a normal gargant you dont have to put him in it so would you be better giving the warlord to another formation?  Perhaps the big warband?

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PostPosted: Mon Jul 02, 2007 3:37 pm 
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Oddboyz can only upgrade Gunwagons and Gunforts.  Nothing in your KoS can use the upgrades.  If you want to do that, I suggest changing the Koptas for Gunwagons (upgraded to Zzap wagons).

I think TRC's point on the Blitz Brigades is that your mix should be about 1:1 Zzapwagon to Gunwagon with the balance being Flakwagons.  In your case, 3 Flak, 1 Gun, 1 Zzap.

I don't think you have any need for the 'Ammers in the Stompamob.  You're not likely to initiate CC.  If the enemy initiates CC, they still aren't very vulnerable and the Dreads have MWCC4+ attacks.  Also, it's only 11 units, which is just barely the max Mob Up bonus.  It wouldn't hurt to have a couple more units so you could take some casualties and maintain the bonus.  Trading a single Stompa for 3 Kanz could be an option - same price, larger formation.

If you can spare 20 points, 2 Nobz are better than 2 Kanz in the Landa.  The extra hits more than make up for the MWCC and the Kanz render the formation vulnerable to AT fire.  Barring that, I think the Boyz/Grots are a better option for the same points.

One option for changing that could be to move the Kanz to the Stompamob, then change the Dreads out for Nobz in the Landa (same price).

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 Post subject: back with
PostPosted: Mon Jul 02, 2007 5:13 pm 
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Thanks everyone for the feedback!

Neal,  I did add the gunwagons on the KoS.  I just didn't give a detail of each formation and expected that people who read the army would assume that the units were there.  I like the koptas for the better armor and usually ad 2 to big formations and 4 to 'uge ones.

I think that blitz brigades are there for the big gun.  The other 3 units are wounds.  A formation will seldom be suppresed.  They are either alive or broken.  I give them 1 big gun to add range if I have a blast marker but then I think they are better for their AA support.  You will se what I mean after my next post with my battle report.

My favorite configuration for the landa is 2 boyz 2 grtos.  Then,  nobs are great.   I also like the all biker mob against some armies.  But I knew I would be assaulting leman russes and I thought that the kanz would be a good addition.  

Finaly,  about the kanz in the stopma mob.  I never take units with less than 4+ armor save.  The reasson this formation is so strong is because it can endure a lot of enemy fire.  Not because the damage they can cause.  If I add kanz, then the unit becomes more fragile and that is something I try to avoid.  I understand teh 11 in number and I wanted to increase the number but I didn't want any formation to be more expensive than the gargant which I assumed would be the most endurable unit for break your spirit proposes.

With all that,  here comes a BR


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 Post subject: back with
PostPosted: Mon Jul 02, 2007 5:53 pm 
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Again thnks to every one who gave me their oppinions about the army.  
I played 2 games.   The first one against IG the second one against Tzeench.

IG had a tank heavy army with 2 tank companies :S 9 basilisks, 3 manticores, 3 baneblades, one hq, storm troopers, 3 hydras, rough riders and 2 warhounds.  
My friend wanted to make sure that my planes were not effective so he took 1 hydra on each formation that allowed it and 2 formations of planes to intercept.

It was a tough game.  He went first and activated plans on CAP.  I attacked with the bommers to place some blast markers and then with the landa to air assault a unit of tanks on the flank.  I lost and the landa was destroyed and my formation broken.

The game continued with all kinds of bad ressults for my side.  Assaulted stormtroopers with  stormboyz trying to destroy some planes and lost.  Lost blitz here and there.  I knew I would lose the game since turn one.  I didn't even air assault with my second Landa and I held it for turn 2 (made an attak run but not an air assault.)

The good thing on turn one is that I killed a titna, and put so many markers on the planes that I knew they would not come back.

Turn 2 was his as well.  He started and broke my KoS witha sustained fire of one tank company.  he broke some of my blitz, I recovered a little by breaking the HQ, and forcing some marshal actions.  But I had lost many of my numbers and his formations were broken or holding but with few casualties.

Turn 3, I had my gargant left, the big warband broken,  the landa and its content and the planes.  He didn't have objectives but I only managed to destroy the rough riders, strom troopers and hydras.  a couple of his formations were broken but the tank companies, baneblades, basilisks, etc were alive and well.  So we called it a game.

2 tank companies are too hard to deal with.
9 basilisks really hurt my big formations.   Manticores do too.
Air attacks are quite uneffective against guard if they are prepared.

My army was really not effective.  Bad loss.


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