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1250 Speedforce; Skimmers and transports!
Topic Started: Sep 17 2017, 10:35 PM (239 Views)
Syramis
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Destroyer
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So, building a list for my first game, figured I would leave (most) gimmicks out of the list... That said here it is.

<Battalion Detachment>

~Scythe-barge w/ gauss cannon & Rez orb (Warlord)
~Scythe-barge w/ gauss cannon

~10man warrior unit w/ g-ark
~10man warrior unit w/ g-ark
~10man warrior unit w/ g-ark

Simple plan is simple, arks will run warriors into rapid fire range, drop off and unload, while barges use arks and warriors for screen before plowing(and I do mean PLOW) into melee with a prefered target. After peppering things up with gauss, pick and choose when and where to charge in(if at all) with warriors, using arks to keep them going, and using Command Wave to boost them up for dakka and/or choppa duty.
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Commander_Sune
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Immortal
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Sadly a 10 man Warrior unit with a GA is very overcosted.

You will have a very hard time against a high touhness/save army, but against a horde army it will be good.

Regarding CC and 10 man Warriors unit will have a hard time. RP doesn't work in your opponents turn and a 10 man unit can easily be surrounded so that you can't bring back models.
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Quinten87
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Lychguard
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Commander_Sune
Sep 20 2017, 10:37 AM
Sadly a 10 man Warrior unit with a GA is very overcosted.

You will have a very hard time against a high touhness/save army, but against a horde army it will be good.

Regarding CC and 10 man Warriors unit will have a hard time. RP doesn't work in your opponents turn and a 10 man unit can easily be surrounded so that you can't bring back models.
You can take casualties from the middle of the unit to circumnavigate this. But yeah, in general warriors aren't exactly cc beasts.
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Commander_Sune
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That's a good tip. There's a lot of shenanigans you can do when removing models.
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Syramis
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Well, the idea would be to pepper the enemy at the limit of the ark's range until a good chance was available, then drop off the warriors at point blank range and drop 40 shots into someone's face. Then, either charge in to clean up the mess, or stand at point blank range, daring them to charge(And eat overwatch), at which point I can either stay in melee if the odds favor me, or literally walk away/into the ghostark for protected regen. Also, don't forget that the arks can still regen warriors even if they are in melee.

While I will admit that warriors are not melee monsters, they are a self reanimating tarpit with near-marine staying power and a leadership so high, that any losses that would risk a moral test probably already wiped them out. Sometimes the goal of getting into melee isn't to melee, but to deny dakka.

I COULD also try charging with the arks first, allowing them to soak the overwatch before warriors follow up. Being Flying, arks can retreat and still shoot, and if warriors retreat into the arks, they can't shoot anyways.
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Asavar88
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The only change I'd try to make to this list to sneak in a unit of Scarabs. They provide a great screen for your Barges in case they need to seperate from the Arks, as well as a sneak objective grabbers/sitters. Perhaps go Tesla Cannons and ditch the Res.Orb to find points...

I've found Ghost Arks are brilliant in objective-based games, due to their massive hull size effectively shielding an objective-secured unit, complete with Fly and pretty significant covering firepower. In the end it doesn't really matter if they go down, because at the very least they've delayed an enemy reclaiming an objective for a potentially game-winning period of time.

Unless there's something that can seriously put some hurt on your Arks, I'd not hesitate to disembark Warriors onto an objective and place the Ark in the path of any assaulting units or heavy weapons.
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