Snap Fire Charging Chaos Daemon |
zap123
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Post subject: Snap Fire Charging Chaos Daemon Posted: Fri Jun 13, 2008 1:01 am |
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Joined: Mon Mar 27, 2006 2:47 am Posts: 3065 Location: Brisbane, Australia
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What, you mean these:

There are 3 types of rider in the Exodite list. I'll be using these conversions, the actual small GW Exodite rider for the second, and hopefully the EW Bounty Hunter for the third....just waiting on these guys to finish a decent list.
By Pushover, I mean the Exodite list looks pretty weak to me. They don't have much in the way of really large companies to absorb damage and not a huge amount of firepower. None of this matters though, it will still be heaps cool to put an exodite army on the table! It is also good to have a weaker army you can use against newer players so they are in with a hunt. I think both the Exodites and the Frateris are good candidates for this.
_________________ Fire bad, tree pretty - Buffy
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Warhead
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Post subject: Snap Fire Charging Chaos Daemon Posted: Fri Jun 13, 2008 6:31 am |
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Joined: Tue Jun 03, 2008 12:51 am Posts: 2785 Location: Nr Glasgow, Scotland, United Kingdom
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Hey Zap.
Wow!...
So how many times did you need to un-glue your fingers after such fine converting? Nice painting too.
Hard hitting and past moving light units can be a tough nut to crack if you have the wrong type of units facing them. I always include some form of cavalry in my armies (Except PDF.) Now I know what to do with all my extra Slaanesh Beast Riders, Cheers...
I've been trying to find the time to give the site the attention it deserves and spotted an old Trade page of yours. Are tou still looking for an Eldar Phantom Titans Head? If so I have one extra you are welcome to.
_________________ My head is full of War...
[img]http://i278.photobucket.com/albums/kk120/Warhead40k/Tyranid%20Swarm/DSC02262.jpg[/img]
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zap123
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Post subject: Snap Fire Charging Chaos Daemon Posted: Sat Jun 14, 2008 1:07 pm |
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Joined: Mon Mar 27, 2006 2:47 am Posts: 3065 Location: Brisbane, Australia
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The rank and file riders are actually a fairly simple conversion that only require cutting bits off the original Beast Rider and a few swipes with a file. If you have a good set of side cutters you can crank 'em out. Happy to give pointers to anyone who wants to make some.
I am still after a Phantom head and desperate for a Heat lance.
_________________ Fire bad, tree pretty - Buffy
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Warhead
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Post subject: Snap Fire Charging Chaos Daemon Posted: Sat Jun 14, 2008 1:37 pm |
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Joined: Tue Jun 03, 2008 12:51 am Posts: 2785 Location: Nr Glasgow, Scotland, United Kingdom
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Hey Zap,
Happy to give pointers to anyone who wants to make some. I'll hold you to that nearer the time. At the minuet Exodites are a far distant point on the horizon. Too much going on.
The Phantom Head is yours and I'll check for Heat Lance but I need to be reminded what it looks like I tried using the EpiCollector site but it only shoed Eldar Titans. Probably not using it right.
Anyway, if you can post a picture of it here I'll look for you. I know I have a spare Eldar Power Fist I wanted to mod with an Avatar sword so I may be able to exchange it with one of the other Titans. (Do I need to conduct this conversation on the Trade pages now or something?)
_________________ My head is full of War...
[img]http://i278.photobucket.com/albums/kk120/Warhead40k/Tyranid%20Swarm/DSC02262.jpg[/img]
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Warhead
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Post subject: Snap Fire Charging Chaos Daemon Posted: Sun Jun 15, 2008 8:49 am |
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Joined: Tue Jun 03, 2008 12:51 am Posts: 2785 Location: Nr Glasgow, Scotland, United Kingdom
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zap123
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Post subject: Snap Fire Charging Chaos Daemon Posted: Mon Jun 16, 2008 7:26 am |
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Joined: Mon Mar 27, 2006 2:47 am Posts: 3065 Location: Brisbane, Australia
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You are correct, so separate units other than that being charged could fire on the GD.
Way back in the day I too was a little concerned about the re-introduction of Snap fire, but practical experience has shown that most people use it quite sparingly. Sure, you can go on a wholesale Snap Firing exercise in the movement phase ensuring all your units get to shoot, but the -1 penalty to hit is quite huge so you are in effect denying yourself a lot of hits. In this case all those units you Snap at the Daemon with have a harder time to hit, it'll probably save anyway and even if it fails it just chucks a card. All those shots probably would have fired on the GD anyway, just without the -1 to hit....so you would have stripped out a lot more cards. Around here you generally only see someone use Snap Fire to a) shoot down an aircraft, b) stop fast units flanking you, and c) to protect really high value units against fast basers.
The mechanic is pretty useful from a realism perspective too. We make sure we trace paths offering the most cover when we move, rather then just taking the shortest path.
[edit] oh yeah, lots of snap fire at Skimmers doing pop-ups too. If you take away Snap Fire the skimmers become invulnerable.....
_________________ Fire bad, tree pretty - Buffy
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Warhead
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Post subject: Snap Fire Charging Chaos Daemon Posted: Mon Jun 16, 2008 8:08 am |
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Joined: Tue Jun 03, 2008 12:51 am Posts: 2785 Location: Nr Glasgow, Scotland, United Kingdom
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Snap Firing Skimmers has always been the way from when I started playing so it's kind of ingrained now. This rule has worked independently before this new Snap Fire rule upgrade was introduced so I wouldn't dream of changing it. (honest)
...In this case all those units you Snap at the Daemon with have a harder time to hit,
I know what you're saying but not sure if I would be able to stop myself from expending First Fire units shots to save the target of a Daemon Charge. If that was to happen against John (Chaos Player) I think we would have an... argument which the potential to spoil the whole day. (Scottish tempers run hot, all that red hair.)
The mechanic is pretty useful from a realism perspective too. We make sure we trace paths offering the most cover when we move, rather then just taking the shortest path.
This has merit. Good point. But as many of the games I play are against Chaos I can't see how I can use it without annoying a player. (Very bad mojo.)
_________________ My head is full of War...
[img]http://i278.photobucket.com/albums/kk120/Warhead40k/Tyranid%20Swarm/DSC02262.jpg[/img]
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zap123
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Post subject: Snap Fire Charging Chaos Daemon Posted: Tue Jun 17, 2008 4:46 am |
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Joined: Mon Mar 27, 2006 2:47 am Posts: 3065 Location: Brisbane, Australia
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I guess the best thing to do would be to talk it through before the game. If your friend feels strongly that other units shouldn't be able to Snap-fire against a charging GD I figure that house rule is worth it if you get to keep an opponent . Perhaps introduce it like that and once you see the rule used in play I'd think he'd come around.
Strange, I thought the "Skimmers drop back down immediately" rule got introduced at the same time as the reintroduction of the Snap Fire rule. Interesting.
I usually don't use the close combat oriented GDs much as they rarely pay for themselves for me, but if I did manage to get a charge in against a high value target I'd be happy for my opponent to blow a bunch of Snap Fire on him....I can always keep him around if it's worth it, and it probably means the GD will actually get hit less.
_________________ Fire bad, tree pretty - Buffy
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Warhead
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Post subject: Snap Fire Charging Chaos Daemon Posted: Tue Jun 17, 2008 7:15 am |
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Joined: Tue Jun 03, 2008 12:51 am Posts: 2785 Location: Nr Glasgow, Scotland, United Kingdom
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Ah, the reasonable approach to gaming...
unfortunately 'reasonable' is an alien concept known only to some and a far distant speck on the horizon to others. They know that it exists but can't fathom why. They see it as a sign of weakness that invites attack. (This could be true as I find a swift boot in the nads can do wonders for making most people more reasonable. )
Strange, I thought the "Skimmers drop back down immediately" rule got introduced at the same time as the reintroduction of the Snap Fire rule. Interesting.
That's funny 'cause I'm sure on SM2 units on First Fire got to shoot back. This was later changed in NetEpic v4.1 to accommodate the unit activation rule so only an enemy unit on First Fire activated immediately after an enemy Pop-Up attack could return fire. I will check this later but that is as I understood it to be. Has it changed again!?!
I usually don't use the close combat oriented GDs much as they rarely pay for themselves for me, but if I did manage to get a charge in against a high value target I'd be happy for my opponent to blow a bunch of Snap Fire on him....I can always keep him around if it's worth it, and it probably means the GD will actually get hit less.
I know I would be blazing away at a disadvantage and this most probably would be a tactical blunder but they are scary monsters. I usually find I'm forced to play 'hunt the Greater Daemons' while they hide behind stuff until ones close enough to charge in. Greater Daemons are all bad news but The Shopping Trolley of Khorne (LOB) is a pain in the southern regions and no mistake.
_________________ My head is full of War...
[img]http://i278.photobucket.com/albums/kk120/Warhead40k/Tyranid%20Swarm/DSC02262.jpg[/img]
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zap123
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Post subject: Snap Fire Charging Chaos Daemon Posted: Tue Jun 17, 2008 8:00 am |
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Joined: Mon Mar 27, 2006 2:47 am Posts: 3065 Location: Brisbane, Australia
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Never heard it called the Shopping Trolley of Khorne...nice....must use that one. I usually run mine with 2 ranged weapons...I figure Khorne has enough CC experts so I might as well make use of some firepower.
The old "charge 'em with a GD then hit them with Reward cards to force another morale check when they break" trick never gets old, but I usually play Tzeentch or Slaanesh these days and they just aren't in the same class as Angron or a 'Thirster.
_________________ Fire bad, tree pretty - Buffy
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Warhead
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Post subject: Snap Fire Charging Chaos Daemon Posted: Tue Jun 17, 2008 9:41 am |
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Joined: Tue Jun 03, 2008 12:51 am Posts: 2785 Location: Nr Glasgow, Scotland, United Kingdom
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I usually get my head and extremities handed back to me when John breaks out the Tzeentch Horde, he's lethal. I prefer Slaanesh, just can't buy enough Subjugators or Knights... Soo good... must spend all my money... sorry where was I?
Khorne ranged attacks?! Are you sure?.. It'll never catch on you know. Isn't that what the other slaves are for?
Ah yes the Shopping Trolley of Khorne has been the cause of some slight amusement. closely followed by the Roller Skates of Khorne (Daemon Engines) and don't even get me started on Nurgle or the Chaos Reward Cards...
_________________ My head is full of War...
[img]http://i278.photobucket.com/albums/kk120/Warhead40k/Tyranid%20Swarm/DSC02262.jpg[/img]
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zap123
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Post subject: Snap Fire Charging Chaos Daemon Posted: Tue Jun 17, 2008 2:46 pm |
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Joined: Mon Mar 27, 2006 2:47 am Posts: 3065 Location: Brisbane, Australia
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You should like the v5.2 Slaanesh list then . I love the House Devine knight companies too.
_________________ Fire bad, tree pretty - Buffy
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Warhead
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Post subject: Snap Fire Charging Chaos Daemon Posted: Tue Jun 17, 2008 3:23 pm |
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Joined: Tue Jun 03, 2008 12:51 am Posts: 2785 Location: Nr Glasgow, Scotland, United Kingdom
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You should like the v5.2 Slaanesh list
Wah? They do that now? Where can I down load this!.. (I do not have broadband... more kind of rubberband)
_________________ My head is full of War...
[img]http://i278.photobucket.com/albums/kk120/Warhead40k/Tyranid%20Swarm/DSC02262.jpg[/img]
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zap123
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Post subject: Snap Fire Charging Chaos Daemon Posted: Wed Jun 18, 2008 2:16 am |
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Joined: Mon Mar 27, 2006 2:47 am Posts: 3065 Location: Brisbane, Australia
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It and all the updated V5 lists are on the NetEpic Yahoo group. I can email it direct if you like.
_________________ Fire bad, tree pretty - Buffy
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