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Emperor's Children discussion

 Post subject: Emperor's Children discussion
PostPosted: Fri Apr 18, 2008 2:45 pm 
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(Steve54 @ Apr. 18 2008,03:39)
QUOTE
Played a 6k games vs. Bill's eldar last night - I'll try and post something more detailed later but my initial thoughts-

Questor, Subjugator, Knights should be increased in points. They are same as in L&D but with much worse initiative.

Okay. Happy to boost these +25 points each.

Doom sirens - I preferred them as an upgrade- they made the bikes, terminators too good
I'll definatley put bikers back the way they were. The termiantors I can if necessary - but I quite like it this way. Can up their points if necessary.

Sorcerer Lord - Why would you not take it? , 12 first strike FF4 attacks from bikes or with first strike CC with terminators
As mentioned already, it just gives the First Strike ability to the unit. I can see that this might be confusing - do you think it needs rewording?

Variable Strategy - Is this really necessary? I would think you could argue that a whole host of armies could justify similar but don't
Not really necessary but I really don't think there are many armies that are both inhumanly fast and easily distracted.

I can get rid of it if necessary, but it's a little bit of flavour, I guess. I don't know, everyone seemed to love this idea ten seconds ago. *Grumble took me ages to word the text...*

Raptors - Why do they need different stats to BL raptors? My understanding was that the  traitor assault marines from each legion had broken away into roving cults so would have same stats
Meh, I was thinking flying possessed or whatever. Okay, these can be identical to BL with Fearless.

Thanks for the report!

As for the rhino thing I am very resistant to both fearless and non-fearless rhinos, and I'm not too keen on a new special rule.

And I really like the idea of 1 rhino per unit. It really quite appeals to me.

So would someone like to playtest the idea of getting six non-Fearless rhinos instead of three Fearless ones? Same points for the Transport option, same formations can take it. Just six non-Fearless instead of three.


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 Post subject: Emperor's Children discussion
PostPosted: Fri Apr 18, 2008 7:15 pm 
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I'll give the rhinos idea a go next week

When I re-read the Sorcerer Lord datasheet I see the way its supposed to be now

Regarding the lack of anti-WE ability isn't this the same with all marine lists - they have to rely on assaults and scout titans to take down large WEs.

Doom sirens - fair enough to keep them in the terminators

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 Post subject: Emperor's Children discussion
PostPosted: Fri Apr 18, 2008 7:22 pm 
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I have to admit that I like the variable stratagy rating.  It is how the children of the emperor would work.  One moment totally focused.  the next all gathered around a flower going "oooh isn't that pretty, I am going to paint that right now".

I can't make any other comment about the list itself, since I haven't started building one yet, though I am very tempted to do so (damn you Lord-I, I have 6 armies that arn't finished yet).

however, in the optional rules section the Reviler has a CC of 3+ in its stat line, if armed with Hellblades, but the notes say it should have a CC of 2+.

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 Post subject: Emperor's Children discussion
PostPosted: Sun Apr 20, 2008 7:42 pm 
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Finally completed a game with my EC against orks and I really enjoyed the list. First turn saw the EC try to engage here there and everywhere to knock out the main threats from the orks (Supa-zzapps) whilst the orks air assaulted the EC back line causing alot of damage. At the end of the first turn most of EC formations were broken, however everything rallied except my terminators and the rallied formations then proceeded to take apart the ork forces.

The orks then spent two turns retreating to stronger positions and ended up losing 2-0.

Fearless is very powerful but felt good for this list. I don't know about the need to increase the cost of Questors and Subjugators.

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 Post subject: Emperor's Children discussion
PostPosted: Tue Jul 01, 2008 4:12 pm 
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Right, on the Sunday of last weekend’s London tournament I managed to get two games in with my Emperor’s Children, 1 against Alan’s Marines, engage and rhino based (No Warhounds and only 1 Thunderhawk) and the second against Matt Otter’s Marines, (2 Warhounds & 3 Thunderhawks).

I was playing with the following:

Retinue + Supreme Commander and Debaser – 350pts
Chosen + Daemon Prince – 550pts (BTS)
Bikes – 350pts
Bikes – 350pts
Daemon Engines – 4x Defilers & 2x Debasers – 500pts
Daemon Knights – 450pts
Subjugator – 225pts
Subjugator – 225pts

8 activations of all fearless units (39no)

In the first game I placed my take and hold in the middle of the table whilst Alan placed his to my right flank and half way back in the middle. Both Blitz were centrally located. I garrisoned the Daemon Knights off my right Defend the Flag (DtF) and the Daemon Engines to the right of the central DtF in cover. Retinue garrisoned in cover off the Blitz. Alan garrisoned a formation Land Speeders behind a hill.

My bikes and Subjugators were then set up behind the AA cover of the three Debasers. Alan set up a second formation of Land Speeders behind the first with a mechanised tactical with the supreme commander & Bikes. A further tactical formation was set up by the Blitz with a third on the left flank. Held in reserve were a formation of Terminators and a Thunderhawk carrying Assault & Devastators formations.

Game started with the Chosen teleporting down on the Marine Blitz as I sought to gain the initiative from the start. Alan replied with his terminators. Initiative went to the Marines and the Tacticals by the blitz sustained at the Chosen who stood. This was followed up by the Terminators engaging the Chosen and losing three of their number whilst the Chosen were knocked down to three(?) and broken.

I responded by moving the Knights and firing on the landspeeders, a single knight was suppressed by the overwatch fire from the speeders. Firing broke the formation. The defilers then opened up fire with their battle cannons and targeted the second landspeeder formation and clipped the Supreme Commander’s Tacticals. Alan tried to break the knights and ended up with the bikes engaging (FF) the knights with the second speeder formation supporting. The second speeders were with in counter charge range and had blast markers, so bringing these in evened things up. This combat resulted in a tight victory to the knights which left 1 speeder and three bikes left. Alan then pushed these forward and into the range of a Subjugator which subsequently wiped them out later on in the turn.
Both sets of bikes and the second subjugator either doubled or marched into the centre of the table whilst the left flank marines swept into protect the cent of the marine table. Not totally sure what the supreme commander did, but I suspect he failed to activate due to a lost Rhino from the Defiler’s barrage.

The thunderhawk landed and dropped off the devestators who shot at the defilers placing a blast marker.

Turn 2 had the defilers failing to activate and engage the devestators whilst a subjugator engaged the supreme commander & his tacticals wiping them out. One of the bike formations was broken by the marines whilst the other successfully took out the devestators.

Turn three saw the EC consolidate their position and fight off a last turn grab for the Blitz by two remaining Assault stands for the loss of three bikers, should have just fire fighted them.

The final result was a 4-0 victory to the Emperor’s Children which was a lot closer than the score line merited.

Second game against Matt was different. We played corner to corner as we had played the day before but this time instead of going toe to toe against his forces I place my Take & hold in one corner whilst Matt placed his in the other and centrally. I garrisoned my Retinue off the centrally placed DtF and my Daemon Knights & Engines in cover off my Blitz.

This was a different type of game as Matt did not try to attack my blitz and mainly left my Daemon Knights & Engines out of the game (950pts). My Chosen teleported down by the blitz and threatened the Marine BTS and Matt responded by teleporting his terminators down in between them.

I won the strategy and engaged the terminators, wiping them out. The BTS ran away after that. The rest of the game was primarily spent with Matt destroying both subjugators and bike formations (before they could engage anything) and firing as much as possible at the Chosen, who refused to die.

The game was won by the Chosen claiming Blitz and Take and Hold with the Daemon Knights. Matt admitted that early one he had decided to play for a draw, but there was no way I could push home my advantage and I was left with only 4 activations for the last turn.

Thanks again to both of my opponents for letting me test this list against their armies.

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 Post subject: Emperor's Children discussion
PostPosted: Tue Jul 01, 2008 4:23 pm 
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Thoughts from testing.

Lose the variable SR, its not needed and in two out of the three turns against Matt I rolled a total of 5, the other turn was 12...

Bikes are very nasty if you get to engage, if not they then become fire magnets. If we are going to keep the extra attack then the FF value of the unit needs to be dropped back to 4+.

Debasers work. They are not brilliant but fit in nicely with the army. I would limit them to up to half the Daemon Engine formation can be Debasers but otherwise leave as is and roll out their counterparts to other lists instead of Obliterators providing AA. It adds an interesting problem to list design, have AA cover or Rhino manoeuvrability.

Subjugators can be very good, but they will have problems against hoard armies.

The Knights are potentially too large as a full strength formation can lay down a basic 18 AP3+ shots which is very good for 450pts - scouts, fearless.

As may have been noticed from my list in the last post, I only took one Retinue as although these are good, the other options in the list are better. We might have to look at having Retinues as a Core and everything else a support option.

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 Post subject: Emperor's Children discussion
PostPosted: Tue Jul 01, 2008 4:58 pm 
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As I had posted on the Spec Games Forums, if Possessed are out, then the name needs culling from various places in the text. In addition, the list needs to have the statline for the Icon Bearer added, as it is not mentioned anywhere.

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 Post subject: Emperor's Children discussion
PostPosted: Wed Jul 09, 2008 12:33 pm 
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Got a game tonight and going to try the following:
Retinue + transport + 3 landraiders 550
Retinue + 3 dread + debaser (garrison) 500
6 preds 300
6 Daemon Knights 450
Havocs + Dread (garrison o/w) 400 (poss change to transport rhinos)
Painlord 800

Playing against orks w/ great gargant. 1st time using the v2 list and want to see how both the knights and titan fair. Seems that buying transport and upgrading gets cheaper landraiders.

Any thoughts?

D.

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 Post subject: Emperor's Children discussion
PostPosted: Wed Jul 09, 2008 12:44 pm 
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I'll look forward to how you get on. I would recommend that the daemon knights are garrisoned on Overwatch as well as I have found the 6x AP3+ shots to be potentially over the top.

I think that you might be lucky that you are facing a Great Gargant as you know that there will not be many aircraft which with your 1 Debaser could have caused you problems.

Are you using the Painlord stats or Banelord?

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 Post subject: Emperor's Children discussion
PostPosted: Wed Jul 09, 2008 1:40 pm 
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Going to try Painlord just to see.

Have the overwatch rules changed? i thought you could only garrison if only 1 vehicle was over 15cm movement?

I faced the Ork army last week with my guard and had a flak battery that took care of his 3 fightas but don't know what I am facing this week.

Will keep a record for bat rep. Going to have to proxy most minis except knights and banelord as I have yet to paint up my emp children (being Tzeentchian and all that!)

D.

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 Post subject: Emperor's Children discussion
PostPosted: Wed Jul 09, 2008 2:41 pm 
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Thanks for that Hena. Thought that maybe point 1 was actually 2 points - no unit speed over 15 or no WE or...

I also assumed that to garrison a formation must fulfill all the requirements. Anyway..

Will try that tonight. Looking forward to playing with this army, always loved Emperors Children but loyalties are what they are and I have given over to Tzeentch. Maybe will combine the 2 into Paul Daniels and Debbie Maghie (UK readers will know what I mean..say 'Yes Paul')

D.




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 Post subject: Emperor's Children discussion
PostPosted: Wed Jul 09, 2008 7:37 pm 
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If units of knights garrisoning on overwatch are an issue, we could take Scout away from them...


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 Post subject: Emperor's Children discussion
PostPosted: Wed Jul 09, 2008 7:59 pm 
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Quote: (Lord Inquisitor @ 09 Jul. 2008, 21:37 )

If units of knights garrisoning on overwatch are an issue, we could take Scout away from them...

Nooooo...!

Yes, they do horrible shooting, but so do for example Vultures. Knights are expensive and quite fragile.. and as current formation, in my opinion, are quite characteristic for EC army like scout titans - fast, agile, shooty, not-that-durable. For example, a Land Raider company easily handles a knight formation in Overwatch -or at least it puts it to situation that it can then be finished with some engage formation.

They might need to cost 500 for a formation, but do not mess with stats (as they are in LatD list, too).

Hm, if Scout titans cost +25 each (300 for Questor, 250 for Subjugator), 500 for Knights.. how the activations sink again, now that I finally have started to get 50% victories with EC... :]


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 Post subject: Emperor's Children discussion
PostPosted: Thu Jul 10, 2008 8:39 am 
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I think that Scout works for the Knights, however the size of the formation concerned me, in the fact that the potential number of shots that they can fire. I should note that they are now a high priority in my 'to target' list so they don't often get their full allocation of shots.

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