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Proxy Rough Riders

 Post subject: Proxy Rough Riders
PostPosted: Fri Jan 30, 2004 12:38 pm 
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Ok, I'm kind of new to epic and after reading the rulebook and playing a few exercises, my friend and I are going to start armies.  I plan on doing IG, and he'll be doing SM.  We both play 40k so we're not new to tabletop gaming.

SM 3000:
Ground: 2350 points
-Tactical Detachment (2 Rhinos, 2 Lascannon Razorbacks) - 350 points
-Devastator Detachment (Librarian) - 300 points
-Assault Detachment (Chaplain) - 225 points
-Terminator Detachment (Chaplain) - 375 points
-Devastator Detachment (Rhinos) - 250 points
-Predator Annihilator Detachment - 300 points
-Whirlwind Detachment - 300 points
-Warhound Titan - 250 points

Air: 650 points
-Marauder Bomber formation - 300 points
-Thunderbolt FB Formation - 150 points
-Thunderhawk Gunship - 200 points

I guess the basic strategy will be to teleport in the termies on a squad that will create problems, and I will keep the Librarian Devs and the Assault Marines on the T-hawk. This way, they can drop in and the Devs will support the assault marines while they attack. I guess I could also concentrate all 3 of those formations on one target if need be. Meanwhile, I'll have Thunderbolts/Marauders doing any air/ground patrol, Whirlies being a nuisance, a tac/dev team in rhinos for flexibility, a squad of preds, and of course the Warhound to hop around all he wants.



IG 3000 (no aircraft!):
Mobile part: 2100 points
-Regimental HQ (Hydra) - 550 points
-Mechanized Company (Hydra, Hellhounds) - 600 points
-Tank Company (Hydra) - 700 points
-Warhound Titan - 250 points

Shooty part: 900 points
-Infantry Company (Hydra) - 300 points
-Rough Riders - 150 points
-Deathstrikes - 200 points
-Artillery battery (Manticores) - 250 points

I think I have too much protection for the artillery, I'm not sure that the infantry screen AND rough riders are really necessary for that.

Any suggestions for either of these lists?


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 Post subject: Proxy Rough Riders
PostPosted: Fri Jan 30, 2004 4:06 pm 
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I think the SM list needs more tacs, but other than that, they both look fine to me.

Tacs are the largest formation SMs can have, and that makes them the most durable.  They are also just all-around good troops.  Personally, I would drop the Marauders and take more tacs.

That said, the list is certainly playable as-is.

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 Post subject: Proxy Rough Riders
PostPosted: Fri Jan 30, 2004 4:55 pm 
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Neal is correct ... more infantry would be good.  But as he said, your list is playable as is.  I don't know what Gandalf is talking about ?!  ???  :laugh:

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 Post subject: Proxy Rough Riders
PostPosted: Fri Jan 30, 2004 5:00 pm 
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Crack cocaine isn't good for you and it messes up your judgement.

Hey! I have 205 posts! That only puts me 2500 behind Legion!

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 Post subject: Proxy Rough Riders
PostPosted: Fri Jan 30, 2004 10:42 pm 
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Hi!

Welcome to the boards mr_mich!

Primarch

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 Post subject: Proxy Rough Riders
PostPosted: Mon Feb 02, 2004 2:07 am 
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I'd put the Librarian on the land speeders rather than the Devastators. You probably don't need the Marauders if you have Whirlwinds, but I'd definitely be putting a Hunter somewhere in your force. Just having one will put a crimp on any enemy aircraft.

I'd keep the inf coy and the rough riders with the artillery, at least until you can fire both deathstrikes. Then maybe move the riders away to take an objective.


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 Post subject: Proxy Rough Riders
PostPosted: Mon Feb 02, 2004 4:17 am 
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Thanks for the help/welcome so far everyone.

For the space marine list, I hadn't realized I had no hunters!  I'll see how I can drop 100 points to get a couple hunters.  The reason I have the librarian with the devastators so that when the thunderhawk drops them and the assault squad, the assault and dev-firefight combo will be even deadlier.  I like the idea of the marauders, I'll see how the whirlies work, and if I'm not satisfied, I'll drop them and probably get some more tacs/hunters.

For the IG list, I guess we'll see how that goes. :)


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 Post subject: Proxy Rough Riders
PostPosted: Mon Feb 02, 2004 6:24 am 
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Both lists should work, if played well ...   :;):

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 Post subject: Proxy Rough Riders
PostPosted: Mon Feb 02, 2004 5:45 pm 
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I noticed Gandalf's first post is gone.

I don't know if it was a moderator deal or what, but for the record it didn't bother me, so no hard feelings.

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 Post subject: Proxy Rough Riders
PostPosted: Wed Feb 11, 2004 4:44 pm 
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Hi there,

I've not played Armageddon as yet, so haven't tried my new e-bay supplied ork army in anger  :)

I was looking the the stats for big gunz vrs stompas, and since a stompa could carry 3 big gunz (so getting 9 stompa based Gunz for the same points as 10 standalone Gunz), I was wondering about using stompas instead of Gunz as the stompas have better movement.

Any thoughts on this?

regards,

Furgie


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 Post subject: Proxy Rough Riders
PostPosted: Wed Feb 11, 2004 5:07 pm 
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Both have their pros and cons.

Stompas are faster and slightly tougher in the open (3 stompas take an average of 12 hits to kills, 10 big guns take 10 hits to kill).

10 big guns are slightly better in CC than 3 stompas, and much better in fire fights. In cover they are also tougher (being infantry they get 4+ cover saves)

There are also the upgrades for each formation to consider. Big guns can have oddboyz (much more firepower), nobz and battle\flak wagons (taking transports for big gunz solves their speed problem, but increases the points cost alot).

Stompa mobz can have supa stompas (awesome amount of firepower for 250 points), dreads and killa kans. Adding several dreads and killa kans can make them a very nasty CC formation, if you can get them there (15cm is rather slow for getting into CC, although you can garrison if you don't take a supa stompa).


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 Post subject: Proxy Rough Riders
PostPosted: Wed Feb 11, 2004 7:21 pm 
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Hmmm, food for thought.

I must be missing something though, I can't find the rules on garrisoning.


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 Post subject: Proxy Rough Riders
PostPosted: Thu Feb 12, 2004 5:03 pm 
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Garrison rules are part of the GT scenario. You can find the garrison rules in section 6.1.5.


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 Post subject: Proxy Rough Riders
PostPosted: Thu Feb 12, 2004 5:34 pm 
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Have those rules been taken out of the last revision?  Because in my rulebook, it skips from 6.1.4 to 6.1.6.  

my 2cents,

iblisdrax

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 Post subject: Proxy Rough Riders
PostPosted: Thu Feb 12, 2004 6:34 pm 
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The garrison rules are with the ones for space landings at the back of the book.

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