The Battle Barn

A gaming club based out of Grand Rapids MI, The Battle Barn hosts weekly gaming nights where a multitude of different games can be tried. No matter the game system you're interested in, come check us out and satisfy your gaming needs.
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 Post subject: GK fun
PostPosted: Wed Sep 21, 2011 10:35 am 
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Joined: Sat Feb 13, 2010 7:13 pm
Posts: 792
All right so you know how I like to come up with trippy things that people don't often think of...and...I found one that I just had to share.

10 Arcoflagellants with a Libby...Stormraven or LR I don't care.



Fighting infantry...Libby casts Quickening and Hammerhand.

You now have 50 WS5 S6 attacks at I10.

(compute against standard MEQ)

33.5 Hits
27.92 Wounds
9.3 MEQ Dead

+1.34 Dead from Libby

Then, your opponent gets to attack. HAVE A NICE DAY.



You run into armor...Hammerhand and Might of Titan.

(let's go against a LR for the fun of it)

50 S7 attacks + 2d6 armor pen

(it moved over 6)

8.3 Hit
1.38 Glance
3.46 Pen

This is a dang good outcome given the worst conditions (save for a monolith.)




Now I also looked into what you could do with Death Cultists and Crusaders given that these are your assault based henchmen. (each costing the same 15pts) and my conclusion is this...if you're looking for a hard hitting assault only deathstar of a unit from the henchmen...this is it. Death Cultists have power weapons sure but the only place they truly outshine this combo is against Terminators. As you can see the Arcos kill Power Armor just as well and have the duality in purpose of being one of the ultimate tank hunter assault squads I can think of. (means when you run into guard those power weapons won't be in vain. Crusaders are not an assault unit...they are a good antiassault unit. They keep your mixed units alive or a big squad of them will keep your opponent's units tied up forever. For the purposes of this assault squad I think that adding Crusaders actually takes away from the Arco's effectiveness. The other thing you see in this Arco unit is increased survivability. Sure, they don't have a save...just FnP means they will fall to the hands of power weapons and S6 shooting. But in general the unit should be okay...

a 6+ cover from shrouding + FnP 59% chance survival per model
a 3+ cover from shrouding + FnP 83.5% chance of survival per model

These are better odds than the Death Cultist or Crusader even gets...except for those FnP denying wounds of course.


And lastly...this is also your prime unit against hordes. You should kill off 2/3 the unit before they get to go and you deny FnP with high Strength.

And with all these conclusions...I have two words left.

BOOM SHOCKA.

_________________
"Innocence proves nothing."


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 Post subject: Re: GK fun
PostPosted: Thu Sep 22, 2011 6:08 am 
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Joined: Sun Feb 21, 2010 12:13 am
Posts: 38
I like this idea. The tank hunting power of all those attacks means 6's to hit just dont matter anymore. Great idea for a diff kind of Henchmen grouping. I myself have been playing with idea's for oddball groupings. Trying to come up with a good idea for a Chim with 5 shooters and 50%+ T4. Deamonhost make me laugh.


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