Armies and Campaigns

Friday, 11 September 2020

Changing Warrior squads – 30.04.20

 When I built my first Warriors unit I only had the profile guide in the back of the instructions to follow. I hadn’t read up on the tactics or the changes in the codex. I built therefore one blaster and one darklance operator with a tricked out Sybrite without the grenade pack as it looked dorky. I was also using this for Kill teams and you can only have one blaster there.


 When I got my second box with the Archon to do some converson work on the Evil overlord I sliced a Kybalites leg in half so the boss could stand in a more action position. This left me with 9 warriors left and I was going to construct 4 trueborn and fudge a Dracon together later with spare bits and then the other 5 would be warriors. Fortunately I only got 3 models into that plan with a sword and Grenade model a Shredder, model and a Splinter rifle armed Sybarite for the Kill team leader as the blaster pistol version in the first squad was less than ideal charging headlong into the enemy and being shot to bits.

 I’m now a bit more well read on the subject and there are two things I have found.

1.       In squads of 10 you can take 2 special weapons per 5 thanks to the codex with a heavy weapon so a squad of 10 can have 2 blasters and a dark lance.

2.       Minimum squad size is a thing.

 

 With the purchase of the blood raiding party (a great money saving box when purchased for 20% off!) I got two more 10 elf Kabalite squads. But how to configure them? Magnetising was out as the arms are tiny so I’d need options.

 I gamed out my potential loadouts. I wasn’t thinking outside the box too much with numbers either 5 or 10.

 My idea is to arm one squad with anti-infantry poison weapons with dual shredders and a splinter cannon. At full strength this can go in a raider and push up 18” hopefully within 12” if not at least 18” without advancing and unleash 14+6 poison rifle shots, 2D3 S6  from the Shredders. Anything without a decent armour save isn’t going to enjoy that. The second 10 man would be dual blaster and Dark lance. Same thing but more likely to have screaming jets to land like Scourges behind the lines and drop on something important before going pop and dropping Kablites in the rear area.

 At 200ish points and a CP this is an expensive way to employ them as the same job is done by a 111pt blaster scourge squad. But that’s not the point. By maxing both squads with their special weapons I open up the other options. I’m not likely to take all four squads in their max sizes. I’m far more likely to take 5 man squads with special weapons. With this setup I’d have 25 elves with rifles with each squad requiring 3 per 5 I can have 8 squads I only have 5 Sybarites thanks to the mis step with the second squad and only 6 special weapons. By having a “backup” Sybarite in each of the new squads armed with a rifle that can turn into 23 and 7. So 6 squads with specials and 1 stock 30pt unit. The variations aren’t limitless but there more of them this way round.

 Given my current lack in transport vehicles with only one venom and one raider we no where near an optimal army build I can test out different foot slogger versions until I can get my floaty boats.

 My next purchase plan remains was a raider (£25) and a corpse cart (£18) to convert into a Wrack transport that will hold 10 wracks (2x25). I also hope to get the Skaven stormfiends set (£40) and convert into grotesques. That combined with the Haemonculus I made would give me a horrid little coven contingent and push up my points total by 25%. The grotesque could need another talos to be purchased to complete the conversions. That would make a dual battalion with an outrider. Although not quite up to 2000 points without the extra talos still. It’ll be damn close to it though.

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