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PriestValan

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  1. How do you build your carrier Hive? And it's much less of a range but are assault boat SRS worth taking on the carrier?
  2. Alternative 2of2 with Gunship for more bio. Both options seem good but play test needed obviously. Trying to make this possible without Ba'Kesh support want pure spider mayhem. +++ Bio Relth (795pts) +++ ++ Relthoza Fleet (Standard Fleet) (795pts) ++ + Tier 1 (265pts) + Battleship (265pts) ····Brood (265pts) [2x +2 AP (10pts), Biohazard Primaries (10pts), Stealth Systems MAR (15pts)] ········Rules: Biohazard, Self Repair, Stealth Systems, System Network ········Escorts (45pts) [3x Wolf/Stinger (45pts)] ············Rules: Difficult Target, System Network ········Interceptor Token (15pts) [3x Interceptor (15pts)] ····Profiles: ········Brood/Nexus (+2 AP): DR:6|CR:10|Mv:6|HP:9|CP:8|AP:10|PD:5|MN:0|Sh:CL|WC:3|TL:2 ········Wolf/Stinger: DR:3|CR:5|Mv:12|HP:2|CP:2|AP:2|PD:1|MN:0|Sh:0|WC:0|TL:0 ········(SRS) Interceptor: Mv:12"|AD:0|PD:2|AP:0|Token Size:Small ········Brood/Nexus Fore (Fixed) (Biohazard Primaries): 1:5|2:7|3:3|4:-|Type:Primary (Biohazard)|Incr.:8" ········Brood/Nexus Starboard/Port (Biohazard Primaries): 1:12|2:15|3:8|4:4|Type:Primary (Biohazard)|Incr.:8" ········Brood/Nexus Torpedoes (Fore): 1:7|2:7|3:8|4:8|Type:Indirect|Incr.:12" + Tier 2 (330pts) + Assault Cruiser (170pts) ····Cortesia Squadron (170pts) ········Assault Shuttle Token (30pts) [6x Assault Shuttle (30pts)] ········2x Cotesia (140pts) [2x Self Repair, 2x Stealth Systems (10pts)] ············Rules: Durable, Self Repair, Stealth Systems ····Profiles: ········Cotesia: DR:4|CR:6|Mv:9|HP:5|CP:5|AP:6|PD:5|MN:0|Sh:CL|WC:3|TL:1 ········(SRS) Assault Shuttle: Mv:8"|AD:0|PD:1|AP:2|Token Size:Large ········Cotesia Fore: 1:6|2:4|3:-|4:-|Type:Primary|Incr.:8" Destroyer Squadron (160pts) ····Venom Squadron (160pts) ········2x Venom (160pts) [2x Biohazard Primaries (10pts)] ············Rules: Ambush (2), Biohazard, Maneuverable, Stealth Systems ····Profiles: ········Venom: DR:4|CR:7|Mv:8|HP:6|CP:5|AP:3|PD:5|MN:0|Sh:CL|WC:0|TL:0 ········Venom Fore (Fixed) (Biohazard Primaries): 1:6|2:9|3:4|4:2|Type:Primary (Biohazard)|Incr.:8" ········Venom Starboard/Port (Biohazard Primaries): 1:6|2:8|3:2|4:-|Type:Primary (Biohazard)|Incr.:8" + Tier 3 (200pts) + Frigate Squadron (100pts) ····Nidus Squadron (100pts) [4x Nidus (80pts)] ········Rules: Difficult Target, System Network ········Fighter Token (20pts) [4x Fighter (20pts)] ····Profiles: ········Nidus: DR:3|CR:5|Mv:11|HP:2|CP:2|AP:1|PD:1|MN:0|Sh:0|WC:1|TL:0 ········(SRS) Fighter: Mv:18"|AD:2|PD:1|AP:0|Token Size:Small ········Nidus Fore (Fixed): 1:2|2:5|3:2|4:-|Type:Primary|Incr.:8" ········Nidus Starboard/Port: 1:2|2:3|3:-|4:-|Type:Primary|Incr.:8" Frigate Squadron (100pts) ····Nidus Squadron (100pts) [4x Nidus (80pts)] ········Rules: Difficult Target, System Network ········Fighter Token (20pts) [4x Fighter (20pts)] ····Profiles: ········Nidus: DR:3|CR:5|Mv:11|HP:2|CP:2|AP:1|PD:1|MN:0|Sh:0|WC:1|TL:0 ········(SRS) Fighter: Mv:18"|AD:2|PD:1|AP:0|Token Size:Small ········Nidus Fore (Fixed): 1:2|2:5|3:2|4:-|Type:Primary|Incr.:8" ········Nidus Starboard/Port: 1:2|2:3|3:-|4:-|Type:Primary|Incr.:8"
  3. Alternative option 1of2 with gunships going for targeted strikes to turn off pd when ready to assault or stack Hazzard markers. With precision strike MAR can stack quick if dice gods are kind. +++ Bio Relth alt (800pts) +++ ++ Relthoza Fleet (Standard Fleet) (800pts) ++ + Tier 1 (265pts) + Battleship (265pts) ····Nexus (265pts) [2x +2 AP (10pts), Biohazard Primaries (10pts), Stealth Systems MAR (15pts)] ········Rules: Biohazard, Self Repair, Stealth Systems, System Network ········Escorts (45pts) [3x Wolf/Stinger (45pts)] ············Rules: Difficult Target, System Network ········Interceptor Token (15pts) [3x Interceptor (15pts)] ····Profiles: ········Brood/Nexus (+2 AP): DR:6|CR:10|Mv:6|HP:9|CP:8|AP:10|PD:5|MN:0|Sh:CL|WC:3|TL:2 ········Wolf/Stinger: DR:3|CR:5|Mv:12|HP:2|CP:2|AP:2|PD:1|MN:0|Sh:0|WC:0|TL:0 ········(SRS) Interceptor: Mv:12"|AD:0|PD:2|AP:0|Token Size:Small ········Brood/Nexus Fore (Fixed) (Biohazard Primaries): 1:5|2:7|3:3|4:-|Type:Primary (Biohazard)|Incr.:8" ········Brood/Nexus Starboard/Port (Biohazard Primaries): 1:12|2:15|3:8|4:4|Type:Primary (Biohazard)|Incr.:8" ········Brood/Nexus Torpedoes (Fore): 1:7|2:7|3:8|4:8|Type:Indirect|Incr.:12" + Tier 2 (380pts) + Assault Cruiser (170pts) ····Cortesia Squadron (170pts) ········Assault Shuttle Token (30pts) [6x Assault Shuttle (30pts)] ········2x Cotesia (140pts) [2x Self Repair, 2x Stealth Systems (10pts)] ············Rules: Durable, Self Repair, Stealth Systems ····Profiles: ········Cotesia: DR:4|CR:6|Mv:9|HP:5|CP:5|AP:6|PD:5|MN:0|Sh:CL|WC:3|TL:1 ········(SRS) Assault Shuttle: Mv:8"|AD:0|PD:1|AP:2|Token Size:Large ········Cotesia Fore: 1:6|2:4|3:-|4:-|Type:Primary|Incr.:8" Gunship Squadron (210pts) ····Virulence Class (210pts) ········3x Virulence (210pts) [3x Precision Strike (15pts), 3x Stealth Systems] ············Rules: Difficult Target, Precision Strike, Shunt Matrix (3), Stealth Systems ····Profiles: ········Virulence: DR:4|CR:6|Mv:7|HP:4|CP:5|AP:1|PD:3|MN:0|Sh:CL|WC:0|TL:1 ········Virulence Fore (Fixed): 1:6|2:6|3:6|4:-|Type:Beam|Incr.:10" ········Virulence Torpedoes (Fore): 1:6|2:5|3:4|4:2|Type:Indirect|Incr.:12" + Tier 3 (155pts) + Frigate Squadron (80pts) ····Drone Squadron (80pts) [4x Drone (80pts)] ········Rules: Difficult Target, System Network ····Profiles: ········Drone/Widow: DR:4|CR:5|Mv:10|HP:2|CP:3|AP:2|PD:1|MN:0|Sh:0|WC:0|TL:0 ········Drone/Widow Starboard/Port: 1:4|2:5|3:-|4:-|Type:Primary|Incr.:8" Frigate Squadron (75pts) ····Nidus Squadron (75pts) [3x Nidus (60pts)] ········Rules: Difficult Target, System Network ········Bomber Token (15pts) [3x Bomber (15pts)] ····Profiles: ········Nidus: DR:3|CR:5|Mv:11|HP:2|CP:2|AP:1|PD:1|MN:0|Sh:0|WC:1|TL:0 ········(SRS) Bomber: Mv:12"|AD:3|PD:1|AP:0|Token Size:Large ········Nidus Fore (Fixed): 1:2|2:5|3:2|4:-|Type:Primary|Incr.:8" ········Nidus Starboard/Port: 1:2|2:3|3:-|4:-|Type:Primary|Incr.:8"
  4. PriestValan

    Biohazard

    I just started looking into bio to be able to run assaults being it's a Relth thing to do. My list just posted up today. Bio list is possible with the commander and from my game test game (which was a 3way Oroshan V Relth V Dendrenzi) was effective. The assault cruisers are clutch and even if you don't take the ship the first time around you probably DR'd and shut off pd or added hazards. Directorate can do it better but they are also more one use only. That's what they do and that's it. Where you still have powerful broadsides to back you up plus torps. And the threat of a Brood with 3 wolf escorts throwing a 16ad assault is nothing to shrug off when your low on CP.
  5. Nidus frigs are 75 point stand in for drones with Biohazzard. Battlescribe still needs a commander update unless I'm missing something
  6. I have been a corrosive Relth player for a while now but wanted to give assault a sit since that seems to be a running meta and what Relth are naturally built for. Here is a list I made up, I want to stick pure Relth no allies. Light cruisers are to snipe out PD and assault prep. Taking the system wars commander and giving drones biohazzard. Here's what I've come up with +++ Bio Relth (795pts) +++ ++ Relthoza Fleet (Standard Fleet) (795pts) ++ + Tier 1 (265pts) + Battleship (265pts) ····Brood (265pts) [2x +2 AP (10pts), Biohazard Primaries (10pts), Stealth Systems MAR (15pts)] ········Rules: Biohazard, Self Repair, Stealth Systems, System Network ········Escorts (45pts) [3x Wolf/Stinger (45pts)] ············Rules: Difficult Target, System Network ········Interceptor Token (15pts) [3x Interceptor (15pts)] ····Profiles: ········Brood/Nexus (+2 AP): DR:6|CR:10|Mv:6|HP:9|CP:8|AP:10|PD:5|MN:0|Sh:CL|WC:3|TL:2 ········Wolf/Stinger: DR:3|CR:5|Mv:12|HP:2|CP:2|AP:2|PD:1|MN:0|Sh:0|WC:0|TL:0 ········(SRS) Interceptor: Mv:12"|AD:0|PD:2|AP:0|Token Size:Small ········Brood/Nexus Fore (Fixed) (Biohazard Primaries): 1:5|2:7|3:3|4:-|Type:Primary (Biohazard)|Incr.:8" ········Brood/Nexus Starboard/Port (Biohazard Primaries): 1:12|2:15|3:8|4:4|Type:Primary (Biohazard)|Incr.:8" ········Brood/Nexus Torpedoes (Fore): 1:7|2:7|3:8|4:8|Type:Indirect|Incr.:12" + Tier 2 (380pts) + Assault Cruiser (170pts) ····Cortesia Squadron (170pts) ········Assault Shuttle Token (30pts) [6x Assault Shuttle (30pts)] ········2x Cotesia (140pts) [2x Self Repair, 2x Stealth Systems (10pts)] ············Rules: Durable, Self Repair, Stealth Systems ····Profiles: ········Cotesia: DR:4|CR:6|Mv:9|HP:5|CP:5|AP:6|PD:5|MN:0|Sh:CL|WC:3|TL:1 ········(SRS) Assault Shuttle: Mv:8"|AD:0|PD:1|AP:2|Token Size:Large ········Cotesia Fore: 1:6|2:4|3:-|4:-|Type:Primary|Incr.:8" Gunship Squadron (210pts) ····Virulence Class (210pts) ········3x Virulence (210pts) [3x Precision Strike (15pts), 3x Stealth Systems] ············Rules: Difficult Target, Precision Strike, Shunt Matrix (3), Stealth Systems ····Profiles: ········Virulence: DR:4|CR:6|Mv:7|HP:4|CP:5|AP:1|PD:3|MN:0|Sh:CL|WC:0|TL:1 ········Virulence Fore (Fixed): 1:6|2:6|3:6|4:-|Type:Beam|Incr.:10" ········Virulence Torpedoes (Fore): 1:6|2:5|3:4|4:2|Type:Indirect|Incr.:12" + Tier 3 (150pts) + Frigate Squadron (75pts) ····Nidus Squadron (75pts) [3x Nidus (60pts)] ········Rules: Difficult Target, System Network ········Assault Shuttle Token (15pts) [3x Assault Shuttle (15pts)] ····Profiles: ········Nidus: DR:3|CR:5|Mv:11|HP:2|CP:2|AP:1|PD:1|MN:0|Sh:0|WC:1|TL:0 ········(SRS) Assault Shuttle: Mv:8"|AD:0|PD:1|AP:2|Token Size:Large ········Nidus Fore (Fixed): 1:2|2:5|3:2|4:-|Type:Primary|Incr.:8" ········Nidus Starboard/Port: 1:2|2:3|3:-|4:-|Type:Primary|Incr.:8" Frigate Squadron (75pts) ····Nidus Squadron (75pts) [3x Nidus (60pts)] ········Rules: Difficult Target, System Network ········Assault Shuttle Token (15pts) [3x Assault Shuttle (15pts)] ····Profiles: ········Nidus: DR:3|CR:5|Mv:11|HP:2|CP:2|AP:1|PD:1|MN:0|Sh:0|WC:1|TL:0 ········(SRS) Assault Shuttle: Mv:8"|AD:0|PD:1|AP:2|Token Size:Large ········Nidus Fore (Fixed): 1:2|2:5|3:2|4:-|Type:Primary|Incr.:8" ········Nidus Starboard/Port: 1:2|2:3|3:-|4:-|Type:Primary|Incr.:8" ++ Roster Rules ++ Relthoza Fleet Statistics: Fleet Tactics Bonus: 2 Command Distance: 8" ++ Selection Rules ++ Biohazard: Coherence Effect - If ALL Weapons contributing to an Attack have Biohazard Ammo, and the number of hits equals or exceeds the Damage Rating (DR) of the target model, the target model loses 1 Crew Point, in addition to any other effects. Difficult Target: If a Capital Class model makes a ranged attack against a Difficult Target, their Attack Dice will suffer a -1 ‘to hit’ modifier. Most commonly, this will mean that their Attack Dice will only score hits on a 5 or 6. Durable: Reduce the AD pool for an SRS attack run against the model with this MAR by half of the number of wings in the flight (rounding up). Precision Strike: Coherence Effect - If ALL weapons contributing to a Targeted Strike have Precision Strike, you may choose to add +1 to the result on the Targeted Strike Damage Table. Self Repair: If a model with Self Repair does not have a Cloaking Field activated, it may restore 1 lost Hull Point on a D6 roll of a 4, 5 or 6. This roll is made at the end of the model’s activation. A model may only attempt this once per Turn and it cannot be used to increase a model’s Hull Points beyond its starting total. Shunt Matrix (3): During the Secondary Movement Segment of its activation, a model with the Shunt Matrix MAR may declare that it is going to perform a Battle Shunt. To make a Battle Shunt, the controlling player must first declare the direction and final orientation of the model that is about to perform the Battle Shunt. The final orientation must be a direction; it is not acceptable to declare a particular target to be a model's orientation after a Battle Shunt. The model must choose a number of D6 between 2 and the Value of its Shunt Matrix MAR. These dice should then be rolled. The sum of all of the dice rolled determines the exact distance in Inches that the model must move in a straight line in the direction that it previously declared. Once the model has moved it must be placed in the orientation that was previously declared. Battle Shunt movement ignores the rules of intervening terrain and Mines. A model can declare any other Secondary Movement actions after a Battle Shunt. A model can make attacks normally after making a Battle Shunt, and can perform a Boarding Assault. Important Note: the Dice rolled to determine how far a model using Shunt Matrix moves does NOT use the Exploding Dice mechanic. A model cannot perform a Battle Shunt whilst at Full Stop, or if prevented from using its Fold Space Drives. Stealth Systems: Any Attack against a model with the Stealth Systems MAR must re-roll ALL successful rolls if any weapon in the Attack is firing from further than 20”. This re-roll is performed BEFORE any extra rolls for Exploding Dice, and before Hits are discounted by Shield Systems or Point Defense. Only ONE dice is re-rolled for any 6’s scored. The second result MUST be accepted. System Network: If a model with Systems Network is within the Command Distance of one or more friendly models which have active Cloaking Fields and also have Systems Network, this model automatically gains the Stealth Systems MAR. The Stealth Systems MAR is immediately lost if the model granting it is destroyed, or is otherwise moved out of range. Created with BattleScribe (http://www.battlescribe.net)
  7. All depends on how crazy you want to go with it. I went full tetanus shot with mine and love the way they came out. Bottom is a link to my fleet. I used all GW paints so I don't know what other lines have what colors to use. I started with XV-88 to base. Can also use citadel paints fur brown for spray primer Dry brush lead belched don't over do it but don't go light either. Gotta find the nice middle area. Follow this up with Ryza Rust it is a very heavy goop paint. Need to get a blob on your brush and brush it into a paper towel until you get a light brown coat on the brush. This works with lead Belcher to make the rush look and gives a texture effect to the brown still on the ship. Hit the entire ship with Typhus Corrosion. It is a gritty oil based paint to really give the entire ship a gritty effect to the ship. I used one pot on the entire fleet. If needed/to your liking go over and dry brush more lead Belcher to have some shinny metal show on the ship. Finish off the look with a sepia dry brush which you will need a lot of. The typhus corrosion soaks in this wash like crazy. It is not a beautiful detailed way to paint but I don't have the skill or patience to sit back and do all the wee detail painting. This entire fleet minus SRS took less then a week for me to finish. Hope you like !! http://m.imgur.com/a/EnCZS
  8. If you use the commander then you can bring both assault Cruisers. And if I'm reading it correctly one must keep planetfall MAR and that one looses system network.
  9. Oooooh I thought you couldn't shoot at all! Damn I love forums hahaha. Thanks for all the help everyone! Is the fire solutions in the rule book for errata? Just so i can show the others in my group if/when it comes up again
  10. Played my first game last night 800 point patrol fleet. A ton of fun but want to check and make sure I'm not cheating my opponent. Can our ships be deployed cloaked or is turn one a hide and seek game with terrain?
  11. Right we messed that up. We had two playing, me and the Sorylian, and the dindrenzi player looking over rules. Our bust on that one. Looking at it now I do have a question though (god bless forums) if I fail a check but pass the test end of turn to no longer be disordered but next activation if I'm still in the gas cloud do I need to re test ? I know this would be rare being that you can still move, which is what we messed up....thought you lost the activation completely with that squadron and your opponent went again, do you need to re test though? This can even work if I move from one cloud to another using a faster model or shunting ect.
  12. That sounds like an incredibly easy way to go about it hahaha. And not a bad idea at all. Grab a few foam balls from a craft store chop them in half and have some easy made planatoides.
  13. Based in central Suffolk County in Long Island NY. Gas became in issue for me in my game, be it the dice gods against me. But when I moved in they never got out. Couldn't make that command check to save my life....literally. But moving in and out of clouds if a big save I guess then? Any suggestion on size for clouds and asteroid ? Total inches/size for best coverage ? We will be home making terrain like we did for warhammer 40k.
  14. 25% LOS blocking/impeding or 25% total. Gas clouds and such won't effect anything from your army getting slammed. Is there a suggested size of the fields ? sorry for dumb questions but no one's else in our local area plays and we want to get a grip on it before we attempt demos
  15. Hello fellow Admirals. Our group of local ADMs have just begun our journey into the rift. Played two games yesterday the first was my Relthoza vs Sorylian. Second was Sorylian vs. Dindrenzi. the first game seemed to be an even match with losses on both sides no major land slides. The second game however the railguns made short work of the Sorylian ships. Every table top picture I look up doesn't show much of any terrain on the tables. Playing 4x4 right now, what is a good amount of terrain to use to offer cover but not over saturate the field? Thanks for helping a noob out !
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