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 Arming Wracks

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Count Adhemar
El_Jairo
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Fauxmonculus
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PostSubject: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 06 2014, 22:45

I bought two boxes of the new plastic Wracks and a couple of Venoms for them to ride in, and this time I'm going to do the sensible thing and get some advice before I stick them together!

I had my first game with the new Codex on Sunday and proxied a squad of five in a Venom. I went with an Ossefactor (which was hilarious) and an Arcothyst with a Hexrifle, which didn't achieve anything.

I was vaguely thinking of giving the Arcothyst a Liquifier and taking the Ossefactor on a Wrack, but I'm open to suggestions!
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Unholyllama
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 06 2014, 22:51

I've only played 1 game with the new book thus far but used 10 Wracks in a raider with 2 Ossefactors. I love these guns.

I too equipped a hexrifle and had lackluster results. I am going to play a couple more games with it and see how things go before switching over to the liquifier gun. Having precision shot is too useful for me since I have a decent number of models I want to snipe out in my local area - and being able to do that at range is a nice bonus.

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Myrvn
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 06 2014, 23:24

Is there something really good about Ossefactor I'm missing? It doesn't seem that great.

Wracks - it seems like a squad of ten with three liquifier in a deep striking raider is best. Two base guys and the acothyat with a third template. Deep strike close, deploy for the extra six inches of deployment and flame something. 3x liquifier seems like a solid shot to lay the hurt on marines and possibly terminators.

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El_Jairo
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeTue Oct 07 2014, 00:07

Dude, the fact that Ossefactor is AP2 AND Fleshbane. Basically you only need to make the 3+ to hit. That's why 2 is perfect, you'll get a wound off in the open.
You automatically get d6 [own T]S hits with ignore cover. Which is just a nice bonus.

In my opinion wracks aren't ideal for charging into combat, as they lack fleet and grenades. They used to sit on an objective if their raider was blown up. Now they can start on the board and score points while taking pod shots at the enemy.

The Hexrifle is a decent option for ranged but won't wound as often. But here the bonus is PS (Precision Shot) and AP2 on 6's.

If points allow, I would like such a mid-range camper as my Chronos with Thaloi passes through. Twisted Evil

:Edit:
I'm not feeling the new LG will be efficient vs Termies. Yes with 3 you should get AP2 but do you score enough wounds to take care of the problem?
Ossefactor now gives more ranged AP2 on top of Dissy on the Raiders/Ravager.
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeTue Oct 07 2014, 14:00

Bump for "sweetbacon", as his scroll wheel is broken on his mouse and the fact that his name is irresistible.
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeTue Oct 07 2014, 14:29

I'll have to tinker with the unit. Ossefactor just seems an odd choice as the AP2 / fleshbane seems to target termies and MC. Neither of those seems overly concerned about an extra d6 4+ to wound AP-... Cool I guess, but... /shrug seems like an odd weapon to me. And if the initial hit doesn't ignore cover it seems like an odd addition to give the secondary hits ignore cover.

While the liquifier is less effective, it still seems effective. Terminators may not be the right choice anymore, but three templates are good. Three templates with a 50/50 to AP marines and 65% to whack 4+ saves is pretty good. Especially of they are in the enemy backfield via deep strike.
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Unholyllama
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeTue Oct 07 2014, 14:46

Myrvn wrote:
I'll have to tinker with the unit. Ossefactor just seems an odd choice as the AP2 / fleshbane seems to target termies and MC. Neither of those seems overly concerned about an extra d6 4+ to wound AP-...

I look at the AP2/Fleshbane as a perk that makes it an equal opportunity weapon and not one that is only good against light infantry (for example). It's strength doesn't make it an anti-tank weapon but it's able to address MCs and GCs pretty well as well as any form of infantry.

Ossefactor works really well against Bikes. Take 2 out with the initial shots and then it's 2D6 hits onto the unit that wound on another 4+. Having 1 is good but having 2 in a unit is pretty much ridiculous against anything on the table.
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Count Adhemar
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeTue Oct 07 2014, 15:29

You should always give the entire unit Power Mauls. Oh, wait... Mad
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeTue Oct 07 2014, 16:47

Fauxmonculus wrote:

I was vaguely thinking of giving the Arcothyst a Liquifier and taking the Ossefactor on a Wrack, but I'm open to suggestions!

That's what I did with mines. Now put them with a Haemonculus with a liquifier and a WWP for extra liquifying madness Smile.
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 13 2014, 21:26

Hmm.

Tried the Scalpel Squadron formation with both Wrack squads armed in the same way: Ossefactor and Liquifier on the Arcothyst.

First, the Scalpel Squadron is great. DS behind a squad of Long Fangs and destroy them with the SCs on the Venoms for FB. A good dice roll and I was three VPs ahead. Spent the rest of the game roaming around my opponent's side of the board being generally irritating. The Ossefactor cemented its position in both squads, but the Liquifiers...

I don't know if it's because they're S3 now, or just my tendency to roll 5s for AP, but they didn't really achieve anything. I'm usually facing Space Wolves, sometimes Orks and very occasionally Necrons, so a lot of T4 - I'm starting to think that an upgraded melee weapon for the Arcothysts might be a better idea. I'm reluctant to buy them on top of the Liquifiers as that makes for an expensive single wound model.
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Count Adhemar
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 13 2014, 21:40

Has to be said that S3 on Liquifiers is turning them from decent to poor IMO.
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 13 2014, 21:54

Count Adhemar wrote:
Has to be said that S3 on Liquifiers is turning them from decent to poor IMO.

I think the Count nailed it.  With the decrease in strength and increase in cost, I can't see any reason to ever take a Liquifier unless you have lots of spare points left over AND you're playing against an opponent with lots of T3 and t-shirt saves...so basically Liquifiers would work great against Dark Eldar.

I really wish we had the option to use spend those points on a second Ossefactor.
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 13 2014, 21:58

Squads of 5 in a venom w Ossefactor and Hex Rifle.

If extra points are available add a liquifier, but overall I think the other options are more killy.
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 13 2014, 22:04

An Ossefactor for the Arcothyst would be perfect, such a shame it's not an option.

I tried the Hexrifle/Ossefactor set up in my first game with the new Codex, and a couple of times with the old Codex, but I could never kill anything with it.

What do you think of the melee weapon choices?  I keep coming back to the simple Venom Blade, or maybe the Flesh Gauntlet.
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Creeping Darkness
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 13 2014, 22:04

Especially when for a similar point cost we can take a Medusa with S4 AP3.

Didn't sniper rifles lose rending as well as pinning this edition? I'm not sure that precision insta-death (even though it looks cool to write) is really all that when it's stuck on AP4.
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 13 2014, 22:18

Creeping Darkness wrote:
Especially when for a similar point cost we can take a Medusa with S4 AP3.

Didn't sniper rifles lose rending as well as pinning this edition? I'm not sure that precision insta-death (even though it looks cool to write) is really all that when it's stuck on AP4.

They lost Rending but 6's to wound are still at AP2. Definitely not as effective as they used to be but can still be useful.

That said, I'm not sold on the Hexrifle yet myself. It has been better than a single liquifier gun for me thus far but I'm debating about skipping it soon and put the points elsewhere.
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PostSubject: Re: Arming Wracks   Arming Wracks I_icon_minitimeMon Oct 13 2014, 23:02

Ah, so they still have Rending Lite (TM). Cool.

But yeah, probably not cool enough.
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