| Scourge questions | |
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+17GreySeerZ Spanna uv Komor-AAAGH! Crazy_Irish Saintspirit xzandrate vharing Torpedo Vegas Hashmal Krovin-Rezh DrBored GrenAcid shadow hunter Radium Sky Serpent The Strange Dude Local_Ork Despiciens 21 posters |
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Radium Kabalite Warrior
Posts : 157 Join date : 2011-05-24 Location : The Netherlands
| Subject: Re: Scourge questions Sat Jun 04 2011, 11:23 | |
| - Torpedo Vegas wrote:
- Scourges are very reliable at vehicle suppression, which is very useful for protecting your own paper vehicles during turn one.
Very true, but I don't really think you need more anti-vehicle weapons when you're firing 25+ darklight weapons each turn... | |
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Saintspirit Court of Cruelty
Posts : 1002 Join date : 2011-05-19 Location : Sweden
| Subject: Re: Scourge questions Sat Jun 04 2011, 11:30 | |
| Oh, but those darklight weapons never work... Actually, I can imagine disintegrators on vehicles could do a good syncronizing with antitank scourges. | |
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Local_Ork Fleshsculptor
Posts : 1500 Join date : 2011-05-26 Location : Near good fight!
| Subject: Re: Scourge questions Sat Jun 04 2011, 13:30 | |
| There is one thing that bugs me. Who the hell need 4 additional CCW arms when You could have 2 heavy weapons instead of one of each?
http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod1230009a
I mean look at sprues. Do we really need all those things so badly (or at all?) | |
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Radium Kabalite Warrior
Posts : 157 Join date : 2011-05-24 Location : The Netherlands
| Subject: Re: Scourge questions Sat Jun 04 2011, 14:06 | |
| No, we don't. But at least we have an official Venomblade now. And having more variety in Agonisers can only be a good thing IMHO. But even if you left those out you wouldn't be able to include duplicates of every weapon. And it's not really the GW way to include, say, two heat lances and haywire blasters and one of the other options. | |
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Local_Ork Fleshsculptor
Posts : 1500 Join date : 2011-05-26 Location : Near good fight!
| Subject: Re: Scourge questions Sat Jun 04 2011, 14:19 | |
| But they did that in GK box. Ok, You can't make Purgator minimax (because you need 4 psycannons) but You may outfit Grey Knight Strike Squad as they have crazy ammount of options.
My point is that they CAN gave us more CCW, but in Wytch/Kabalite Box. But it would be just as ridiculous as Thunderhammers instead of rocket launchers in Devastators sprue (ok, I overreact but just to clearly show were's My problem).
It would be good to have a) minimum of viable options b) spare parts for Trueborn, warriors etc.
Last edited by Local_Ork on Sat Jun 04 2011, 16:29; edited 1 time in total | |
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GrenAcid Sybarite
Posts : 257 Join date : 2011-06-02 Location : Poland
| Subject: Re: Scourge questions Sat Jun 04 2011, 15:05 | |
| I belive scourges are good choice cuz when ppl get use to copy-paste internet lists(venom-trueborn spam) you bring somthing new, Imo it always work for you.
Having Ld9 may save you, but blast pistol is meh on them, better keep shardcarbine. I notice somthing odd, why they have plasma granades?? for what?.....defencive granades would be more in place. | |
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Crazy_Irish Sybarite
Posts : 494 Join date : 2011-05-28 Location : Huntsville, Al
| Subject: Re: Scourge questions Sat Jun 04 2011, 22:27 | |
| - GrenAcid wrote:
I notice somthing odd, why they have plasma granades?? for what?.....defencive granades would be more in place. Its because they are scourges XD they a friggin pimps. they have money all over the place and the wanna go into some meele to (well sometime, after weakening the target) I've read some very true stuff here, and i have to agree, HB are the way to go. even though i will be playing my big scourges squad accompanied by my baron cound as scourges lord, just for the fun of it. | |
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Despiciens Hellion
Posts : 39 Join date : 2011-05-21
| Subject: Re: Scourge questions Sun Jun 05 2011, 08:31 | |
| I have found that in the past few games they are absolutely stunning on the first 1-2 turns. After that I have trouble keeping them alive do to them being too much of an annoyance and being pretty frail. I run them in 2 squads of 5 with haywire blasters and they are excellent at keeping shooty vehicles shut down so I can focus on removing my opponents mobility with my ravagers. | |
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Spanna uv Komor-AAAGH! Kabalite Warrior
Posts : 134 Join date : 2011-05-28 Location : Near da skrap piles
| Subject: Re: Scourge questions Thu Jun 09 2011, 04:37 | |
| - Despiciens wrote:
- I have found that in the past few games they are absolutely stunning on the first 1-2 turns. After that I have trouble keeping them alive do to them being too much of an annoyance and being pretty frail. I run them in 2 squads of 5 with haywire blasters and they are excellent at keeping shooty vehicles shut down so I can focus on removing my opponents mobility with my ravagers.
So what you are saying is, we can expect them to do what we take them for, but nothing else? On par with the rest of the army then. Has anyone tried running them as dedicated anti-infantry? As great as Haywire Blasters are, three Shardcarbines going unused makes my killing finger itch. | |
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GreySeerZ Hellion
Posts : 71 Join date : 2011-06-07
| Subject: Re: Scourge questions Thu Jun 09 2011, 12:43 | |
| Like others have said I actually bank on the fact that my opponents expect a darklight spam. Because of this my wych cult force has actually done pretty decent, as it is usually rather unexpected. Now, traditional dark storm lists may be easier to win with, but just like recent Eldar list variations, throwing different/new units can take an opponent offguard or rethink their tactics. It is always useful.
I have never used scourges in a anti-troop way, but it is one of the solid ways to get some poison shots into a coven/wych list which focuses primarily on assault. Unfortunately, Tri-ravagers, or reserve planes are still the most reliable AT in the list, and while scourges do guarantee a useless vehicle there are some armies where simply disabling a vehicle/2 a turn won't make their points back, nor do much to hinder the enemies ability to return fire (chimera spam, razorback spam, etc.). I'd say scourges work best in either a WWP army, or a CC coven/wych army where they can pepper enemy units with shots, but have friendly units nearby to shield them from return fire or counter assaults, where they usually die. | |
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NiteOwl Hellion
Posts : 96 Join date : 2011-10-18
| Subject: Re: Scourge questions Mon Apr 09 2012, 02:25 | |
| Excuse me but I wonder, where do you get the second HB from? People talk about a 5 man setup with 2 HBs but you only get one HB in the box.. | |
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Evil Space Elves Haemonculus Ancient
Posts : 3717 Join date : 2011-07-13 Location : Santa Cruz, ca
| Subject: Re: Scourge questions Mon Apr 09 2012, 03:16 | |
| - NiteOwl wrote:
- Excuse me but I wonder, where do you get the second HB from?
People talk about a 5 man setup with 2 HBs but you only get one HB in the box..
Sadly, Ebay or trades totally worth it. | |
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NiteOwl Hellion
Posts : 96 Join date : 2011-10-18
| Subject: Re: Scourge questions Mon Apr 09 2012, 21:41 | |
| Aha..that is sad.
At what point level do you start to include such a squad? Is it over 500 or below? | |
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Raneth Sybarite
Posts : 467 Join date : 2011-06-12 Location : ridin' the Razor, cussin' at my Wyches
| Subject: Re: Scourge questions Mon Apr 09 2012, 22:28 | |
| Scourges are sweet, but ultimately filler
wouldn't consider them below 1250 | |
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taboggan Slave
Posts : 4 Join date : 2012-04-22
| Subject: Re: Scourge questions Thu Apr 26 2012, 22:24 | |
| I just want to say that I just started DE and I bought Scourges first. I bought them for one reason. They are quite possibly my most favorite model EVER. they're elegant, sexy, and goddammit! they're deadly! I gave mine what I wanted and don't give a damn otherwise. I think they're worth their points, you should too. | |
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