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===Infantry=== *'''Storm Squad:''' Your force is pretty light, though 4+ quality makes them better than most hordes. Issue is that your armaments are pretty meager with only a shard pistol and CCW, relying on Fast to get stuck in. You can buy two energy swords for some rending and AP, while two of the guns can be either flamethrowers or fusion rifles. *'''Guardian Squad:''' The shooty version of the Storm Squad. Each of them carries a shardgun, which are shard pistols with another attack. Their guns pretty much are their life, though you can grab a weapons platform for a longer-range heavy weapon. If you're not patient with managing reapers, then you're well-served by this. *'''Ranger Squad:''' For only 5 points higher than the guardians, you can get rangers with sniper rifles, Scout and Stealth. While you're not utterly helpless like most dedicated sniper units, you're not in a good spot if you're in danger regardless. *'''Avengers Squad:''' By default, the avengers are slightly better than guardians, with slightly better range on their shard carbines and 4+ defense. Like the guardians, you will need to learn to love these things if you want to get far, and you can give one unit two of them for fun. If you want something more suited to melee, you can instead swap the carbine for a shard pistol and either an energy sword or a dire sword (AP 3) for free. However, if you value the lives of these troops, you can go down to a pistol+CCW to give the squad Regeneration. *'''Banshee Squad:''' You'll be needing strider because this unit's all about combat. After all, they get energy swords as default weapons and for 20 points you can buy Fear. If you're planning on focusing more on shooting you can try a tri-sling for 3 extra shots (without Rending) while those more keen on melee by weight of die would look at the mirror swords so you can throw 6 attacks without any shooting or Rending. Buy an execution sword if you plan on throwing the banshees at a hero or heavy weapons attachment, as it's the best use for Deadly 3. *'''Reaper Squad:''' One of your few Slow units, but they're well-protected and have very long-ranged weapons to compensate. If the base missiles don't satisfy, you can give any of them shot missiles for some serious punch. You can also buy either a shard cannon for short-range mass fire with Rending or tempest missiles for Indirect blasting - it's not like you're very mobile to begin with. *'''Dragon Squad:''' The entire squad has heavy flamethrowers, meaning you're throwing out a lot of attacks. If you're set on killing tanks, you're going to want the fusion rifles or pikes - the only difference between the two is just range. Just beware the price tag because these things don't come cheap. *'''Scorpion Squad:''' Another melee squad, but you have Scout and Stealth to set you up in better positions and the option for a biting sword if you feel Poison will be more worthwhile than Rending. Scorpion claw gives what amounts to another pistol shot, and you can still make one of them go full-melee with two energy swords. *'''Spider Squad:''' Ambush and Teleport mean that they can pretty much be wherever they want, though they lack Fast. The web spinner is pretty much a shardgun with AP 1, which you can then give one guy either a second one of or buy the web spinner rifle for slightly longer range. Spider blades give you two weapons with AP 1, which should really only be for self-defense. *'''Hawk Squad:''' Your laser blasters have twice the range and more attacks, but it lacks the shardguns' Rending. With Ambush and Flying, you'll have plenty of space to move around for the sake of getting all your shots. For guns you're stuck with spending 5 points for either AP 1 or Poison on your laser blaster. You could also grab an energy sword for token melee, but there's not really much reason to do so when you all have long-range guns. *'''Wraith Suit Squad:''' Heavyweight units with 2+ defense and Tough 3, but lack Slow. Wraith cannons provide you with high AP right out the box, but you could also give the squad distortion guns for a lot of attacks with Rending. If you're more keen on making these tanky boys more melee-focused, you're stuck with either twin energy swords or energy swords and shields for Regeneration. *'''Jetbike Squad:''' Jebikes are fun because they have Strider and Very Fast, meaning they can pretty much be anywhere you want. While you can use them to charge with Impact, you're going to be stuck with CCWs. It's better to view them as mobile weapons platforms, as your only other options see you sacrifice your weapons for twin shardguns with the option for one long-range shard cannon. *'''Jetspear Squad:''' Better jetbikers with laser spears to lean into Impact a bit harder and twin shardguns. You could give one guy an energy sword to make ongoing combat slightly less torturous or a star lance for AP 4 on the charge, making it pretty much able to nail anything.
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