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  1. #1
    Destroyer of Worlds ChainGun's Avatar
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    Default 10 points of reinforcements - what would you take?

    Just as the title says: what is the best way to use reinforecements in an upcoming SR tournament?
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  2. #2
    Destroyer of Worlds Tossy's Avatar
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    Max IFP with Standard... quick and smashy.

    Also had success with Niss Hunters, Boom howlers, Doom Reavers and Widowmakers and my personal favorite, Min Uhlans and Yuri

  3. #3
    Annihilator bitmatic's Avatar
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    Drakhun with Dismount & Fenris.

  4. #4
    Destroyer of Worlds Grizwald's Avatar
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    I like the IFP with Standard. Unless your running 2 units of Black Dragons already.
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  5. #5
    Warrior Stephen's Avatar
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    Depends on my caster. But in almost any situation I'd say 10 WG + UA with Kovnic Joe leading them would be a welcome sight in any list. Sure we'd be missing the rockets for a true Deathstar but the WG have the speed and range that they could most likely help me out by the second turn they were on the board and with Joe they can do almost anything.
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  6. #6
    Conqueror
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    I was thinking min uhlans and eliminators. Being able to ensure the uhlans get that big charge off is just too good.

    Sidenote: I think kossites will be hilarious, having the capacity to counter ambush enemy reinforcements and either wipe them or at least encircle them and prevent further movement.

  7. #7
    Destroyer of Worlds ForestZ's Avatar
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    Quote Originally Posted by Stephen View Post
    Depends on my caster. But in almost any situation I'd say 10 WG + UA with Kovnic Joe leading them would be a welcome sight in any list. Sure we'd be missing the rockets for a true Deathstar but the WG have the speed and range that they could most likely help me out by the second turn they were on the board and with Joe they can do almost anything.
    This would be a bad idea and here's why:

    SR lists are constructed as a whole. Which means your list is "these models + these reinforcements." If the scenario doesn't involve reinforcements your list for that round is just "these models." And since it's unlikely you will play more than one reinforcement scenario in a tournament (although it is possible) Making WGI + Joe your reinforcements means you are essentially losing WGI + Joe for most of the tournament.

    Additionally, since the reinforcements are part of your list and character restrictions are on by default, that means you could not include Joe in your 2nd/3rd/etc... list, there by completely denying you a WGI deathstar package in any of your lists.

    The only character models you'd want to place in your reinforcements are ones you aren't planning on taking in your lists anyways due to just being funky, being specialists, or just not having the points.

    I've had OK luck with Doomreavers + UA and a Manhunter in the one SR I've played so far. It's a nice way to pop them up to the midfield without having to take shots on the way in, and the Manhunter has fearless so he can deploy with them. But my options are limited by the models I own so...
    Last edited by ForestZ; 04-09-2012 at 09:05 AM.
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  8. #8
    Destroyer of Worlds GlassJaw's Avatar
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    Some other ideas off the top of my head:

    Sniper squad: Widows, Marksman, Kell, and another 2-pt solo.

    Yuri, 2 Manhunters, Eiryss

    Doom Reavers, Drakhun (no dismount)
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  9. #9
    Destroyer of Worlds Havock's Avatar
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    How about rifle corps? A min unit still gives you the full supression template. Still plenty of points for something else.

  10. #10
    Destroyer of Worlds ChainGun's Avatar
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    Thanks for all the good input. I'm currently leaning towards:
    1. In my 25 MoW eIrusk army: Mortar, Yuri and 2 manhunters. The Mortar is obvious, the manhunters and Yuri can guard my flanks while the heavier force advances.
    2. In the eSorchs WGI army: I'm less sure. Maybe Fenris and something or maybe full Iron Fangs Pikeman although I'm concerned about too many models on the board.
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  11. #11
    Annihilator Kurb's Avatar
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    Feneris + Drakun/w dismount would be a fast and deadly duo to add to anything.

  12. #12
    Donum tribuo Caecus Scius's Avatar
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    Quote Originally Posted by bitmatic View Post
    Drakhun with Dismount & Fenris.


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  13. #13
    Annihilator Kurb's Avatar
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    Havent done a game with the reinforcements rules. Do they show up later in the game ?

  14. #14
    Destroyer of Worlds GlassJaw's Avatar
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    Quote Originally Posted by Kurb View Post
    Havent done a game with the reinforcements rules. Do they show up later in the game ?
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  15. #15
    Destroyer of Worlds ForestZ's Avatar
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    Quote Originally Posted by Balewin View Post
    I was thinking min uhlans and eliminators. Being able to ensure the uhlans get that big charge off is just too good.

    Sidenote: I think kossites will be hilarious, having the capacity to counter ambush enemy reinforcements and either wipe them or at least encircle them and prevent further movement.
    Didn't see this earlier, but you should note that Reinforcement models lose the Ambush ability.
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  16. #16
    Destroyer of Worlds tuttleboy's Avatar
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    Minimum kayazy, underboss, and eliminators.
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  17. #17
    Conqueror
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    Quote Originally Posted by ForestZ View Post
    Didn't see this earlier, but you should note that Reinforcement models lose the Ambush ability.
    I realize this. I meant take the kossites in your regular army and just ambush after they reinforce. Hello back shot bonus

  18. #18
    Destroyer of Worlds ThatRickGuy's Avatar
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    I actually had decent luck with Uhlans. Being able to flank deploy, then have 16" of movement to get completely around your opponent's line can really put them in a spot. They will HAVE to turn something around to deal with them, they can't let you get 3 MAT 9 POW 16 crit knockdown shots on their caster. And if they are turning around a big chunk of their army, that gives you another round of shooting/advancing to get into ACE-2-FACE range.

    I also liked bringing Orin Midwinter on flank, he can really screw Ret up.

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  19. #19

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  20. #20
    Destroyer of Worlds scout's honor's Avatar
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    It really depends almost completely on the caster and the list. I want my reinforcements to be able to make an immediate difference, but since you don't always get to use them (it's actually only a small minority of scenarios that allow them) they can't be key pieces either. Using something as reinforcements is not a way to keep it safe until a later round and get it up the table without your opponent having a chance to go after it, although that is definitely a consideration I make when picking them. I'm thinking about the Demo Corps, for instance: usually not a part of my basic game plan but they can have an immediate and big impact if I can get them where they need to be, and it's the kind of unit you often need to protect while they get upfield.

  21. #21
    Conqueror screamindaemon's Avatar
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    Croe's Cuthroats.
    I usually wait to turn 3 to release them. Then everything has their back to them.
    Depends on scenario and how far enemies are from my deployment zone

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