- Darklight wrote:
- Baron Sathonyx
2x Heamonculi w/ Liquifire gun
First turn is extra good versus another mech gunline list - so excellent investment.
Like both of these.
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- 4x Trueborn w/ 4x Blaster in Venom
5x Incubi in Raider
I personally consider Incubi a okay purchase - I'd probably rather have Blasterborn - and for the cost of those Incubi you could easily do Blasterborn in a Raider.
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- 5x Warriors w/ Blaster in Venom
5x Warriors w/ Blaster in Venom
5x Warriors w/ Blaster in Venom
5x Warriors w/ Blaster in Venom
7x Wyches w/ Hekatrix, Agoniser, Haywire Granades in Raider
7x Wyches w/ Hekatrix, Agoniser, Haywire Granades in Raider
Fine.
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- 3x Beastmaster w/ 4x Razorwing flock, 5x Khymerae
In my opinion, everyone saying stuff like "oh, the Beasts will eat a round of shooting" or "aw, they're too slow" are out of their gourds.
Beasts can absorb shooting like no one's business.
40 lasrifle shots will probably not kill anything in the Beast Squad there...40 shots.
I've had my Beast squad (which is identical to yours) receive 60 S.Cannon shots...I removed one Beastmaster and 1 Khymarae...and I only lost the Khymarae because I was dumb in my wound allocation.
To deal with Beasts requires anti-vehicle firepower...and lots of it. If the enemy is using that on your Beasts instead of on your vehicles - that's a win for you.
Also, Beasts will move more than fast enough to assault by Turn 3 - if your rolls are really good and/or your opponent moves up or deploys aggressive you'll be able to assault Turn 2. They are not slow - they only look slow because we're the only army in the game that can really pull off Turn 1 assaults semi-regular. In most armies Beastmasters would be described as 'fast' with us I'll accept they could be called 'average' but they are not slow.
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- Ravanger w/ FF
Ravanger w/ FF
Razorwing w/ FF, 2DL, 1 SC, 4 Monoscythe Missiles
Hmmm...I question the use of the Razorwing - here's why;
Incubi
Haemy w. Flamer
Haemy w. Flamer
Venom
Venom
Venom
Venom
Wych squad
Wych squad
Razorwing
Beastmasters
Baron (eh, sorta - he's actually not that good at anything but giving +1 to rolls and cover saves)
That's your list for killing infantry - here's your anti-mech list;
Raider (that may go flat out first turn because it has Wyches)
Raider (that may go flat out first turn because it has Wyches)
Raider (that may go flat out first turn because it has Incubi)
Trueborn (hard to get in range first turn)
Ravager
Ravager
Warrior squad (hard to get in range first turn)
Warrior squad (hard to get in range first turn)
Warrior squad (hard to get in range first turn)
So...on Turn 1, when it's most important to hurt enemy vehicles, your attack is probably...2 Ravagers...maybe a Wych assault if your opponent was dumb...and...I dunno, the Razorwing doing something it's not as good at.
That's why I think you need more anti-mech. To clarify - you need more anti-mech that's shooting turn 1.
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- Now, I am thinking that I maby should drop a Wyches group and a LG from the Heamonculi to fit in 6 Reavers but not sure about that yet tho.
Eh, I'm pretty down on Reavers currently - I think you have better killing potential with Wyches than Reavers will ever manage for the same points. I'm against this idea.
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- And even tho I know Poisen weapons really isnt that good against T3 units, its the only way I think I can get in a strong Alpha strike as I properly wont be in CC with to many units in turn one anyway. My main focus will be to get Incubi, Beastmaster and 1 or two Wyches group in to CC in round one.
Strong alpha strike with poison weapons? That can work as long as he's running a lot of Heavy Weapon Squads or something. I can support that.
Beastmasters cannot get into assault Turn 1 unless you go second and the enemy does something pretty aggressive. Wyches and Incubi can do it easily.
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- 2# I know he will focus all he can to take down the Incubis because when he played Necrons, and really against any other of the friends I have played them against they have kicked their asses, and all of them are really scared when I put them on the table.
Heamonculi will go with Incubi to give them 2x Pain Tokens to get Furious Charge. (overkill?)
Then fly around flaming stuff.
I want you to look at these two things next to each other.
1. The enemy will defecate in his underoos when he sees Incubi and will go all out to kill them, drawing fire away from the rest of my army.
2. I want to put an extra 100+ points and 2 killpoints into a unit I expect to be shot at a LOT.
I would put one Haem each into the Wych squads and let the Incubi run alone if you want Incubi. That way they'll draw fire, be blasted from the sky, and your opponent can learn why he needs to fear Wyches as much/more than Incubi. Plus 2 Flamer boats are better than one flamer boat with two templates.
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- A few questions:
Should the Razorwing have Dissies insteed of DL? I got the trueborn to compensate for loosing a ravanger (not sure if they will get to fire in turn one tho)
Wyches or Reavers?
1. I'd keep the lances, in my opinion you need more anti-mech than anti-infantry. 4 Monoscyth missiles is your anti-infantry.
2. Wyches. They can do everything the RJBs can do, do it better, and are also harder to kill and are a scoring unit.