Melkor Hellion
Posts : 57 Join date : 2012-08-03
| Subject: Agent's Field Guide Sat May 05 2018, 17:28 | |
| This is the third part of a series on using Agent's of Vect. My intention is to eventually get through ever codex. I hope you are enjoying this series! Thanks for reading! Notes are in green.- Blood Angels:
MUST COUNTER Only in Death Does Duty End (2 CP) Honour the Chapter (3 CP)
SITUATIONAL COUNTER Auspex Scan (2 CP) Cluster Mines (1 CP) Flakk Missile (1 CP) Can mess up our boats something fierce, but too cheap to counter normally Hellfire Shells (1 CP) Killshot (1 CP) Linebreaker Bombardment (1 CP) Masterful Marksmanship (1 CP) Orbital Bombardment (3 CP) I feel that Writ of the living muse makes us vulnerable to these sorts of things on our ravagers, be careful with spacing Wisdom of the Ancients (1 CP) Descent of Angels (2 CP) Red Rampage (1 CP) Upon Wings of Fire (1 CP) Mobility is definitely a thing to be wary of, particularly if you are doing Maelstrom
RARELY COUNTER Armour of Contempt (1 CP) Datalink Telemetry (1 CP) Tactical Flexibility (1 CP) Behold the Golden Host (1 CP) Forlorn Fury (2 CP) See below. Lucifer Pattern Engines (1 CP) Strike of the Archangels (2 CP)
Cannot Counter/Irrelevant Armoury of Baal (1/3 CP) Death Visions of Sanguinius (1 CP) Vengeance for Sanguinius (1 CP)
A note on Forlorn Fury: This stratagem is used after the game begins but not during a phase. Can it then be used at all? The answer is almost certainly yes. The real question is if the BA player can then use the strat again, as it doesn't happen during a phase. To me this seems to be what the RAW reading would be. Your TO may vary. For more discussion please see: http://www.thedarkcity.net/t17688-agents-of-vect-v-forlorn-fury
- Dark Angels:
MUST COUNTER Only in Death Does Duty End (2 CP) Honour the Chapter (3 CP)
SITUATIONAL COUNTER Auspex Scan (2 CP) Cluster Mines (1 CP) Flakk Missile (1 CP) Hellfire Shells (1 CP) Killshot (1 CP) Linebreaker Bombardment (1 CP) Orbital Bombardment (3 CP) Wisdom of the Ancients (1 CP) Deathwing Assault (2/3 CP) Fortress of Shields (1 CP) Intractable (2 CP) Speed of the Raven (1 CP) Stasis Shells (1 CP) That 2++ won't be saving your Archon from this Weapons From the Dark Age (1 CP)
RARELY COUNTER Armour of Contempt (1 CP) Datalink Telemetry (1 CP) Tactical Flexibility (1 CP) Empyric Channeling (1 CP)
Cannot Counter/Irrelevant Hunt the Fallen (1 CP) Inner Circle (1 CP) Never Forgive, Never Forget (1 CP) Relics of the Rock (1/3 CP) Secret Agenda (1 CP) The Lion and the Wolf (1 CP)
Most powerful DA stuff revolves around Ravenwing. Keep that in mind as you decide what to counter.
- Grey Knights:
MUST COUNTER Only in Death Does Duty End (1 CP) Honour the Chapter (3 CP) GK infantry are much more scary in melee than most marines
SITUATIONAL COUNTER Orbital Bombardment (3 CP) Wisdom of the Ancients (1 CP) Psybolt Ammunition (2 CP) This is the most likely stratagem for you to counter Psychic Onslaught (2 CP) Teleportation Boost (1 CP) Heed the Prognosticators (2 CP) Don't let Draigo have this. Mental Focus (2 CP) Finest Hour (2 CP)
RARELY COUNTER Armour of Contempt (1 CP) Datalink Telemetry (1 CP) Tactical Flexibility (1 CP) Truesilver Armor (1 cp) Psychic Channeling (1 CP)
Cannot Counter/Irrelevant Armory of Titan (1/3 CP) Teleportarium (1 CP) Aegis (2 CP)
Most of the GK strategy is likely going to involve shooting you hard with the powerful Psy stratagems. Get ready to stop those a time or two, prevent a powerful alpha and rip the elite to shreds. Not scary.
I want to take a moment to discuss a strategic concept. If you play Magic: the Gathering, you are likely familiar with the dreaded counter spells. They function very similarly to Agents, nullifying an important move. Keeping the option open to cast counters by conserving resources is a powerful mind game. It makes opponents wary of using their best stuff for fear of being countered. This is disruption, and it is one of our greatest strengths. Consider keeping those last 3 cp open for a while, just to mess with the enemy. Postscript I'm building a to-do list of issues to address in the final draft. 1. Review Killshot 2. Add CP costs to early chapters 3. Reorganize the notes in a more useful manner. | |
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fisheyes Klaivex
Posts : 2150 Join date : 2016-02-18
| Subject: Re: Agent's Field Guide Sat May 05 2018, 20:39 | |
| Tau:
MUST COUNTER Focused Fire (3CP) Get rid of army-wide +1 To Wound Hot Blooded (2CP) No double shooting for an infantry unit Strike And Fade (1CP) Removing JSJ from a QuadFusionColdstar is very nice
SITUATIONAL COUNTER CnC Node (1CP) Wastes putting a valuable Commander out of position Uplinked Markerlight (1CP) Only to deny that 5th markerlight Branched Nova Charge (1CP) Very situational | |
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Lord Asvaldir Hekatrix
Posts : 1157 Join date : 2015-12-06
| Subject: Re: Agent's Field Guide Sun May 06 2018, 06:24 | |
| I disagree with your BA choices. The two must counters for BA are good stratagems, but you're missing the mobility stratagems that make BA jump infantry very strong. Specifically decent of angels is an absolute must counter, more than anything else. Stopping something like sanguinary guard from making that 3d6 charge from deep strike is huge, it's the difference between letting them deepstrike in a wreck your ravaged and still having said dissie ravager alive to destroy the sanguinary guard. Compared to only in death does duty end that stratagem in particular is so much better and something you need to stop. | |
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TheBaconPope Wych
Posts : 777 Join date : 2017-03-10
| Subject: Re: Agent's Field Guide Sun May 06 2018, 07:02 | |
| Astra Militarum/Guard.
MUST COUNTER Overlapping Fields of Fire (1CP) This isn't something I'd classify as a Must Counter, especially considering the FAQ, but it's far above the level of a Situational Counter Firstborn Pride!(1CP) A Vostroyan Tank Commander hitting on 2's and yelling at himself to reroll 1's with a 30" Heavy 40 barrage of S5 will absolutely shred anything we can field.
SITUATIONAL COUNTER Fire on my Position!(3CP) Crush Them!(1CP) Mobile Command Vehicle (1CP) Take Cover! (1CP) Grenadiers (1CP) Inspired Tactics (1CP) Fight to the Death (1CP) Defensive Gunners (1CP) Superior Intelligence (1CP) Vicious Traps(1CP)
RARELY COUNTER Vortex Missile (3CP) Jury Rigging (1CP) Consolidate Squads (1CP) Aerial Spotter (2CP) Officio Prefectus Command Tank (2CP) Preliminary Bombardment (2CP) Go! Recon! (1CP) Volley Fire!(1CP) Send in the Next Wave! (2CP) Armoured Fist (1CP)
Cannot Counter/Irrelevent Imperial Commanders Armoury (1/3CP) Vengeance for Cadia! (1CP) Ambush! (3CP)
Any competent Guard player will likely have more than double your Command Points. You won't be able to counter all of them. In addition, there's no critical stratagem that makes up the Backbone of an AM force, the real danger comes from the fact they can play so damn many of them a turn | |
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