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| List Advice for Upcoming Game | |
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merse24 Kabalite Warrior
Posts : 216 Join date : 2014-06-14 Location : Texas
| Subject: List Advice for Upcoming Game Tue Jul 15 2014, 00:43 | |
| I've got a game coming up against Blood Angels that I'm having some concerns about. It will be a 1500 point game and I know he will be bringing the following:
Dreadnaught with Flamers in Drop Pod
Dread with flamers in drop pod
Imperial Knight
3, 5 man devastator squads with missles
5 snipers
Tac squad in Razorback
Assault marines (probably in a drop pod to assure that both dreads come in on Turn 1)
I've seen him play before, and he will typically drop in the 2 dreads in turn 1 and blast away with his template weapons. He will rush the knight up the board firing the entire way hoping to get into CC quickly. He usually keeps the 3 dev squads back in cover shooting across the board. The snipers and razorback, I'm not as concerned with at the moment.
My typical list:
10 wyches in raider (HWG, flickerfield)
10 Warriors in raider (Splinter Racks, night shields, flickerfield)
5 wyches in venom (HWG, Splinter cannon)
5 wyches in venom (HWG, Splinter cannon)
4 incubi, 1 succubus (agoniser) in venom (splinter cannon)
5 truborn (3 blasters, 2 splinter cannons) in venom (splinter cannon, night shields)
1 ravager (night shields, flickerfield)
2 units of 3 reavers (cluster caltrops, heat lance)
1 Razorwing (monoscythe missles)
I need to come up with a way to minimize the damage done by the dreads in turn 1 and with the new "No Escape" rule, I'm afraid that turn 1 could end up very bad for me. I would hope to get the 10 man wych squad into the knight during turn 1, but I'm very confident that he will target that unit with one of his dreads. Any thoughts on how to deal with this?
I am somewhat limited on options. Outside of what is included in my list, I have
5 wracks 5 mandrakes plenty of warriors 1 raider 1 Talos Pain Engine 5 trueborn 1 archon Urien Lilith I could probably proxy a model for Duke if I needed to.
Thanks!
Last edited by merse24 on Tue Jul 15 2014, 01:20; edited 1 time in total (Reason for editing : Edited to include what options I have available) | |
| | | BetrayTheWorld Trueborn
Posts : 2665 Join date : 2013-04-04
| Subject: Re: List Advice for Upcoming Game Tue Jul 15 2014, 01:48 | |
| Well, there are several things to know. First off, tank traps from stronghold assault are considered impassable terrain to the imperial knight. So you can use them to make him take the long way around in order to get in CC, or use them to ensure your units are the one's who initiate CC with him. Second, here are rules you should be aware of:
- Left for reference only:
- Escalation wrote:
If one or more players choose to include a Lords of War unit in their army, the additional mission special rule and secondary objective described below automatically apply in any mission that you play. Furthermore, if your opponent has a Lords of War unit as part of their army, your Warlord can choose to roll on the Escalation Warlord Traits table shown below instead of one of the Warlord Traits tables normally available to your Warlord. ESCALATION MISSION SPECIAL RULES Impending Doom If one player has a Lords of War unit as part of their army, and their opponent does not, then their opponent receives a +1 modifier to any roll to Seize the Initiative. ESCALATION SECONDARY OBJECTIVE Through Attrition, Victory At the end of the game, you score 1 Victory Point for every 3 full Hull Points or Wounds that have been lost by an enemy Lords of War unit. Note that Hull Points or Wounds that have been lost but subsequently recovered due to Repair rolls, It Will Not Die or by any other means are not counted when determining these Victory Points.
ESCALATION WARLORD TRAITS D6 - Result 1 - Maximise Firepower: This Warlord has learnt through bitter experience to train his forces’ fire on the biggest target. While your Warlord is alive, his ranged weapons – and those of his unit – have the Twin-linked special rule when shooting at a Lords of War unit. 2 - Super-heavy Hunter: This Warlord has studied in detail the few known weak points of the gargantuan foes he is facing. Your Warlord has the Preferred Enemy (Lords of War) special rule. 3 - Slayer of Giants: A hero amongst his men, this Warlord has performed legendary feats and defeated the very largest of foes against the odds. While in close combat with a Lords of War unit, your Warlord’s attacks gain the Armourbane and Fleshbane special rules. 4 - Uncanny Defence: Surely this Warlord is favoured by a powerful deity: he and the men around him emerge time and time again from attacks that should have laid them low. Any rolls made on the Destroyer Weapon Attack Table, the Thunderblitz Table or the Stomp Table against your Warlord and/or the unit he is with suffer a -1 modifier to a minimum of 1. 5 - Kill Mission: This Warlord prioritises the destruction of the foe’s lynchpin above all else, dedicating specific reserve forces to its destruction. Whilst your Warlord is alive, units in your army arriving from Reserves using the Deep Strike special rule will not scatter if they are placed within 6" of an enemy Lords of War unit. 6 - Perfect Volley: Marshalling the firepower of those around him into a precisely coordinated strike, this Warlord seeks to overwhelm his target with pinpoint fire. One use only. Declare your Warlord is using this ability at the start of your Shooting phase. For the duration of that Shooting phase, any ranged attacks made by your Warlord and/or the unit he is with that are targeted against an enemy Lords of War unit have the Rending special rule and are considered to be AP1.
None of the preceeding applies. Apparently they're not lords of war, but a seperate detachment. This being the case, I'd say your best chance against him would lie in obtaining more models and exploiting the detachment rules to bring more mean. Unfortunately, this is a game where having more money/models can often mean having a large advantage against your opponent.
Last edited by BetrayTheWorld on Tue Jul 15 2014, 02:19; edited 3 times in total | |
| | | 1++ Hekatrix
Posts : 1036 Join date : 2011-06-27 Location : Sydney
| Subject: Re: List Advice for Upcoming Game Tue Jul 15 2014, 01:57 | |
| Yea, No Escape sux the big one for us and I am seeing more and more flamer templates in my meta. I've had to take things back to the drawing board and recreate how I build and play DE because of it. We just loose too much too quickly. | |
| | | merse24 Kabalite Warrior
Posts : 216 Join date : 2014-06-14 Location : Texas
| Subject: Re: List Advice for Upcoming Game Tue Jul 15 2014, 15:29 | |
| Any thoughts on what I could buy to add to my army? Beast pack obviously comes to mind, but I was hoping to hold out for the new codex.... I've got a sneaky feeling that they are getting the nerf stick. I may have to break down and buy some anyway.
Also, what about some deployment shenanigans? Maybe set up my transports to ensure that my wyches can't get hit with the templates? That would mean having some sacrificial units though. Plus with his large blast template from the knight and the 3 dev squads, not sure if that would work anyway. Maybe putting the wyches in reserves? I wouldn't be able to make it into CC until turn 3 at best. I'm considering placing my 10 man squad in the raider as far back in the corner as I can get and just hope for some favorable scatter. Not sure what else to add to this to minimize the damage. | |
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