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Post by No One on Sept 27, 2019 15:06:41 GMT
So, based on comments in one of the other threads, I've been thinking about the demo charges. And they definitely do enough to warrant 25 pts and 1 CP: the fault in my logic is that I was discounting the actual acolytes, which would put it at 60 pts. Still good, but...not always getting enough value that I need: the importance of the flamers is screen clear, objectives and a different threat vector. The demo charges don't get enough for the last, and aren't really needed for the first. So in other words, a reasonable use of 60 pts in and of itself, just the opportunity cost of 'is there something better'? Was thinking about doing the aberrant swap as previous and keeping the mortars, but I'm in a similar boat with mortars. Except they also give up KP. But, if I drop both? That's enough pts for another 15 man acolyte squad: leaves me with very light on board presence, but 5 aco kill squads, aberrants and flamers still. Pretty happy with it.
List: Battalion (Four Armed Emperor) (Vigilus: Broodsurge) HQ Primus 75 HQ Iconward 53 Elite Nexos 50 Elite Clamavus 55 Troops Acolytes (20, 3 saws, banner) 180 Troops Acolytes (20, 3 saws, banner) 180 Troops Acolytes (20, banner) 150 Troops Acolytes (20, banner) 150 Troops Acolytes (15, banner) 115 Battalion (Four Armed Emperor) (Vigilus: Annointed) HQ Magus (Familiar, Relic: crouchling) 92 HQ Patriarch (Familiar) (WL) 137 Elite Aberrants (10, 8 picks, 2 signs) 252 Troops Acolytes (16, 15 hand flamers, 1 demo charge) 132 Troops Brood Brothers (10) 40 Troops Brood Brothers (10) 40 Battalion (Kraken) HQ Neurothrope 90 HQ Neurothrope 90 Troops Termagants (11) 44 Troops Termagants (10) 40 Troops Rippers (3) 33 Total: 1998
Kept a demo charge (not 100%, but it's basically a better flamer, so...), net CP neutral with annointed throng option: likely not generally useful, but should be great for marines, which I'm expecting to see a lot of. Hostage, fight when die their turn, can't easily clear, win. Should be fine, provided I can deal with everything else (infiltrators, auspex, overwatch). Pretty light on the terms, but have to start the BB on board (can only DS rippers), so should have enough to at least hold my T1 objectives, if not necessarily as able to pressure with Kraken gaunts. Still, it's only a couple less than I've used previously with usually minimal issues for what I'm after. The larger squads that I've tried with broodlord seem interesting, but...another acolyte squad gives me a lot more sustained threat to help come back onto the board.
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Post by No One on Oct 4, 2019 14:41:08 GMT
Had a game with the list against marines with double infiltrators and a lot of anti-infantry, and everything worked really well. Would've been harder going 2nd (he was RG with plenty of infiltrate options to deny me board) and I still don't like the idea of repulsors (and Flyers/Fly generally). But everything else, I think I've got a good shot.
T1 charged with aberrants because he deployed scouts and an infiltrator squad too close: hostaged scouts, he couldn't counter charge due to annointed, letting them freely wander up in his face T2. Unfortunately I'd deployed patty further back on board to shut down overwatch on aggressors if he infiltrated them up, so he wasn't in range to charge them T2: hyp denied and so the aberrants couldn't charge (could've maybe charged something else? Maybe?), and just chilled right in front of him with a 4+++.
Acolytes made the charge on the other infiltrator squad with PA, killed them and touched the aggressors, the 15/16 man acolytes were just expendable for board control, denying good DS and holding objectives. Lower model count makes that a role they can fill without feeling too bad about it. He showed up with most of his stuff, killed most of my stuff on board. But, I still had 3 20 man squads to charge and kill most of the rest of his army with fairly free reign: patty to shut down aggressor overwatch, then tanked shrike with 4++ and unquestioning (rolled a bit lucky, but with -1 damage, shrike is basically harmless anyway). Only made 2 charges so couldn't kill/shut down everything and lost a lot to counter charges/strikes for touching/some token shooting, but he couldn't kill the squad that failed the charge, patty was fine and there were still a handful of other acolytes hanging about. I had every objective as well, so he called it there.
Only thing that didn't work basically as I'd planned was not having patty for the T2 charge, which...well, I think killing the infiltrators was probably more important, especially since I shut them down anyway with the touch from the acolytes. So I likely wouldn't have made the charge from DS anyway, unless I'd maybe been more aggressive with him and gone for the T1 charge with the aberrants as well or something? Bit risky (also had snipers) and situational, but something to consider if I can keep him safe on board: gaunts/BB won't usually cut it. Definitely something I felt was the min squads there, just died as soon as a TFC/squad with LoS looked at them, but then he had other things to worry about, so...good enough for T1 protection/easy objectives, and will function fine if they live to T2/3?
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Post by kazetanade on Oct 7, 2019 15:24:18 GMT
Had a game with the list against marines with double infiltrators and a lot of anti-infantry, and everything worked really well. Would've been harder going 2nd (he was RG with plenty of infiltrate options to deny me board) and I still don't like the idea of repulsors (and Flyers/Fly generally). But everything else, I think I've got a good shot. T1 charged with aberrants because he deployed scouts and an infiltrator squad too close: hostaged scouts, he couldn't counter charge due to annointed, letting them freely wander up in his face T2. Unfortunately I'd deployed patty further back on board to shut down overwatch on aggressors if he infiltrated them up, so he wasn't in range to charge them T2: hyp denied and so the aberrants couldn't charge (could've maybe charged something else? Maybe?), and just chilled right in front of him with a 4+++. Acolytes made the charge on the other infiltrator squad with PA, killed them and touched the aggressors, the 15/16 man acolytes were just expendable for board control, denying good DS and holding objectives. Lower model count makes that a role they can fill without feeling too bad about it. He showed up with most of his stuff, killed most of my stuff on board. But, I still had 3 20 man squads to charge and kill most of the rest of his army with fairly free reign: patty to shut down aggressor overwatch, then tanked shrike with 4++ and unquestioning (rolled a bit lucky, but with -1 damage, shrike is basically harmless anyway). Only made 2 charges so couldn't kill/shut down everything and lost a lot to counter charges/strikes for touching/some token shooting, but he couldn't kill the squad that failed the charge, patty was fine and there were still a handful of other acolytes hanging about. I had every objective as well, so he called it there. Only thing that didn't work basically as I'd planned was not having patty for the T2 charge, which...well, I think killing the infiltrators was probably more important, especially since I shut them down anyway with the touch from the acolytes. So I likely wouldn't have made the charge from DS anyway, unless I'd maybe been more aggressive with him and gone for the T1 charge with the aberrants as well or something? Bit risky (also had snipers) and situational, but something to consider if I can keep him safe on board: gaunts/BB won't usually cut it. Definitely something I felt was the min squads there, just died as soon as a TFC/squad with LoS looked at them, but then he had other things to worry about, so...good enough for T1 protection/easy objectives, and will function fine if they live to T2/3? I think RG is the weaker of all the codex options tbh, and generally doesnt have much of the things that scare the (please do not swear) out of me. First thing in mind is I didnt see Intercessors or Reivers mentioned - I think those would screw you up quite hard, but you did mention getting chewed up hard in the counter charge so I assume there were some high A guys in there somewhere. The first scout and Infil getting mulched was also highly likely a play mistake, but I suppose one that you can bet on it happening often. RG doesnt have deny shenanigans, which are transferred to Iron Hands and are now the hottest marine pick to play with (normal deny, then a 4+ to deny after). The Aggressors somehow getting touched by Acolytes was the misplay here, as there should be Infil infront of them - so he positioned wrongly, or maybe was just not expecting a huge consolidate into his Aggressors. In no game would I ever allow you to bad touch my Aggressors unless I was confident I would wreck you in return (but on the flip, you're unlikely to see Aggressors in an IH list, so some give and take there). I also played UM so I have Tigirius that gives me a good chance to deny Hyp, and FTGG that basically lets me chew your charges up (so you MUST burn Vect on that, and I would still not let you touch the Aggressors). This type of positioning is not exactly common though so maybe its being harsh to say he's making big mistakes, since most people would position outside 4" so you cant consolidate within 1", but no accounting for the extra distance from charging that you can throw forward with your squad of Acolytes. (EDIT: As an afterthought, if you had consolidated into my Aggressors, I would have piled in and hit you - Aggressors are 3A base with 4A for the Sgt, +1A for Shock Assault, +1A for my special banner, with a unit of 6 - so that's 31A of 3+ to hit rerolling and 3+ to wound reroll 1s, for a total of 21 saves or something like that, and 14 dead. So really barely holding on, but as UM I dont really care about touches so much since you cant maintain a wrap on me anymore. You'd have to wipe me out on contact to actually affect me. Still interesting to know that the max damage Aggressors can do there isnt enough to kill the Acolyte squad so you can actually still hamper the Aggressors for another turn if you cant kill them yet.) You play some maelstrom thing where holding numerous objectives are actually beneficial, so the rest of the game plan went according to plan and well, I think. All in all I think the 120 Acolyte list really works in a lot of scenarios because of how flexible it is, it's just a bit easy to make mistakes with and with how easy we are to kill those mistakes are big. Wish I had that many Acolytes too... I'm at like 80 or 90 I think, and only 60 painted. I wish I could squeeze another Acolyte squad into my list so that I can have a total of like 6.5 drops to be threats instead of like 4.5, which I think is a major win factor against something like Marines that are less reliant on 1 big unit to do work (we deal with those types of armies really easily). If you have 2 charges the 2nd charge is at risk, but if you have 5 then you only lose 1/5 of them and becomes a decent trade. I might trade away the TH batt for mostly FAE, because dealing with Aggressors is really a headache and TH Abbys dont help me deal with that - I need Hammerrants to deal with Aggressors to basically force 3W damage on the Aggressors and kill them outright with each fail save. I also cant deal with that new IH ridiculous staying power with 3+ 5++ 6+++ reduce damage by half+1 nonsense with Abberants, so it becomes a task of immediately breaking through the wrap and tying things up and stopping him from wrecking face, which our good old friends Fearless Acolytes do better than Abberants.
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Post by No One on Oct 8, 2019 1:38:22 GMT
I think RG is the weaker of all the codex options tbh, and generally doesnt have much of the things that scare the (please do not swear) out of me. I mean, yes and no? Their castles aren't scary at all, but if he'd gotten first, the infiltrate/DS stuff could've made things awkward: how awkward, I'm not sure, I don't think he'd have been able to secure the board and prevent me coming on entirely, at which point I have the opportunity to get good charges and probably come back onto objectives, if not necessarily the turn I come in then the turn after. I doubt it'd have been as awkward as a UM castle I can't wrap, but I think I'd prefer to face IH (outside of executioner IH, but that's more the unit itself). Yep, 10 man and 5 man intercessors, and then a 5 man vanguard vet unit later. So, he was trying something a bit different: his post deployment had one infiltrator left flank around his DZ, one infiltrator 9" from my DZ right flank, scout squad 9" from my DZ left flank, and castle his right flank DZ to push up, screened by the infiltrators. Which would've been an OK game plan, couldn't DS within almost 24" of his stuff, except he pushed up too far and I charged the infiltrators, leaving him with nothing to screen on the right flank/from midfield. As a sidenote, he was also trying the +3" flamers as well, which means there's less ability to play back with them, but also means they're far more punishing for me to deal with without negating overwatch (and also auto-hit auspex). Not something I agree with having played it, but just noting. So, he could only pile in and strike with...2? models. Partly because I grabbed a flank aggressor, partly because the aberrants were ~1-2" away and blocked pile ins without getting punched by them. But against UM, I'm not going to bother touching: either I hostage, or I ignore, the damage change isn't in my favour with CM. But aggressors being able to fall back and shoot wouldn't have mattered much: everything got shot to pieces anyway (except the unit which may have been locked in combat? Or he just decided not to fall back and charged it to near-death instead). Maybe he didn't bring in some reserves, which wouldn't have been in reserve as UM anyway? But then that opens up me denying anywhere to drop: don't think I quite could've though, but still.
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Post by kazetanade on Oct 8, 2019 15:39:13 GMT
In ref to facing IH, I think if we're limited to codex options only then IH isnt that much to be afraid of. Sally and WS starts being kinda scary, and UM is just difficult to break outside of shooting. There's probably a case to be made for Ferros + lots of long ranged shooting and a single Leviathan though (or some other uber Dreadnought in the codex, since they support Dreadnoughts so well). Such as 2 Executioners and 2 Stormtalons.
It's the FW IH builds that scare me - that Leviathan kills hordes almost as good as it kills elites. The only real consolation is the fact that they have to hug a 6" bubble or a 3" bubble to be really scary - if they start to break up, the game gets way easier, assuming you havent been ground into dust yet.
Flamer Aggressors are a little scary, but they're not much of a threat. They're difficult to charge, but that's about it. With an effective range of 5+11", just what exactly are you threatening? Add the fact they wont shoot twice... I have a healthy dose of respect and fear for the 6 man Bolter Aggressor, whom took off around 16W off a Knight in a single round of shooting.
The main mistake is probably giving the Infils and the Scouts as the first target charge, which people arent used to expecting. Last time I tried that, the Abberant squad killed a scout, wrapped an Invictor, then ate 10 Intercessors and some Infiltrators to the face - I killed the Invictor,3 of the 5 Infiltrators, and most of the Intercessor squad by the time he was done. Abbys trade so good...
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Post by gorsameth on Oct 8, 2019 16:24:01 GMT
I'd say non FW IH's are still not fun. I don't fancy having to charge a wall of Repulsors with -2 on the charge, Fly to get out and Saw's only doing 1 damage because of the dumb relic.
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Post by No One on Oct 9, 2019 1:55:31 GMT
Yeah, that. I don't care how many acolytes you can pick up in shooting if I can just hostage anything and you never get to shoot me. Having units that are difficult to charge, difficult to kill, can't be hostaged, and can still pick up acolyte squads in shooting? Yeah, that's what I'm afraid of: doesn't mean that having leviathans can't be nasty, just that I'm not expecting them to be as nasty without repulsors etc.
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Post by kazetanade on Oct 9, 2019 3:35:32 GMT
Yeah, that. I don't care how many acolytes you can pick up in shooting if I can just hostage anything and you never get to shoot me. Having units that are difficult to charge, difficult to kill, can't be hostaged, and can still pick up acolyte squads in shooting? Yeah, that's what I'm afraid of: doesn't mean that having leviathans can't be nasty, just that I'm not expecting them to be as nasty without repulsors etc. I think the mistake being made here is that that *is* the list - Repulsors with Dreadnoughts and some Intercessors to soak wounds. It's like Doritos v2.1, really annoying stat blocks but with good rules to suit. Most of the other SM armies have units that benefit immensely and build their list around them, such as UM being a ridiculously good power spike for Aggressors and WS making Invictors ridiculously good at running interference.
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Post by No One on Oct 9, 2019 4:26:50 GMT
But again, the obnoxious part (at least for GSC) is the repulsors: take out the dreads and replace them with basically anything, still an uphill game. Take out the repulsors and replace them with most things, shouldn't be too bad. Also, there were 4 IH lists that top 4'ed last week (or at least that I've seen): one had a leviathan+2 repulsors. 2 others were triple repulsor (one with triple stormhawk as well just for the heck of it), and the last was triple invictor+some LoW. Also 2 UM lists (both lots of infantry with invictors: one 9 aggressors, the other 3 with a repulse) and 2 WS lists, which I don't get as much as to whether I should be scared or not . Like, I really don't get the issue with the leviathan: pretty sure it's less anti-infantry, that's vulnerable to CC and only a bit more durable against most of our stuff (and considering our shooting options for killing stuff through Iron Father+ironestone with shooting aren't great anyway)?
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Post by kazetanade on Oct 9, 2019 12:01:35 GMT
Soooooo after reconfirming the stats, I have to revise my opinion on the Leviathan. Its not really an issue for us as it has limited range and d3 scaling shots (I thought it was 3 flat for every 5 models, not d3). It's a pretty good all rounder gun that hurts most other armies much more than us. It's tanky as hell but it doesn't do enough damage to warrant a high priority to kill. As a Knight or Vehicle list though...
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Post by No One on Oct 12, 2019 14:23:31 GMT
Rematch went...well, some of it went great, other bits not so much. So, in typical me fashion, ramble post! Abby squad did really well: showed up, killed infiltrators and hostaged scouts (not sure there was really much he could do about this). Then ate most of his counter charge with interrupt+fight when dead, ended up with I think 5 abbys dead for pretty much 5 infiltrators, 5 marines, 3 aggressors, 5 intercessors and finished off a libby who'd lost 3 to perils. But, while they were happily mulching most of his army, the rest of his army...well. The game plan when I showed up was to charge a 15 man into the scouts with Char buffs, to help the hostage and give support for Characters. They failed the charge, but the Characters were out of LoS and the aberrants hostaged fine, so I wasn't too concerned. Except he killed the acolytes with shooting, and his advance+charge murder squad (smash cap, smash lieutenant, Shrike, and a kitted out VV squad) came and ganked my Characters: patty lived, helped by the fact I forgot amulet was shooting only . Which was ow, and I now had 100 acolytes in reserve with no rerolls. Still turned out pretty OK, 2 made charges on 8" and I still had enough CP for PA on a third, but spacing was awkward: could only get 1 squad on intercessors (auspex+interrupt, still killed 6 thanks to saws ), failed the important non PA charges on the Character deathball, so only Shrike ended up dying. Anyway, rambles: The aberrants were great, just CP intensive (I even forgot annointed CP: on the other hand, I forgot -1 dam, and may have forgot doubled hits for signs once or twice as well, so...). Killy and awkward to shift, perfect. Just how should I have dealt with playing around his character murder blob? Underestimated how far his threat range was (pretty consistently over 20+"). I don't think my game plan of using the acolytes as protection and keeping them alive through hostage was quite workable. While the hostage bit was OK (bit of a risk though), I doubt I would've been able to rearrange things such that I could hostage, block charges *and* block DS shooting effectively enough. There's a couple of things I could've done, would've depended on what I could actually do, but: -Maybe had all the acolytes out of LoS, just not go for the scout charge, and hug Characters. He still had stuff in reserve, but I probably could've blocked off good DS behind with other stuff e.g. rippers. Not sure if I could've fitted in a way that let me keep buff bubbles and block in front out of LoS, but pretty sure. I don't think there's any real downside to this: likely physically blocks charges, DS was easy to screen out (15" unless he wanted to drop dakka cents, at which point he has no answer to my 100 acolytes), plenty of models for UL. Would've eaten some TFC, but the rest of his anti-infantry would've been blocked from coming around the building by the aberrants. Possibly even double compromise, and leave iconward+clamavus in reserve? Not like they'd really matter except for S buff if I didn't get might off, against specifically the aggressors. I can come back from losing primus if I make good charges, it's harder to come back from not making good charges. -Not drop Characters: not a generally applicable solution, but I got a 6 on PA so there was no way I failed the charge with the scouts there. However, this would've meant that I drastically cut down on the aberrant's effectiveness, with no might/primus/fearless. Compromise to only drop primus+magus possibly? There's also an aspect of objectives, with a central Character only objective (and specific Characters), but I had that with a neuro anyway. -Drop Characters further away, out of easy charge range: a tad risky with limitations on where I could go while staying out of LoS, but I think more importantly it would've required another aberrant daisy chaining back, and I'm not sure how much further back I would've needed to be (probably another...4-5" for reasonable safety?). Don't think this was practical, especially with objective. The other thing that I noticed was that it's, unsurprisingly, very awkward to drop all 100 acolytes in one turn: doable, especially if you've got multiple fronts you can charge to, and space to charge from. But I think in any game where I'm dropping only 1 aco squad turn 2, I need to drop another and bounce it unless they're at risk by doing so. Gives me a lot more flexibility into T4: if I'd still had my Characters and done that (...) would've been easy game. Without my Characters...8" charge to win the game? Just...CP! Aberrants used up 7 on their own, used up everything and didn't even lying in wait. Reconsidering amulet outside of very specifically Tau, but dunno: aggressors/cents/IH repulsors all have really nasty overwatch, esp with CM, and even just against stuff like intercessors it's nice.
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Post by kazetanade on Oct 13, 2019 17:41:20 GMT
just a quick statement on the relics:
I find vs these SM matchups that the S relic is a waste, down to the fact that they have Transhuman Physiology making any S advantage redundant. It's part of what's really hampering my Aberrants in the SM matchup, but since if they get the wrap they can tank retaliation really well so I think it's an acceptable trade off.
I fought Iron Hands 2 days ago and although the list wasnt supposed to be a big threat, the big Overwatch was a deal breaker. 5 Abberrants die in Overwatch, and I lost 10 Acolytes in the charge. Neither squad has the power to wipe the unit(s) out because of that, although the Abberrants are a close thing (I had a Hypermorph and 1 more Pickerrant on a scout squad that would make life miserable for my DS-ing play, so I had to split my Abby squad. However, I only killed 3 or 4 guys with the Hypermorph and 2 more Pickerrants, so the extra Hypermorph and Pickerrant probably wouldnt have wiped the unit anyway. Transhuman is borked).
In my mind, against SM their Overwatch is immensely dangerous, and the options to deal with this is to either have a 3++ Abominant that's not afraid to just charge in ahead of everyone else, or to have a Character with the No Overwatch relic on hand.
As for the Character Blob - I feel like having the Demo Suicide Squad is probably our best bet, you drop them 3" away from the character you want dead and just toss, even a Shield Cap or a Smash Cap gets wrecked I believe. I'm currently planning to run one in my list to help clear T1 pushed up presence, because it's been just ridiculous trying to cut through Landspeeders and Scouts that are blocking access to the rear line. I dont mind a front to front clash but I hate having to front clash with chaff that will leave me super exposed, especially since I only have 1 "throwaway" squad of Flamerlytes before I have to use the Saws unit. If I could use them as safe wraps that would be ok althought no ideal, but in all likelidhood, it's ruins, which means they have too many ways to escape to make it a real choice. you need 2 on each level of ruins, and at least 3 on the ground floor... Getting that kind of distance is ridiculously hard.
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Post by No One on Oct 14, 2019 7:34:59 GMT
I'm not so sure that the S relic is a waste because of transhuman, or at least not for my list: transhuman sucks for hypermorphs/saws, but everything else? I'll take forcing my opponent to use 2 CP for wounding on 4s vs 3s. Add on the fact that I'm wanting to have combats against multiple units (if all 7 of my squads just manage charges on 2 units over 2 turns, they're dead either way, and I've probably lost either way).
Is definitely something to think about when you consider Might as well though, and how effective saws/aberrants are in most circumstances. I think it's worth it for most games, but maybe if e.g. I'm using 1 CP for secret objectives, or know I'll need lots of other CP intensive stuff, or am confident in my damage to close out the game?
Yeah, IH overwatch is ow. But against a lot of the other Chapters? Even against UM, it's not the units who I can charge who're really dangerous, it's the aggressors hiding behind: at which point, amulet doesn't help until later, where...dunno, I think it'd be worth to make sure I can close the game, yeah.
Jackal squad wouldn't have helped: hiding in a building, I'd be amazed if I could get within range and LoS of Characters, let alone being closest with VV. Also not the greatest trade: restricts threat range taking out advance and charge, but the rest are still dangerous.
Don't have great answers to scouts in buildings: fortunately(?) terrain here is at a level that high, multi-level ruins aren't the most common. I've only had scouts hiding in a relevant position happen to me only once or twice.
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Post by kazetanade on Oct 15, 2019 9:49:46 GMT
Then the only best answer is Abbys with Throng, cuz you'll take down a fair bit of them on their turn. Since they fly, it's not like you can really screen them out.
Yea for UM, you need to Vect the overwatch strategem to charge them. Seriously no way around it. You can try Mass Hyp them but it's hard with Tiggy around.
Edit: ref S banner, yea you're right in your list - in mine the S banner is to help me get to S8 for Knights. In your case the S banner is good since 3+ on multiple units is a big deal and likely no good Transhuman target. Sorry I should have differentiated.
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Post by No One on Nov 24, 2019 14:34:26 GMT
Took the list at the top of the page, went OK. Game 1 vs 4 knights (and nothing else): went about as you'd expect, tabled him T3. Nothing really to say here Game 2 vs RG: 2 flyers, aggressors, bunch of incursers. Will want to go over this one more, but basically: showed up T2 to kill aggressors, didn't/couldn't hostage well and didn't have space to fit as I wanted. Lost iconward to shrike (failed 2 UL even with CP reroll), failed 2/3 remaining charges next turn. He'd pushed me off objectives well enough that I couldn't draw cards (start of turn), not helped by play mistakes on my part, so lost 0-20. Aberrants+patty did have fun running through and murdering his backline though. Game 3: after that loss, I'd face a nice list, right? Nope, IH with 3 fliers and 2 repulsors executioners . Again, want to go through this one, but I don't think there was really much macro I could do differently: couple of minor misplays, meant I maybe lost my on board stuff a tad quicker than I should've, and could've maybe got a PA hostage turn 2, but basically showed up for objectives T2, died. Showed up T3, had a charge on the repulsor: patty rolled a 6 on PA (CP reroll), failed the charge. With a CP reroll. Also failed hyp. And then failed 2 acolyte charges (not on the repulsor, so 'easy' 7" rerollable). Patty was now hanging out in the open, I don't have troops scoring the objectives I want. Basically picked the rest of them up next turn. Eked out a 2-18 loss. Game 4: vs 3 invictors, 2 pallas and 3 calladius. This was a hilariously favoured mission for me, hostaged some stuff, killed the invictors, and he just couldn't kill me quick enough. 20-0 to me. Game 5: vs basically the same IH list as before. Had some eliminators and more intercessors. Lost everything T1, hostaged intercessors T2 and killed some, killed the rest and his Characters T3 and then everything got picked up. Scored what I could while I could, which was a lot for 2 turns. Ended up with a 13-7 win. Which...well, I'm not sure there's much more I could've done, and I made all the important charges, so... Game 6: vs Tau. Showed up T2 and PA'd to kill drone screen, showed up and charged to do...basically nothing because 3++ and drones and lack of space. But, he didn't have enough to kill everything and Characters, couldn't get away from patty, showed up with the rest and completely surround the broadsides, killed basically everything but the riptides. 18-2 to me. Overall, relatively happy with how I went. But I dunno about playing if IH/Eldar flier spam stay meta. It's a winnable game, but my game has to be on point, and just playing to score hard/not die too quickly. I'm not sure how a Cult list deals with it, just so much anti-infantry firepower: thinking about BC neos (would need to sort out ML and alphus, so not an immediate thing), but even that can't really deal with more than one flier (and even then, it's tight/requires quite a few squads). Edit: Placed 16/61 on generalship.
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