Post by No One on Jul 19, 2023 15:37:26 GMT
So actually had some games with Cult, thought I'd make another thread for list thoughts since we've got the different boards and everything.
First version:
Primus 70
Acolytes: 10, 4xdemo charges, 6xflamers/icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Neophytes: 10, 2xmining lasers, 2xgrenade launcher, icon 80
10 Aberrants 330
Neophytes: 10, 2xmining lasers, 2xgrenade launcher, icon 80
10 Aberrants 330
Abominant 105 Inscrutable cunning
10 jackals 160
Jackals Alphus 75 Prowling agitant
Nexos 50
Saboteur 95 Meticulous
Saboteur 55
Sanctus 50
Rapier carrier 30
Total 2000
Saboteur 95 Meticulous
Saboteur 55
Sanctus 50
Rapier carrier 30
Total 2000
Had three games, only got to properly play out one (both new to 10e, overthinking, and combat with infinite units isn't a great combo for quick games)
Custodes: went 1st, jackals bodyblocked basically everything to not move T1 and did some decent damage, abbies went and tied up his dread on a flank, would've killed it and probably a unit of guard later if I'd been smarter with how I planned things out: fights first is a pain. But still did a lot of damage and tied him up for a while.
Demo charge was a nuke+objective steal. Had to call it early before things really reached combat, but there'd been a decent amount of softening and he wouldn't threaten my regen, plus ahead on score and (playing it out) while fights first/interrupt would've been super annoying, potentially could've played around with enough units and at that point the damage would've closed the game immediately.
Orks: went 2nd this time, similarly jackals bodyblocked a turn of movement while chunking some stuff (more effectively this time). Abbies soaked a lot while doing decent charge and then counter punch damage. Then had things set up to counter charge with acos and hopefully pick up most of his army.
Daemons: slight change to drop sanctus and rapier for an earthshaker for the -2" M etc. Went 2nd again. This time playing WTC FAQ for redeploys after and can't infiltrate on redeploy (why...). Awkward for the abbies, charged T1 (partly my own fault though, but wanted to be forward enough to be a threat, and had plenty of counter charge). Bikes...well, died a bit to LoC shooting and then failed to bodyblock, but both were my fault. Very awkward to hide with the footprint though.
The constant unit regen was amazing, but the damage struggled: got there eventually, but there were several moments where I failed a kill then immediately died on the swing back. Would've very easily gone south if he'd been able to get into my blips, and it was a struggle for primary score (though again, could've played it a bit better in how I set up, but going 2nd against that pressure wasn't easy). Ended up just losing: he had 5 pts better primary, and I only knocked off 3 pts from his secondaries (tactical), so even though I maxed fixed and almost tabled, he eked out a win.
So, couple of thoughts depending on context.
The basics of the list seem decent: I'm not quite sure if acolytes work well enough (and I think that neos+support would be the better choice, but meh). But with that starting point, there's a couple of things I want to tweak.
- Backfield screening. The random IG stuff+neos isn't bad, but I want something more reliable, especially with the bunch of 3" DS: so, clamavus. Also gives me a better place to put meticulous that'd be on the field but not forward and thus at risk of dying.
- Scoring. This one's a bit trickier: I think either a kelemorph (for cards/existing with 3" off a battleline), or a neo blob with the nexos for double tunnel crawlers. Obviously much better, but points?
Keeping it mostly the same, could drop abom down to biophagus (in the context of WTC, no infiltrate would also be something to think about) and then take a keler (or neos) with clamavus.
Alternatively, there's also the jackals. They've performed pretty well so far, but I could see them falling off, and their use case seems quite in the 'already going well' i.e. going 1st, or less mobile enemies. More mobile, where I really want their forward bodyblock/pressure, they're hard to hide and very squishy. So could potentially do something more extreme like:
Primus 70
Acolytes: 10, 4xdemo charges, 6xflamers/icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Neophytes: 10, 2xmining lasers, 2xgrenade launcher, icon 80
Acolytes: 10, 4xdemo charges, 6xflamers/icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Acolytes: 10, 4xmining weapons, 5xflamers, icon 150
Neophytes: 10, 2xmining lasers, 2xgrenade launcher, icon 80
Neophytes: 20, 4xseismic cannons, 4xgrenade launcher, icon 160
10 Aberrants 330
Biophagus 80 Inscrutable cunning
Nexos 50
Saboteur 55
Saboteur 55
Clamavus 80 Meticulous
Total 1860
Biophagus 80 Inscrutable cunning
Nexos 50
Saboteur 55
Saboteur 55
Clamavus 80 Meticulous
Total 1860
Which gives 140 pts to play with: like the idea of the earthshaker, especially without the jackals for early bodyblocks, to limit early pressure. Seems good into some strong armies like Custodes/'Crons. Then either kelermorph for secondaries, or upgrade the biophagus to abominant and take a rapier carrier for a bit more backfield filler screening.
Thoughts?