Jump to content

Morticon

++ EMERITI ++
  • Posts

    14418
  • Joined

  • Last visited

  • Days Won

    1

Morticon last won the day on September 14 2019

Morticon had the most liked content!

About Morticon

Profile Information

  • Location
    Beijing, China

Previous Fields

  • Armies played
    Blood Angels

Retained

  • ++ FILIUS VINDICOR ++

Recent Profile Visitors

4518 profile views

Morticon's Achievements

  1. It's made my way into all new lists after the last balance patch. At 60 points, it's one of the cheapest units we can bring to table. I dont use it aggressively at all. I use it to block the backfield for turns 1-3, and then push up with its speed late game. It's been excellent in that regard, especially when I dont want two units of scouts, but need the one i do have as an infiltrating unit to push up and deny areas. Super recommended for its versatile role.
  2. Played a similar list to the above, but got inspired by Karhedron's comment about the lieut. So did this: Captain - RFW Jump Cap - Shield/Hammer Jump Chaplain - Fist Lieut in Phobos Lieut in Phobos 10x Jump Intercessors 10x Jump Intercessors 10x Reivers 10x Reivers 5x Assault Intercessors 5x Scouts 3x Outriders 3x Outriders 3x Outriders Pred Annihilator Pred Destructor Ballistus Invictus Warsuit Impulsor Went up against the GSC list that was terrorizing my group and smashed it. The reiver movement was UNREAL- The 6" scout + 6" move +d6" (adv) then shoot and move d6" again and THEN charge 2d6" was just terrifying. They were absolutely game changers with their rules.
  3. Their points breaks and new rules have made them GREAT. 125 for the Warsuit is a steal. At 140+ whatever it was (or even higher at launch, made it a joke) - at 125 it's really well costed for what it adds. I think 2 in a list would be amazing. How I use them depends on the layout and the options and who goes first. If I can go first, I'll use them to push the enemy back (8" scout, +8" move +d6" advance and charge gives them a scary threat range). If I go second, I'll move it into a counter charge position. As for Reivers - 100% with you from what they were before. But, remember now they've received 3 buffs. 1: +AP1 on their knives, 2: -1 OC on enemy, 3: LD check or battleshock on enemy. This, coupled with the fact that I play on WTC (and many of the tables have crates in the middle - and they can move straight through them) NOW see them as excellent harassment unit. They are perfect for stealing objectives and can do really well in combat now, thanks to AP1.
  4. RIGHT?! I felt the same way As for upcoming events, local gaming is heavily focused on Team Tournaments, but sadly none at the moment! Hopefully after Chinese New Year.
  5. Sup team. Wanted to share what i've been dabbling with since the last balance update. Have to say i'm LOVING the modifications to costs/points/rules. I've been having crazy success with the following list: Captain - RFW Jump Cap - Shield/Hammer Jump Chaplain - Fist Jump Chaplain - Fist 10x Jump Intercessors 10x Jump Intercessors 10x Jump Intercessors 5x Assault Intercessors 5x Rievers 5x Scouts 5x Incursors 3x Outriders 3x Outriders ATV ATV Pred Annihilator Pred Destructor Ballistus Invictus Warsuit Impulsor (I was running the ATVs with the outriders, and had one more squad of outriders, but i think for tourney play i'd probs run the rievers instead of the 3rd outrider squad, and the ATV separate). Note that there are no BA units, to make use of the Liberator detachment rule AND the +1 to wound. The shooting and fighting and mobility is just so so good, and I've felt really in control of all the game at all time with access to a variety of tools. How you guys doing?
  6. Next to objective stealing, your biggest benefit of the 3" strat is objective play. Ignoring enemy unit distance restrictions to do actions and steal objectives. Beyond this, the next best thing is safe staging. You cant always be where you want in your turn, so you can position in a way that will make like difficult for the enemy in subsequent turns. The issue is, however, its best used on shooting units, which means pretty much only Inceptors. (also, for full on fighty units, your best bet is to Ingress anyway) It's not as great for us as it is for other aremies, but for late game objective play, and some clever staging, its really strong.
  7. I predict Lemmy, Mephy and Sang Priest going up. Lemmy to 110 - given DC's lack of effectiveness. Though, 120 would not surprise. Mephy at 140. Priest -40 is huge, and I cant see it too much, so likely to 75 points I would predict. DC actually seem reasonable given what they lost, and I think mods from those points would be bad. SG are slightly overcosted. Likely a 5PPM drop, I can see. DC Dread at 220 is unplayable. Only reason the box DC dread got play was that his rules and cost paired nicely. An 80point hike for +1T and +4W is meh given the loss of movement bonus and killer special rule.
  8. Made a mistake with the one strat !! It's only in the enemy fight phase, so we cant use it on out charge (so no additional +1 attack, +1 S). However, Standard Cap with fist = 5 attacks. S8, Ap2. Charge = + 1A, +2S Finest Hour = +3 Attacks, Dev. Oath = Reroll Enhancement = Once a game sustained 3. Red Rampage = +1 to wound, Lethal. (Uses it for free) In a squad of 5 assault intercessors - reroll 1's to wound, or all if enemy is on an objective!
  9. Small correction here, that +1 Attack/Str is actually in the enemy charge phase!! Interesting use! Has anyone seen a full unit cost list yet? I've only seen a partial one. I know it will be outdated on arrival. Keen to see the base, though.
  10. LOVE the two detachments. The DC one is not worth it. GW really need to stop with the rules based on below starting strength/below half, since the degree to which that is highly situational is just far too high. It's alive/dead 95% of the time. The new Walking smashcaptain is MAD. Enhancement + 1 CP (+1 free) = 11x S11-2-2 reroll hits, Sus3, Dev, Lance, Lethal. Stick him with intercessors and you have rr wounds LoLs.
  11. DC dread lost his ability. Has a reactive move now, but currently doesnt allow moving into combat :/ So...big meh.
  12. A less aggressive approach would be more welcome, mate. He's clearly trying to draw a comparison. If you have confirmed contradicting info, it's very welcome. Appreciated
  13. Anyone notice mephy is now LO and 4+++ ? Also, Dantes axe is looking like it's D1, which lends weightntoy hunch about BA getting +1Dam. Thoughts there?
  14. I think they're moving away from the primaris distinction. I think they're slowly starting to retcon this distinction.
  15. Absolutely. Usually turn 1 the opponent doesn't give too many angles, in which case I launch the Intercessors onto another expansion objective, getting sticky on that too. List plays defensively, with the bully 5 man assaults trying to clean up trading units. Cents and/or Aggros usually bomb to drop key enemy units. Pivotal piecee/units that are otherwise hard to take out
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.