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Nemisor

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About Nemisor

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  1. yeah the snipers did well from turn 2 on, its amazing how often you'll put a couple of mortals on something as for assault punch i dont really feel like i need any. im dropping them both in my next version of the list due to the cp sink and the free kills they give away. i still think the phobos powers are better. shrouding is great. temporal corridor wasnt that good, im going to swap it for hallucination. TFC is great for clearing small units out of los, like enemy engineers etc but also knocking the last wound or 2 off a tank, and slowing down units with the strat is great.
  2. By incursors do you mean inceptors? They did really well. In tact doctrine they go to ap-2 which is the sweet spot for anti infantry fire. With the intersessors i didnt use the vetran strat. With 3 attacks each when charging or being charged, combined with them having 2 wounds each i found them to have a really good balance of damage output and survivability. I dont use the assault variant because again i love the ap2 With regards to the fusils they were great. Drop the sgt shooting to hit and wound most stuff on 2. Reliably putting 6 damage on things. Some games youd want 3 bolt rifles, some youll want las. I figure between the scouts, stalker rifles, phobos captain and 1 squad of bolt eliminators i had the snipers covered
  3. this is going to be a wall of text so my apologies. My list was: 2 x battalions and a spearhead 2kpts smash captain with master of ambush smash captain with mastercrafted TH, imperiums sword wl trait and the no overwatch trait 5 scouts with sniper rifles 5 x infiltrators 5 x infiltrators 5 x inceptors 3 x suppressors phobos cap phobos lt 8 x intersessors with stalker rifles 9 x intersessors with a fist 9 x intersessors with a fist phobos libby with shrouding and temporal corridor TFC eliminators with bolt rifles eliminators with las fusils eliminators with las fusils Game 1 vs Whitescars: 31-17 to me i got turn 1, deployed 2 smash captains 9 away from his deployment and he had left a smash cap, libby, bike cap and chaplin in a bunch so i moved and inch away, charged, killed the smash cap, killed the bike cap, bike cap fought in death and killed one of my smash caps who fought in death to kill the libby. then the last smash cap fought again to kill his chaplin. after that it was just clean up as he didnt have the punch to get into me after that. Game 2 vs Knights: 37-13 to me much the same really, i got first turn, 2 smash captains dropped a knight and a vendetta (?) 40 shot guard plane. then when i hit tactical doctrines due to the knights being characters i dropped 1 a turn until they were all dead turn 3. mopped up his last plane and guard battalion turn 4 and left 1 guy alive so i could score some extra points from the bounus. Game 3 vs Drukhari: 29 - 25 to me the score looks tighter than the game felt. the smash caps dropped 2 ravagers i think before they got killed. but they worked as a good distraction allowing the eliminators and suppressors to drop some planes before they could all come to bear on me. dropped the inceptors and a squad of interssors in his back field to kill all his characters turn 3. Game 4 vs deathwatch/assasins: 32 - 21 to me the smash caps were a little disappointing this game. i think because the guy i played is a mate and weve been playing each other a bit for practice so he knew what they could do. but turn 2 when i went tact doctrines i just started running away with it. the inceptors dropped a veteran unit, then he teleported another one down within 12, i managed to kill the squad of 8 with auspex scan which was hilarious. he had 9 assassins so getting headhunter was pretty easy. Game 5 vs IH: 21 - 26 to him 2 x executioners 2 x daka repulsors. not much i could do really. due to the gun drone like strat its pretty hard to get to the characters like ferrios and the guy with the iron stone. i knew i was going to lose so it was just a matter of scoring as many points as i could. fun fact: a cover save and -1 to hit isnt even a speed bump for repulsor spam IH. overall here are some things i learned. master of shadows with smash caps can be really good, but i think i was lucky to get as many first turns as i did. also they are a bit of a trap as you pretty much hand your opponent 2 kills turn 1 and very CP heavy because you are tempted to fight twice alot. infiltrators are great for engineers while screening from DS. you can stack a -3 to hit on these guys with the chapter trait, smoke grenades and the strat. suppressors dont fit with the RG tactic. they are better for other chapters. Inceptors in tactical doctrine are brutal intersessors do a really solid amount of damage in melee. a unit of 10 with a fist puts out some hurt. deepstriking intersessors is a great idea. and may be the only way i use them in future, possibly in tandem with inceptors and a JP captain or shrike. TFC are a must have for every marine army
  4. I'm really interested in your second game. That's an amazing performance for our RG. Apart from smash captain what else in you list let you achieve this results? If you would like to share your army composition and strategy I'll be very glad. Generally speaking I'm finding an incredibile force on the tabletop. Raven Guard is really balanced, even if some discrepancy may be observed in the interaction of some rules. Infact while most of our gameplan is carried on turn one, our chpater rules start by the second. However I'm still missing how to play against an heavy mechanized force. As Nemisor stated in his last game, "I got absolutely wrecked". sorry, i misspoke. that should say all knights dead by turn 3. ill work up a rundown for you guys shortly.
  5. had an event this weekend. 32 people, 5 rounds. game 1: white scars - destroyed him, all 4 HQs killed start of turn 1 using master of ambush with 2 smash captains game 2: trip crusaders - destroyed him, all knight dead turn 3, again 2 smash captains dropped a knight and plane turn 1 game 3: drukhari flyer/ravager spam - harder fight but ended 28-21 to me game 4: deathwatch/assasins - as youd expect rinsed him. auspex scan + 6 x Inceptors + tact doctrines = win game 5: IH repulsors x 4 - i got absolutely wrecked came second, IH came 1st
  6. You definitely gave me a pounding on the way in. I was getting worried by turn 3 that id run out of bikes to throw at you
  7. Thanks bro. Not doing anything with the base. It was a commission for someone and he was going to get some fancy bases
  8. So, good news. I just got back from my first tournament with these guys and came away with best painted. Yay me and such
  9. Also managed to get some HQ's done
  10. Plasma dudes
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