Ok I've gotten in 3 solid playtests with the List. I'm confident I've finally got what I want. To refresh:250: Mephiston
125: SW Runepriest- JP
90: Sanguinary Priest- JP, Axe
225: 10 Assault Marines- 2 MG, Axe
210: 10 Assault Marines- 2 MG
220: 10 Grey Hunters- 2 PG, Axe, Banner, Pod
150: 3 Attack Bikes- 3 MM
230: Stormraven- TLMM, TLAC, HBs
So for the three playtests, I played the preceding against the following:
Crusade (3 Obj) on Vanguard deployment. I played against the following Chaos Marine List (roughly):Slaanesh Terminator Lord w/Black Mace
5 Slaanesh Terminators- 5 LC, 5 Combimelta
10 CSM- Ubergrit, PW
10 CSM- Ubergrit, PW
10 CSM- Ubergrit, 2 PG
5 Havocs- 4 ML
I won 8-0 VPs. I stomped this guy, mostly because I placed 2 of 3 Objs. He just didn't have the mobility to reach my deep-pocket on Vanguard deployment, plus I threatened his own Obj on Turn 1 by throwing away my GH
in Pod to contest his, forcing him to divert away from full-forward pressure. Even if he had placed 2 Objs, I feel I would have been able to fish this game out. Would have been much harder but nothing in the list feels too scary, if I handled it right. Probably would have used Mephiston to slay a CSM squad, then Fix the Terminators while the rest of my list handles things. One puzzler was his lack of Nurgle Mark on the Oblits, so Str8 melta and Bloodstrike Missiles were excellent to ID them.
Next up, I played Big Guns (5 Obj) on Dawn deployment. I played against a SW list, roughly:Rune Priest (Divination): Rolled Prescience + Foreboding
Rune Priest (Divination): Rolled Prescience + Precognition
3 WG- 2 PF, 1 Combiplas
10 GH- 2 PG, Banner
9 GH- Flamer, Banner, Axe
8 GH- Melta, Banner, Axe
6 Long Fang- 3 ML, 2 LC
Land Raider Standard
Land Raider Redeemer
I won 12-3 VPs. So with Big Guns mission, pretty much his whole list was scoring-- but if there's one thing my list is not afraid of, its AV14. Turn 2 I had the MM Attack Bikes, a DoA melta-team, the Raven and Mephiston all lined up on both Land Raiders-- easily broke them both open, and both GH
failed their Pinning Checks. SO that's how that game went down, not much else to say. Although I really noticed that when there's 5 Objectives on the table I feel my lack of Troops very sorely. However, in Big Guns the Raven is scoring and in Scouring the Bikes are scoring so that helps out a lot. Pretty much Crusade with 5 Objs is where I'll have trouble.
The final match was Scouring with Hammer deployment. I played off against SM-IG (roughly):Terminator Librarian- Axe, SS (Biomancy): Rolled Warp Speed + Enfeeble
10 Tacticals- MG, MM, Combimelta, Droppod
10 Tacticals- PG, LC
10 Assault Marines- 2 Flamer, PF+LC Sarge
5 Devastators- PC, 3 ML
Primaris Psyker- Axe (Biomancy): Rolled Warp Speed + Iron Arm
Platoon Command- 2 PG
30 IG- 3 Flamer, 3 Axes
Heavy Weapons Team- 3 LC
I would have won 9-3 VPs, but he conceded bottom of Turn 3. We hand-picked this mission since I have the least experience with it (literally only played it 3 times before, somehow...it just never gets rolled for me lol) Wow. What a tricky mission-- luck could place all the Obj points in your Zone or the enemy's Zone, and you don't know until just before the Sieze Initiative dice. I'm just glad I have such a mobile list, I feel I have an edge in the Scouring mission simply because I can decide wherever on the table I want to play the game. I can sieze the metaphoric-initiative or play reactively as I choose, which really suits my playstyle. So when a blob of Axe-wielding IG with double Biomancers ended up squatting on top of the '4' value Obj, I knew it might be a hard game. Plus Mephiston didn't feel like making any saves or FnP
at all, so he was at 1-wound left by the end of Turn 2. In fact most of my dice was pure crap in this game, with the Raven never showing up. At all. Because even with my dice betraying the hell out of me, my opponent conceded on the bottom of Turn 3. What killed him was a risky Deep-strike with his Assault Marines which ended in their destruction. Fact is, even if those Assault Marines remained in-play I had him beat since he won roll-off but chose to go second. That allowed my mobility to pounce far forward, resulting in Turn 2 melees onto all the important players.
So all said and done, I'm really comfortable with how my list sits. The final test would be to play it against a Board-Control list such as Tervigon Tyranids or Tide-Orks. If I matched up against those, I may have trouble due to my fat 500pts of Mephiston+Stormraven. It would really boil down to the Mission we have to play. If its a 5-Obj mission where they place 3 Objs, then I'll probably lose. But versus anything else I feel I'm fairly good to go.
Edited by CitadelArmyGuy, 13 November 2012 - 05:32 AM.
Active Duty United States Army, Alumni of The Citadel Military College. 6th Edition: 54 Win - 6 Tie - 5 Loss // 7th Edition: 10 Win - 0 Tie - 0 Loss
Nine Principles of Warfare: Objective, Offensive, Mass, Economy of Force, Maneuver, Unity of Command, Security, Surprise, Simplicity. In tabletop wargaming, 8 of 9 apply.
Military terminology: A tarpit is a Fix. A bubblewrap is a Screen. Deathstars are Shock Units. Baiting units is an Ambush. Buffing is Force Multiplication. A pre-emptive decision is a Spoiling Action. Utilizing maneuver to influence your opponent's maneuver is Diversion. Special tricks that execute in 1-2 turns are Tactics, contrasted against your over-arching approach to winning a match is Strategy.
I play Semi-Competitive because after being a true believer and disciple of Competitiveness for years, I personally feel that 6th Edition made a mockery of game balance... but I've never had more fun than I do now! I still play nails-hard and I play to Win, but nevermore at the expense of fun for my opponent. Play what you like, or you won't like to play