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Tournament list for the weekend


Galron

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Just in case anyone actually looks at the list page. I have a non-WCP point tournie this weekend. My estimated opponents will be at least one eldar, probably 2 DG with multiple crawlers and Morty in each, a highly competitive Sisters force, and likely a silver tide Cron list. No clue on the rest. 

 

Here is what I am running:

 

 2k  2 patrols(cant quite squeeze in another immortal squad to make it a battalion) 

6" pregame move

Everyone objective secure

I was going to take Novokh but I think the bonus first turn move would be more advantageous and who doesnt love objective secure wraiths? 

 

 

CCB- warscythe, Orb of Eternity, hand of Pharon, Thrall of silent king WLT

Ilumminor Szeras

Lokust Lord- Phylactory, VoD, Implacable Conqueror, Warscythe

---Utility character to hang out with the deathstar and buff the other destroyers at first. Then grab a unit and VoD where needed.

 

Cryptothralls

Plasmacyte

 

2 5 man immortals

 

Nightbringer(general anti-Morty)

Canoptek Spyder with gloomprism and particle beamers( he backs up Nightbringer)

Skorpekh Destroyers x5

 

Canoptek Scarabs x3 general meatshields. They fly in front of Nightbringer to absorb major overwatch and Smites

Wraiths x 6 Meatshields for the deathstar

 

5- Locust Destroyers General high powered shooting

3 Heavy Destroyers -the AT

 

Basic plan is to form a big death star in the middle with wraihs, destroyers, CCB, and Szeras and move at flank speed across the board and then shotgun from there into everything I can. Meanwhile Nightbringer Spyder and scarabs move towards the biggest threat. Crypto and immortals take objectives. 

 

I could conceivably have stuff in close combat turn one unless they hide in the back field. 

 

 

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Everyone obsec is really good, the other one to consider that pairs very well with getting in their face is Rad-Wreathed (-1T to enemy units within 1"). 

 

You've got a lot of really chunky units, if they can dole out some heavy damage you might be in some serious trouble, though your will certainly punch back super hard. Positioning is going to be very key. 

How much psychic are you concerned about? Personally, I'd cut the Canoptek Spyder for a unit of 5 Scarabs and have them run around contesting objectives. A great unit to dislodge pesky poxwalkers hiding in the backfield without commiting your big guns, or to grab forward objectives. I would actually cut the wraiths down to 5 (helps against blast) and up the other unit of Scarabs to 5 as well. 

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With at least two Mortarions I am thinking the spider is needed to stop a non-smite power. Then scarabs will tank the smite and then maybe I can bring a base back again on the off chance the unit lives. I will drop a wraith though and add two more bases to that unit.

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Mortarion's a tricky beast, from my experience, you ether need to throw enough chaff at him to help him busy and just ignore him. (What I did in my last game and it worked really well.) Or just focus him down really fast. 

Given how heavy your list hits, I don't think you'll have too much trouble actually killing him, it's going to be what's going on otherwise. If you're getting that extra deny off (which is far from a guarantee) but loosing out on objectives, it is it going to matter if he's a little less effective in combat? 

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Yeah I am still debating the Obsec or the Rad Wreathed. Against all that T5 stuff, the rad wreathed should do well. Even though I have brought a VoD in all my lists lately, I have only used it once. It makes for a good get guys to the other side of the board type of weapon. I do have speed on my side with only the immortals and thralls not having at least 8" movement. I like the idea of using one of my My Will Be DOne on the Locusts and dropping them behind the lines to nuke something the opponent thought was out of the line of fire but thats a turn 2+ thing.

 

Hardest part for me is going custom or going with Novokh. That +1 to charge is really hard to give up. Might go relentlessly Expansionist and Butchers. I will be in his lines T1.

 

Does the 6" move happen before or after rolling to go first?

Edited by Galron
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I was swimming my mile this morning and decided I wasnt really happy with my list. One thing that carried me through the league barring a bad matchup with one and an absurd dice roller on another(45 warriors taking 212 wounds to die) was the major amount of speed I possessed, mostly using Mephrit dynasty to make the most of my 6 shot particle beamers on my 10-12 tomb blades. So I reworked the list. Still deciding on a dynasty or custom though. Basic idea is to have a three pronged attack force that isnt reliant on any one character. Dropping Illuinor and the destroyer lord made a lot of points available even after I added a second technomancer.

 

CCB- warscythe- Orb of eternity, Thrall of Silent King WLT Hand of Pharon

Technomancer- cloak, cryptek arcana: Hypermaterial Ablator

Technomancer cloak, Rarified Nobility: Implacable Conqueror 

 

Immortals x5

Immortals x5

 

Nightbringer

Spyder gloom prism + particle caster

Skorpekhs x5

Crypo-thrall unit

 

Wraiths x5

Scarabs x4

Tomb blades x4 with gauss blasters/ shield vanes and one shadowloom

 

Locust Destroyers x5

Heavy Destroyers x3

 

So the idea is simple, big clump of dudes initially although the three prongs will be separated enough to prevent mortal wound splash damage while taking advantage of Thrall of the silent kings' bigger bubble. A technomancer will escort the main and the shooty prongs. The spyder, Nightbringer, and scarabs Leeroy Jenkins towards the biggest threat. If they do not have heavy psyker presence then the scarabs will either be abalative armor to take overwatch fire or go off and seize objectives on their own. 

 

Shooty prong consisting of the Locusts and tomb blades goes and shoots thing that need shooting. The center main goes after whatever is in the middle with the technomancer with Implacable Conqueror.

 

Still debating on whether to give the shooty technomancer a VoD or not. It might be useful to send him and the light locusts to nuke a target like a plagueburst crawler in the backfield. But I think with good deployment I can avoid having to go there. I am at 7 CP right now and thus really short on CP.

 

As to Morty, not sure how you can ignore him if he gets into your front lines early on. He has such huge auras of nerfing everything and killing a unit or two a turn in melee, plus the nasty psychic phase he gets. I know one player who has him, 3 squads of death shrouds and a bunch of support characters like the fight last dude, two units of pox walkers, and at least 2 plague burst crawlers. Thats currently the leader in the league although I havent faced him since week 1. 

 

I am tempted to drop the CCB and bring Anrakyr the Traveler. It would save me 50 somethign points which would allow me to bring an extra flayed one squad also. My only problem is he wouldnt be able to keep up with the wraiths and the skorpekhs after the first turn. Ill ask in the main thread.

Edited by Galron
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Given your list, I don't think VoD is really necessary. If you were running something slow that really needed to get in like lychgaurd, I'd say, yeah go for it, but you're still pretty past. Maybe got the Skorpeks, but that's the only one I think may have issue. 

 

Personally I prefer either -1 T or Obsec to the +1" charge, but that's just me. Yeah sometimes that 1" can make or break a single charge, but that's rare. The other two are constant benefits you can always count on. (Also, if you don't go the VoD route, +1" charge is even less good.)

As for Morty, you really need a specific list to ignore him. One of my three main armies is a Kroot heavy Tau list (its up in the Tau list section and I talk in detail about fighting Mortarion if you're curious). Basically I used speed and positioning to force him into targeting units I didn't care about while I cleared everything else off the table. (it was 1,500 points and not 2k though, so take that as you will.) 

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I havent yet decided on the -1 T or the obsec yet. Probably will go obsec.

 

On a side note, I followed your Tau league notes. Very interesting. I am going to incorporate the infantry heavy aspect of it and mass kroot I think into a force I am building. But mine will still be more hybrid, I like my big guns too much to skip out on broadsides, hammerheads and a Riptide. I think my store is starting a new league in Feb so I might use Tau for that. Aside from the Kroot, I have the full army in my pile of shame :P

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Best of luck. :D I've kinda started becoming a local legend in my league, the last two times I've met my opponent for our game the firs thing they've both said is "Oh :cuss! You're the Kroot guy everyone's talking about!" XD Certainly gets people talking. 

 

Fortunately, Kroot Carnivores are super cheap, probably the least expensive $ per model that GW sells, so real easy to pick up. However the Krootox and Hounds are comparatively very expensive and often out of stock on their webstore to boot. 

 

The league's finally given me an excuse to get mine out of my pile of shame an into an actual army. Between my Tau and Kroot, they are about 70% painted at the moment. I'm hoping to have them all done for the last game in the league, but it's looking pretty tight with only a month or so left. 

 

Anyhow, best of luck with your Necron list, I hope you'll let us know how it goes. 

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I wrote in the results of the tourney in my Escalation league thread but figured I would briefly detail them here.

1st game against Blood Angels was a wipe. I won 92 or 94 to 40. He chose not to deep strike, I chose not to use my 6" move so he had to walk through 2 turns of me shooting up his sang guard and then taking all of my melee in the face which didnt work out well for him.

 

2nd game was against Knights, 3 characters, 4 armingers. Some mechanicus house that rerolled all missed hits with guns that ignored cover. He also regen'd wounds. I won... somehow 74 to 65ish. Kept pulling rabbits out of his hat. "Oh this does this, I ignore that...." I ended with a lone cryptek and a squad of immortals.

 

This placed me at the top table where I made a critical mistake turn 1 and split my melee wing instead of crushing a complete corner at a time. Also he pulled the dumbest thing I have ever seen in a 40k game and assaulted my shooty destroyers who were on top of a building with a rhino and the TO allowed it. You cant get more stupid. We basically bashed each other silly ending  with a loss for me at 45-56. Our scores were low enough to put me in 5th place and would have made him in 3rd IF he didnt have 3 Ws. Not a fan of the mixed ranking and points system.

 

Things learned:

-Vehicle interactions with units in buildings are the dumbest things GW has come up with in decades. Ill get a warning if I say my true feelings on the subject. -Canoptek Spiders suck. I have already modified my list to go back to using Tomb Stalkers.

-STICK TO THE PLAN

-Avoid knights

Edited by Galron
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Yup, 5" up, it's pretty dumb and should have a caveat that to doesn't apply to vehicles (except maybe walkers). Certainly one of those things where I wouldn't apply RAW at my personal table. 

 

Yeah, Spyder sounds good in theory, not so much in practice. :( 

 

Seems like game two would have been a blast, an uphill battle getting pelted with all kinds of unexpected things and still emerging triumphant in the end. Those are the kind of games I love at least. :D 

Sucks about your third game, but it sounds like you did pretty well overall. Weird ranking system, but I suppose if they have a lot of people and can only do three rounds, it's bound to end up problematic. 

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Actually the second round vs Knights was incredibly frustrating and my least favorite. His army pretty much negated everything I was doing. Negated cover, regened HP, rerolled hit rolls, negated being on the bottom bracket, every weapon was pretty much damage 2 or 3, each one had a 2d6 super flamer. You name it, his household could do it and he only had two data sheets, one for the big guys and one for the Armingers.

 

I also discovered that melee combat doesnt block line of sight. That screwed me up badly as I had placed a technomancer model to be "screened" from shooting by a big melee only to discover thats not a thing any more. It would have made a huge difference in the early melee.

 

My only good unit for me this game was the Locust destroyers.

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