Nemesor Zahndrekh
HoDestruction w/solar pulse
5 immortals w/tesla
325
Overlord w/Sempiternal weave and res. orb
HoDestruction w/solar pulse
5 immortals w/tesla
275
HoDespair w/VoD
5 deathmarks
155
HoDespair w/VoD
5 deathmarks
155
5 Canoptek Wraiths w/3x whip coils
205
5 Canoptek Wraiths w/3x whip coils
205
Annihilation Barge w/gauss cannon
90
Annihilation Barge w/gauss cannon
90
Total: 1500
The general idea of this list is flexibility with some surviveability.
The deathmarks and wraiths can be put in reserve or deployed from the start in any combination depending on the situation. This will let you gain a better position, distract the enemy, or contest an objective. With Nemesors phased reinforcements, any of the deathmarks or wraiths in reserve can deepstrike on the opponents turn if they bring in any units from reserve without you having to roll for reserve allowing you to react to their placement. This will allow wraiths to move and assault at the start of your turn, and with Nemesors adaptive tactics, you can give them furious charge or counter assault. You can focus your deepstrike units to one part of the field to increase the pressure, or spread them out to take advantage of weak points in the enemy line. If you start with the wraiths on the table, you can use them to screen any units behind them. The wraiths grant you a 3+ invulnerable save themselves and a cover save to any units behind them. With Nemesors adaptive tactics, you can give stealth to one of the units in cover for a 3+ cover save. With the wraiths and deathmarks both having the chance for rending, this is also another way to deal with vehicles. With the deathmarks abilty to pin units, this could be a good setup to help the wraiths advance on the pinned unit for an assult without getting shot by them. (Since the Hunters from hyperspace redeploy token shennanagins are still unclear, if you an your opponent agree to allow it, it will make this list even deadlier.)
The immortals purpose is to provide mobile fire support for the army as well as hold objectives. The HoDestruction is included for added punch as well as anti-vehicle ability. With Nemesors adaptive tactics, you can give the HoDestruction tank hunters for a 9+1d6 armor penetration. If the unit will be holding an objective, the added range of the HoDestruction will help to annoy the enemy. Nemesor as well as the overlord will each be in one of the immortal units for res. orb support. This will allow the immortals with already better defense than the warriors the ability to make
an RP roll with a 50% chance to pass instead of 33%. With small troop units in this list, the added survivability is really helpful. The solar pulses in the list will grant you up to two turns of night fight to increase survivabilty as you advance your units. Also the HQs can be attached to the deathmarks if you feel their survivabilty will be more important for any reason.
The annihilation barges are meant to provide added fire support as well as draw fire. Being a big target, it will hopefully draw fire away from your other units and also dish out the damage to enemy troops bunched to close together or whittle down hordes of infantry. Also as a backup, the gauss cannon can be used to deal with vehicles and at least give you a turn to keep it from shooting at you, and in a pinch, you can use Nemesors adaptive tactics to give it tank hunter on the big gun for a strength 8+1d6 armor penetration.
The one weakness of this list I can see is close combat.
Please let me know what you think, any strengths and weaknesses you see, or any improvments or alternatives for different situations. If any of you try it out, please feel free to post your results.
I have yet to try this list in a full game. I started one game against a Tau opponent.
I don't remember his list exactly but I know it had the following:
An HQ in a crisis suit with body guards
3x 12 firewarriors
2x 2 broadsides
a unit of stealth suits, don't remember how many
and another unit in a crisis suit with body guards, but I don't remember if it was an HQ or not.
It was seize ground w/4 objectives and dawn of war deployment. I won the roll off and chose to go second. He quit in the middle of my turn two shooting phase because he forgot to place the rest of his army turn one, and by my turn two, I had all my wraiths and deathmarks in his face ready to blast him with two abyssal staves, one of his units was pinned from my last turn shooting, and assault with the wraiths thanks to good deepstrikes and high run rolls for the wraiths the previous turn. At this point, he lost about 12 -15 firewarriors, and a couple of drones. I don't remember the exact number. I lost three immortals and one deathmark. I play against this opponent more than anyone else because of availability, but he usually seems to be pessemistic when something goes against his favor. I thought he still had a chance to beat me, or at least draw. At the start of his turn two, he had two units of 2 broadsides, 12 firewarriors a unit of stealth suits come onto the board.
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