counterwavecounter wrote:The Lychstar looks good, but the rest of the army is suspect, especially for competitive ITC. I don't see the value in running a Reclamation Legion without the Decurion. All it does is allow you to reroll
RP of a 1 if within 12" of the Overlord and gives you Relentless and Move Through Cover. I don't think these boosts are worth giving up the ObSec. 4+
RP on the other hand...
Gauss is better than Tesla on Immortals. You keep the S5, but gain AP4 and Gauss. I would lose the Ghost Arks. Some players swear by them, but being open-topped makes them way too fragile for my tastes. Also lose the Monolith. I like the idea behind the Eternity Gate, but they play out incredibly clunky and just aren't worth the points. That frees up 400 some odd points that I would put toward Destroyers and/or Wraiths.
The Night Scythe is take it or leave it for me, but it makes no sense to run it as a dedicated for the Lychguard. The Lychstar already has a delivery method built-in via Obyron. I run them sometimes, but only if I'm transporting objective secured troops in a
CAD.
Some Lychstar players like to make the Royal Court Overlord a Destroyer Lord for the added toughness.
I hope this helps!
I really like the suggestions. This is still experimental, it's not set and done. I'm testing it still. Although, I don't understand why you think this is not a Decurion. It IS a Decurion and I DO earn a 4+
RP. (Unless, if I'm missing something?)
Gauss is in fact better than tesla on Immortals on most cases. Probably not when getting them only as tax for the Decurion and camping them on the back for objectives. For the longer range, I do appreciate tesla a lot, I feel it's worked a lot in my games. Granted, it is worth switching arround some games.
As for the Ghost Arks, I played without them myself. After the recent
FAQ (Even if the Ghost Ark jinks, the passengers are allowed to fire normally at full
BS), I decided to use them again and they were the MVP of my game. They are
AV 13, 4HP, 4+ jink (you should be jinking probably always). They can regenerate warriors. They ignore Shaken, thanks to Living metal (Decurion huh!) and they are a lot faster and more usefull than slogging warriors. The price is not that bad either, for just 105 points they make quite the bargain. Added bonus: Their survivability will probably be boosted in the context of this list, due to the monolith probably sucking all the bullets.
The monolith really IS the problem in my list. It's probably the weakest thing I'm running. The problem being it can't jink, it's super-vulnerable and it costs a lot. I haven't tried it yet, as already mentioned, but I really want to try it as I struggled to find a proper list to fit in a monolith. This looks to be the list to do it. Teleporting useless immortals stuck in the back? No problem. Teleporting Zhadrekh to use as a beacon for Obyron? Sure! Teleport the warriors for any number of reasons? Still good! Teleporting that Lychguard squad for the keks? EVEN BETTER. In conclusion, I feel the Monolith will really be hit or miss. Shooting-wise it's comparable (yet subpar) to destroyers (ap3 shooting) so it kinda fills that hole. And, besides the shooting it's really, really, really all kinds of usefull for my list. Some games, it's probably just going to survive due to opponents not being able to bring that melta close enough or just lacking the proper shooting sometimes and it will probably single-handedly win the game and some other games I imagine it gone in turn 1 to some D-strength missile. On one hand, I don't want it gone in Turn one, but on the other hand, its capabilities are endless. Especially in Maelstrom type missions, teleporting scoring units is pretty slick.
As for the Nightscythe, I'm not that very sure myself. I'm torn between
1) using it for Turn 2 arrival for the Lychguard (added to that, the Warlord Trait from Zhandrekh to boost my chances for it to arrive).
2) deploying lychguard and using the Nightscythe with the 10 warrior or 5 immortal squad (with Zhandrekh) to turn up turn 2, go aggressively and give the Lychguard unit a Teleport without scatter (next to where Zhandrekh/Immortals deployed)
3) Not using the Nightscythe at all. (although, I wouldn't know what to replace it with)
4) Using it as a
str 7 platform to open transports (rhinos, razorbacks etc) and the occasional immortal deployment.
The destroyer lord makes no sense to me for toughness at least, as he's not going to change the majority toughness of the group (which is 5). So toughness wise, he's not more survivable than a regular overlord.(one could argue the opposite, because he's more expensive), although I understand Preferred Enemy would come in handy in that unit.