Hi all.
As in the subject, Formosa Defensive Detachment:
HQ - Inquisitor Coteaz. 100
HQ - Ordo Xenos Inquisitor - Rad Grenades - 3x Servo Skulls. 49
EL - 10x Purifiers - 4x Psycannons - 1x Hammer - 5x Halberds - Rhino. 335
EL - 5x Purifiers - 2x Psycannons - 3x Halberds - Rhino. 186
EL - 5x Purifiers - 2x Psycannons - 3x Halberds - Rhino. 186
TR - 5x Strikers - 1x Psycannons - 2x Halberds -
TL HB Razorback with Psybolt Ammunitions. 170
TR - 5x Strikers - 1x Psycannons - 2x Halberds -
TL HB Razorback with Psybolt Ammunitions. 170
TR - 3x Acolytes - Rhino. 52
TR - 3x Acolytes -
TL HB Razorback with Psybolt Ammunitions. 62
TR - 3x Acolytes -
TL HB Razorback with Psybolt Ammunitions. 62
TR - 3x Acolytes -
TL HB Razorback with Psybolt Ammunitions. 62
FA - 5x Interceptors - 1x Incinerator - 2x Halberds. 160
HV - Dreadnought - 2x
TL Autocannons - Psybolt Ammunitions. 135
HV - Dreadnought - 2x
TL Autocannons - Psybolt Ammunitions. 135
HV - Dreadnought - 2x
TL Autocannons - Psybolt Ammunitions. 135
Tot. 1999
- the 10x Purifiers team will split;
- 5 of them with 2 Psycannons, 2 Halberds and 1 Hammer will steal the Acolytes Rhino;
- the resulting 5, with 2 Psycannons and 3 Halberds will be joined by the 2
HQs (Coteaz + the RAD Grenades Inquisitor) using their originary Rhino.
- all the troops but 2 units of Acolytes will start the game in reserves (in normal situations), they will come in later during the game.
- the 3 Servoskulls will have to be placed at no more than 10/12" inches of our base object/table edge, eventually not in a passage area.
- the 3 Dreads will start from our table edge, when possible in cover, close to our base obj., if available.
- the resulting wall of 4 Rhinos (8x Psycannons) and 5
TL HB -ST6- Razorbacks will start a little forward vs the enemy deployment zone. When available behind some terrain/buildings. Coteaz "initiative" helps will usually let us moving fastly in range. Otherwise, the first turn will be wise move at full speed ahead, eventually smoking with the first line of vehicles.
- depending on the game the strikers will just enter from the table edge or risk a deep strike close to a servoskull. These 2 units with the remaining 2 little teams of Acolytes will help the Dreads on their table edge claiming/protecting the objectives while the 4 units of purifiers will try to contest as much as possible in the opposite table half.
- the 5 interceptors, entering normally from our table edge or risking a deep strike close to a servoskull will try to rest in cover until a shunt move close to an occupied enemy obj. when, hopefully, will bring some havoc with the Incinerator. They will play basically as contester/supporter.
Opinions?
Obviously the playstyle will change in particular situations like vs hordes, basically casteling in a corner + building a truly zone of death, or vs AV14 spams, where the positiong of all the Psycannons will be absolutely of primary importance to profit as soon as possible of all the Heavy4 Psycannons mode. In this case the Coteaz abilities will help again.
Of course the greater bad side of this list is the not-more-than-decent
CC effectiveness due to the absolutely average
WS.
In anycase I think that with all these Halberds all around and the "Hammerhands" plus, this list will have chances vs almost all tourney builds.
Just suffering vs very
CC specialists Deathstars that will have to be softened down by shooting.
May I remember to us all that the perfect list doesn't exist? Unfortunately..
Anyway.. every C&C as usual really appreciated.
EDIT: Wording and excuse me for my English.