Tomb King wrote:
The rune priest is pretty much naked but I had 5 points and the wolf tail is kind of decent now that you get that and the deny the witch roll. As for the powers I though you have to go all codex powers or all rulebook powers. Didn't think there was any intermixing?
I believe your
RP originally had terminator armour. Dropping it and the
WTT will net you 25pts. The
WTT isn't really necessary because your
RP isn't really an important character that he absolutely needs the additional psychic protection. Firstly, he has his runic staff with dispels psychic powers on a 4+. Then he's got his 5+ Deny save. That's already more than enough.
As for psychic powers, you are right. Still I prefer Living Lightning for him. For your secondary power, consider Stormcaller to protect your tanks out in the open.
If I attach the runepriest they cant be in there transport. As for the melta's if I drop them that means I have 0 melta weapons in my army and as a guard player that is scary. And as for the VP the missions I am playing has kill points but the commander doesn't even get warlord traits.
Ah, I forgot that he can't go into other army transports. In that case, you can just attach him to one of your infantry squads. If you really want the meltas, then just be prepared to lose the
VP for your Warlord when you move up to melta your opponent. In
KP missions, then your Warlord will be worth 2KP's instead (unless you guys are playing a custom mission).
Im definitely on the fence on this one. Autocannons always fail for me and las cannons can instant kill a lot of things. Then again 4 S7 ap4 is pretty even for 2 S9 ap2 shots. The AP2 giving the plus 1 might make the difference. Will need to hit this decision with a little math hammer. The autocannons would save points as well. Im just afraid if I drop all my high strength I will be relying to heavily on my manticore's and vendetta's.
That's a tradeoff that you've just gotta decide on. It helps if you know your local meta, but I just feel that the majority of vehicles out there are transports. Also, autocannons are better against flyers.
I use mine more akin to a fire base rather then a tarpit. I guess I could seperate them up and give each an order in the shooting phase but the 56th has never went to battle without a commissar. Helps keep the troops in line.
If the reason for the commissar is fluff-based, then there's not much I can say about that, except to go with what you prefer.
That is my biggest fear is having too much reliance on the vendetta's and them not delivering in time. I might find points for an astropath to get that 2+ to come in. If you are playing against an opponent with fliers it would almost be beneficial to go second so your fliers can take their fliers down instead of vice versa. As for the PBS are they as deadly as they were in the previous edition. Now with the ability to deny the witch and units able to rally at anytime its kind of a wash on wether or not they are still worth investing in. I guess I could break someone off the table on turn 1 but that requires a little more luck to happen now. Thanks for the opinions I am definitely gonna have to rework the list some and see what I can come up with.
Here's a pretty radical concept....drop 1 vendetta! Then you can get the points for both the 2nd manticore and astropath. Just think about it. Because the vends are now a flyer, that means you'll probably only get 1-2 turns of shooting from them from the time they come in to the time they go back to ongoing reserves. Now if you have an army of flyers (like the necron airforce), then you flyers can come in waves. However, with vendettas you can't really do that. Sure they may survive, but their firepower is also limited and they can't contest objectives. In this case, I actually feel that 2 vendettas is enough for redundancy purposes. Use the rest of your points to increase your potency on land....because that is still where the majority of most battles will take place.
Just something to consider and maybe test out for future events.
Oh...also another thing to consider:
Drop the hydras.
Get a quad-gun on a bastion. Though it's less shots, but the quality of shots is better due to the Interceptor rule and you get to fire at enemy flyers before they alpha-strike your hydras to death. You also get an AV14 bastion to stick your long fangs and rune priest in.