Some good points in making a cc army. all these have been mentioned before but not in one place. I think they are key factors for 6th ed lists.
1. target saturation. labmouse stated it before. you have to have more units than they can hndle for that first turn. you have to make them make tough choices with no winning choice.
2.speed. you have to be in position for turn 2 assaults. any more time and gunlines can jugle threats and pare units off.
3. punch... you got to have units that can do the job. It doesn't mean all terminators, but you need units that can finish and maybe be a swiss knife for ya.
4. survive.... I have found adding FnP, inv saves, and a character with a 2+ to the front of the unit makes a huge difference. Lysander with a command squad. Corbulo is a pain with his 2+ fnp. Jacobus in a unit of 5 crusaders and 5 deathcultists. these units can cause real head aches. remember tyou only need to survive one turn because you are in position for turn 2 assaults.....
this is what I have been seeing in my games.
|