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[1850] - Tetrad with Knight and Inq - Competitive  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




I think the tetrad + renegade Knight list is really solid, but I'm afraid of attempted alpha strikes. Any idea if this will help?

Tetrad: 1335 points
-Tz. DP: Impossible Robes, lvl 3, wings, 2 greater, 1 lesser. Warlord
-Nurgle DP: wings+armor, lvl 3, 2 greater, 1 lesser
-Slaanesh DP: wings+armor, lvl 3, 2 greater
-Khorne DP: wings+armor, skullreaver, 2 greater, 1 lesser

Allies detachment: 475
-Renegade Knight: Double Avenger Gattling Cannons, Stormspear Rocket Pods

Allied Detachment: 34 points
-Ordo Hereticus Inq: pistol, chainsword, 3 servoskulls

List: 1844 points

The idea is to use the servoskulls to stop infiltration and scouts, meaning only drop pods are a worry for alpha strikes, so you would still castle turn 1.

The Inq. Would go in reserves and you just pray he fails his roll until late game.

Any thoughts or comments?
   
Made in us
Secretive Dark Angels Veteran






You would rather have the double avenger than a d weapon?

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Made in us
Powerful Phoenix Lord





Dallas area, TX

I can see why you would want to do that considering the CC prowess of the Princes. Plus, SuperHeavy walkers are str10 AP1 in cc and still have stomp, so more shooting is a better option, with CC as a last resort tactic.

   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

I didn't realise that scout and infiltrate were a problem for the tetrad, what specifically is this to counter against?

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Fresh-Faced New User




There wasn't a specific list or unit I wanted to counter, I just figured there could be a tactical advantage by adding the servoskulls. It's a small cost to negate some movement options, not to mention the possibility that your opponents might waste time removing them.

As for the Knight, the Khorne DP gets str D on 6's to hit and the rest are strong in combat. I felt the Knight could help at range and also serve as target saturation. They CAN'T ignore him.
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Cirienvel wrote:
There wasn't a specific list or unit I wanted to counter, I just figured there could be a tactical advantage by adding the servoskulls. It's a small cost to negate some movement options, not to mention the possibility that your opponents might waste time removing them.

I just think it is strange that you are trying to prevent your opponant from getting closer to you. Your going to get shot at turn 1 no matter what, I would rather be closer to the enemy whilst I do that.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Pewling Menial





Virginia

No servo skulls help a lot with white scars gladius, keeping their scouting grav rhinos away helps a lot, skulls help with board control.
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 gdzilla wrote:
No servo skulls help a lot with white scars gladius, keeping their scouting grav rhinos away helps a lot, skulls help with board control.

Ah yes the famous gladius, I keep forgetting such things exist.
(Yet to have encountered one)

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in kr
Longtime Dakkanaut






 Galef wrote:
I can see why you would want to do that considering the CC prowess of the Princes. Plus, SuperHeavy walkers are str10 AP1 in cc and still have stomp, so more shooting is a better option, with CC as a last resort tactic.
are they ap1 or 2?

I agree more shooty is more better.

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