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Made in no
Nervous Karist Novitiate





Karist Enclave ([Karist Enclave] Kaddar Nova detachment) (150pts)
- Kaddar Nova (15pts)

- Angel Minnow Pack (8pts)
4

- Karist Troopers (18pts)
5 guys with Ripper

- Karist Trooper Assault Squad (14pts)
4 guys with Radwave Emitters and Pulse Carbine MK2

- Tempest Elites (23pts)
4 guys with Ravagers and 1 Coriolis

- Shadow Walker(s) (26pts)
2 guys with Cybel Mines

- Mature Angel (46 pts)
2


This is the Karist army(?) I'm painting up. I tried to make it very killy. The Shadow Walkers can grab objectives

I'm the only guy involved in Medge in my area so far. So it will be my "promotion army" to show the game and get people hooked.

Will it do good?
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


Yep, looks good. Having 2 Angels will put tremendous pressure on the other side, and you've still probably got enough objective grabbing units (Remembering that none of the Angel units can hold objectives) to win games.

The only thing that sticks out to me perhaps is the size Angel Minnow Pack. Since Minnows can't capture objectives, the only real value that unit has (IMHO) is:

1) To get you more, cheap bodies into your force, but also to threaten enemy units with a unit of your own that can move pretty fast and do some real damage in CQ fighting when necessary. To accomplish this role, it really does help to have more models in the unit (like a full 6 Minnows).

2) Instead, you can use Minnows to follow Mature Angels around and sacrifice them to remove STs (to make sure your Angels keep on trucking as planned).

So if you were planning to use them more along the lines of role #2, then 4 Minnows is fine. But if you're looking for them to really have an impact on enemy units, then I think you'll find them to be exponentially more deadly with 6 Minnows instead of 4. Of course, to do this you'd have to find 4 points to remove elsewhere in the list, and I don't see any easy way to make that happen. Perhaps you could add just one more Minnow by removing the Cybel Mines from both the Shadow Walkers?

Oh, and another thing: if you're looking to demo the game for others (god bless you sir!) then 150 point lists might be a little much to start with, simply because the first 3-4 games you play take a LOT longer because you're still learning the rules. As such, for intro games you probably want to stick with 120 points max, and maybe even go a little lower (100 points).


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in no
Nervous Karist Novitiate





Yes, I was thinking option 2: Agenl food

I will take your advice and build the 120 point sample rosters for the first games, then!
   
 
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