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Tomb Blade
Shadowloom, Shieldvanes
Two Gauss Blasters
2x Gauss Blaster
Tomb Blade
Shadowloom, Shieldvanes
Two Gauss Blasters
2x Gauss Blaster
Tomb Blade
Shadowloom, Shieldvanes
Two Gauss Blasters
2x Gauss Blaster
Tomb Blade
Shadowloom, Shieldvanes
Two Gauss Blasters
2x Gauss Blaster
Tomb Blade
Shadowloom, Shieldvanes
Two Gauss Blasters
2x Gauss Blaster
Tomb Blade
Shadowloom, Shieldvanes
Two Gauss Blasters
2x Gauss Blaster
Tomb Blade
Shadowloom, Shieldvanes
Two Gauss Blasters
2x Gauss Blaster
Spearhead Detachment +1CP (Necrons)
HQ
Cryptek
Staff of Light
Elites
Deathmarks
9x Deathmark
Heavy Support
(FW) Tesseract Ark
Two Tesla Cannons
2x Tesla Cannon
Doomsday Ark
Doomsday Ark
I feel like I have an okay answer to both Infantry and heavy armour units. Tesla Immortals, Gauss Tomb Blades, Deathmarks, Scarabs and Tesseract Ark would be the anti-Infantry. The Gauss Triarch Stalker, 2 Doomsday Arks and Tesseract Ark can all be used as anti-heavy armour.
I plan on using 1 DDA as a mobile unit,always using it's lower profile DDC and being then able to take full affect of it's Gauss Arrays towards infantry unit's and keep one immobile and use it's DDC to full effect.
Triarch Stalker will provide re-roing1s to Heavy armoured units primarily.
Tesseract Ark will either be anti infantry or heavy armour, depends on the army and situation.
Overlord and Cryptek are the Reanimation core. With Tesla Immortals to get MWBD bossting the Tesla to pop on a 5+.
Tomb Blades will be the main anti-infantry Killer due to it's speed, volley of shoots and good resistance (3+ save, 5+ invul so can be 2+ if bend and In cover).
Deathmarks will be anti-deepstrike or will focus on character units and any infantry unit I feel as a threat
Will be brought into cover to gain 2+ save. Even if it means losing rapid fire.
Scarabs is anti-deepstrike area and to soak up smite if I face any of it.
I was just wondering what you guys thought and if there was anything you would change?
Never been in a tournament, and am still a relatively new player, but here are some thoughts.
It strikes me as a flexible list.
I've seen mention on the boards that Nebuloscopes are superior for the infantry clearing role than shadowlooms on your TBs. If someone is hitting your 2-wound TBs with a AP -3 or higher weapon, they're not going after your more important targets so leaving a little temptation may be a good thing afterall. Also saves points.
If adversary drops are already less than yours, you might consider breaking up the scarab swarms. If engaged in melee, a large swarm may not be able to consolidate sufficiently. More units may also allow you to strike out at multiple objectives or tarpit more units, if for less time.
On the TB and DDAs, you have a lot of heavy weapon and anti-personnel flexibility. You may not want to commit to a concept of operations until you see what the other guy brings. If you use your big guns in T1 and T2 to eliminate major threats, then you can clear house in latter turns after infantry have marched across the board. You could also attempt to take out transports to force other guy to slog.
Dropping a single TB or some scarabs would allow you to upgrade a DDA into a second TA, if that is something that would appeal to you. Dropping a few and converting the TA into DDAs may allow you to field up to 4, and DDA spam seems to be a thing people like in some situations.
I'm starting to think DM aren't character killers so much as counter-elite infantry like Devastators or Hellblasters, but that decision can be made on the fly. If the other guy doesn't bring suitable targets, they can contest a backfield objective.
If your Immortals get shot, the Overlord and Cryptek are sort of superfluous. I know you have HQ slots to fill and that it is a powerful combo w/ 5+ tesla, but consider a) do you make that blob deliberately attract fire to protect other army parts or b) what do the Overlord and Cryptek do if the Immortals are put down.
Your list seems to meet your objectives, so its more a matter of tailoring to your needs than anything else.
3,000
2,000
Kill Team (2,000 in progress)
Bolt Action Late War Germans: 2,000+
Bolt Action Late War Brits: 2,000+
Bolt Action Late War US Airborne: 1000
Never been in a tournament, and am still a relatively new player, but here are some thoughts.
It strikes me as a flexible list.
I've seen mention on the boards that Nebuloscopes are superior for the infantry clearing role than shadowlooms on your TBs. If someone is hitting your 2-wound TBs with a AP -3 or higher weapon, they're not going after your more important targets so leaving a little temptation may be a good thing afterall. Also saves points.
Hey man,
I like giving my TBs maximum resistance. 3+/5+ invil is pretty solid. Especially when in cover which grants then +2 save if 50% obscured. While ignoring cover is useful it's only a +1 to save. the -2 AP is still making my opponent units save negative 1. I feel like the ignoring cover is only beneficial to Tesla or Particle Beamer due to no AP. Also, I always find my opponent focus firing my tomb blades first. Every one in my meta hate them so I give them better saves to soak up fire and to piss my opponent off more ha. Tbh I actually would of liked to have fielded 8-9 TBs but was not able to due to points and other baring factors towards my list
If adversary drops are already less than yours, you might consider breaking up the scarab swarms. If engaged in melee, a large swarm may not be able to consolidate sufficiently. More units may also allow you to strike out at multiple objectives or tarpit more units, if for less time.
solid point. 3 units of 6 will probably suit my list better as well.
On the TB and DDAs, you have a lot of heavy weapon and anti-personnel flexibility. You may not want to commit to a concept of operations until you see what the other guy brings. If you use your big guns in T1 and T2 to eliminate major threats, then you can clear house in latter turns after infantry have marched across the board. You could also attempt to take out transports to force other guy to slog.
because of Quantum Shielding I have found success in doing the opposite. I focus on the Infantry 1st taking out anything with any Weapons with S7 or higher that do minimal damage to prevent my QS units from taking damage. Most people take D6 damge weapons when possible so might as well let them waste it on my 1-2 wound models as QS basically prevents our Vehicles from taking high damage.
Also, if I go up against stuff with gak loads of orkz, Conscripts, Hormagaunts etc then I will use both DDAs as mobile unit to help out my anti infantry. While the DDA big gun is unreliable when you think of it as 10 warriors with 2+ S and T, 4 more wounds, better movement and Quantum Shielding it starts to look good. The low power profile for the DDC is also a good back up heavy unit killer so if my anti-tanks don't kill my targets then the DDAs will happily help out.
Dropping a single TB or some scarabs would allow you to upgrade a DDA into a second TA, if that is something that would appeal to you. Dropping a few and converting the TA into DDAs may allow you to field up to 4, and DDA spam seems to be a thing people like in some situations.
Unfortunately I don't have access to 2 Tesseract Arks and the tournament I am going to doesn't allow proxies. I also only have 2 DDAs so I am not sure how I could run 4 of them.
I'm starting to think DM aren't character killers so much as counter-elite infantry like Devastators or Hellblasters, but that decision can be made on the fly. If the other guy doesn't bring suitable targets, they can contest a backfield objective.
I ran a list with 2 units of 10 Dams and they preformed pretty well. Killed quote a lot of HQS and Deepstriking units. Killed Girlyman twice in 1 game and knocked out the last few wounds on a Leman Russ via 2 Mortal wounds. They are pretty good unit. I usually let me opponent do his thing and deploy my DM when I get an idea for their use.
If your Immortals get shot, the Overlord and Cryptek are sort of superfluous. I know you have HQ slots to fill and that it is a powerful combo w/ 5+ tesla, but consider a) do you make that blob deliberately attract fire to protect other army parts or b) what do the Overlord and Cryptek do if the Immortals are put down.
I usually have this core in Cover to get a 2+/5+ invul. Usually deployed last to take advantage of any badly placed units on my opponents end. The whole core usually last the whole game. There has only been 1 occasion where I remember this core doing badly and it was that my Cryptek got sniped and lost 6 immos in 1 turn. Came back though via MWBD and lots of 5+ RP rolls. Your question do raise a good point though. Honestly I would probably drop the Deathmarks with them if I have them in DS when the Immortals are gone if they do get shot up. Otherwise probably objective holders. Moving and advancing across the table.
I was thinking of swapping the Overlord for a CCBtbh. Stuck between 4+ invul or QS, better toughness, wounds, movement. Your thoughts?
Your list seems to meet your objectives, so its more a matter of tailoring to your needs than anything else.
I don't operate CCBs, so can only relay my observations on this board.
The CCB appears to be favored in three scenarios: a) to run with destroyers or Praetorians with more mobility than an Overlord; b) when you are planning on having infantry dispersed and the 12" vs 6" buff makes a difference; and c) in a vehicle heavy list w/o much infantry to charge flyers or deepstrikers. The weapon loadouts plus warscythe seems to make it a capable backfield defender, but I don't think I've seen a batrep where it's been offensive.
I wish others with more experience would chime in.
This message was edited 1 time. Last update was at 2017/10/31 14:40:57
3,000
2,000
Kill Team (2,000 in progress)
Bolt Action Late War Germans: 2,000+
Bolt Action Late War Brits: 2,000+
Bolt Action Late War US Airborne: 1000
I forgot the CCB was able to charge Flying units. Maybe it is the better option. Still think the 4+ invul via the Olord is better then QS though... Think I'll need to field test them to see what the story is.
The reason for 2 DDAs is to have one immobile to take full usage of the Cannon while the second DDA will be mobile and primarily use it's Gauss Arrays to be an Infantry killer and having the option of cleaning up any models my anti tanks didn't kill.
I ran 2 Stalkers before and found them to be quite useful. Only issue is a DDA is basically one of them with randomness and 2 Gauss Arrays which should help out more then 2 Triarch Stalkers.
Thanks for the feedback man
This message was edited 1 time. Last update was at 2017/11/02 01:55:50
The CCB has a pretty low damage output, but is a very flexible unit. 12" MWBD and fly with good movement makes him worth the points in my opinion.
The DDAs are ok in my opinion, you will have games where they excell and games where they do nothing. So if you want consistency they aren't the best choice. But together with your other vehicles they will do fine. As for their flayer arrays they tend to surpise your opponent. Their damage when not in rapid fire range is pretty low though.
Stalkers are good in cover, but with only two shots they fall into the same ball park as DDAs, pretty unreliable considering you pay 181 points for them. That reroll ones is pretty ok.
Haven't tried the Scarabs in hordes, just units of about 5-6 and they always perform. I usually never charge anything other than vehicles and most of the time they conga objectives and screen my units.
Deathmarks are decent and hard to remove from cover. You could also replace them with Wraiths. However it is nice to intrecept those plasma deep strikers.