ragetastic wrote:your list isn't optimized, depending on what your collection is you should have a third detachment to reach the limit to have more
CP.
The only way that I could add a detachment is to:
move 2
HQs to a supreme command, but then I'm missing a third
HQ for that detachment which I do not have points for
I can move 2
HQs and some troops to another battalion detachment but I would have 6 small squads instead of 2 large cultists blobs making tide of traitors worse and it's much easier to wipe out a unit of 10 cultists for objectives each turn. You have to pump a lot of fire into 40 fearless cultists with
FNP 5+. I wanted to have two huge fearless blobs in front of abaddon and the princes for a screen and that I can use tide of traitors on to get the most bang for my buck.
Automatically Appended Next Post: Eldenfirefly wrote:The shooty parts are fine, though are you intending to deep strike your oblits into your own deployment zone turn 1, or wait until turn 2 ?
If turn 2, a smart opponent will push forward his screens to deprive you of midboard space to deep strike your oblits into.
If turn 1, deep striking them in your own deloyment zone may mean they don't have many good targets to shoot at (probably just screen fodder).
Another question, how are you planning to get your 3 flying daemon princes up the board? You can only cast warp time once a turn. Your cultists can't move so fast. So, are you flying all 3 up the board without any fodder in front of them? That will invite a lot of shooting...
I use the oblits differently depending on the opponent. If they are a smaller/elite force, I will hold them in
DS for turn 2 so that I can Beta-strike key targets.
If they have a lot of chaff/screens on the field I will deploy 1 or 2 squads to advance and help clear chaff, using terrain to block them from high strength fire.
The daemon princes hide behind the 74 cultists, 40 with
FNP, all fearless. You have to clear my screen/chaff before you can target the princes or Abbadon. Warptime is used when a key target gets into striking distance or is caught out of position. I don't use it to move/warptime/assault on T1/T2 because that just ends up with a dead prince because it has no screen. With black legion the cultists can advance and still fire so they move on average 9-10" per turn.
Automatically Appended Next Post:
Brettila wrote:You don't need Prescience. My buddy takes a defiler and uses Demon Forge every turn. Reroll all hits and wounds.
I take prescience but not to use on the defiler. I use it on the cultists or Oblits. If a full group of cultists get in rapid fire range, you can get prescience and
VotLW up for 80-160 (cocophony) +1 to hit and +1 to wound shots. The defiler takes snap shots or just advances mostly and wrecks face in melee.
Automatically Appended Next Post: I played 2 rounds with this list.
First round I played against was a mixture of Astra Militarum, 2x Blood Angels
HQs (the jump pack/thunder hammer ones) with 3 scout sqads, and 2x Custodes shield captains. There were 6 units of 9 man infantry with mortars, a mortar team, two basilisks, a manticore, 2 sentinels, and several
IG HQs. The army held it's own for the first 3 turns and I was able to take out both blood angel
HQs, 1 shield captain, the sentinels, half the scouts, and several
IG infantry. I could not however get a good firing line due to terrain to the basilisks and manticore. We were tied 14/14 at the bottom of 3 and then it fell apart. I lost most of my cultists, all
HQs, and was left with the Defiler and Oblits but they were no further than midfield. The remaining shield captain ran amok with support fire from the guard and I lost 36/16.
Second round I played against Death Guard/Thousand Sons. He had 5 daemon princes (3 from thousand sons, 2 death guard), typhus, necrosius, close to 40 poxwalkers, and 3 bloat drones. I was ahead probably 17/4 on the start of turn 4 and after we traded a bunch of
HQs, he had more princes left alive and two poxwalker units that I had a hard time getting a line of sight on. He scored the bonus objective for 3-4 turns in a row with the princes and was able to pick my remaining units off one or two at a time with no return fire (the poxwalkers were closer but out of line of sight so I couldn't shoot his princes with Oblits). The game ended with a loss 30/28.
Third round -BYE-
The guy I played in round one ended the tournament in 1st place and the guy from round two placed 2nd.
I feel that the list was strong early, but really lost punch in turns 4-6. With the new strike rules it's hard to place Obliterators. I may shift away from Black Legion and go for a more aggressive list with Alpha Legion. Replace the obliterators with Butcher Cannon/Havoc Launcher Contemptor dreadnoughts or some Heldrakes. Infiltrate the cultists instead of marching them and maybe add some Berserkers to infiltrate. I think this list is too slow.