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+ ARMY FACTION: Imperium
+ TOTAL COMMAND POINTS: 14-1=13
+ POWER LEVELS: 132pls
+ TOTAL ARMY POINTS: 2000 pts
+ ARMY FACTIONS USED: Grey Knights, Adeptus Mechanicus, Space Wolves
+ TOTAL REINFORCEMENT POINTS: Not Applicable
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Long Fangs [12 PL, 277pts]
. Long Fang: Lascannon
. Long Fang: Lascannon
. Long Fang: Lascannon
. Long Fang: Lascannon
. Long Fang: Lascannon
. Long Fang Pack Leader: Boltgun and Bolt Pistol, Chainsword
. Wolf Guard Terminator Pack Leader: Storm shield
. . Cyclone missile launcher and storm bolter: Cyclone missile launcher, Storm bolter
++ Reinforcements (Imperium - Officio Assassinorum) [85pts] ++
+ Reinforcement Points +
Reinforcements [85pts]: 85 Reinforcement Points
Total CPs: 12
The idea how this will work:
- one GMNDK, Draigo, 2 Strike squads, Wolf Lord and Wulfens (-1 CP) will come to the board on the turn 2 in most cases (this is 1000pts and 57PL).
- if enemy has drop army (like BA or orks) this make sense not to go in deep strike on stay on the board.
- also we can save for turn 1 long fangs with moving them in outflank, but I don't like this idea.
- Officio Assassinorum will allow me to be flexible.
- also, I have enough CP to use Heed Of Prognosticars most of the turns. Or fight twice with wolf lord if I came to knight, for example.
- mechs will hold mine deployment zone and give me a screen if needed.
- Draigo will swap spells for Purge Soul if enemy have a lot of weak heroes.
I will be very happy for any recommendations.
This message was edited 3 times. Last update was at 2019/05/13 11:18:06
Would dump the GK as a battalion, if you want chaff just add more admech troops for objective holders or change the SW to battalion with the points that will be freed up to take it there instead of a patrol.
Could dump the longfangs and take 2 dunecrawlers in the admech battalion, its 238 points for 2 neutron lasers. Slightly cheaper, but have 11 wounds and gives the enginseers something to repair rather than nothing.
Not sure why the Wolf Lord is the WL, wulfen stone says it doesn't affect wulfen, so they don't get the extra attack I think. If we make one of the GK characters WL and give them first into the fray, would make sense and help get the characters into combat with charges.
GK best units are their characters atm, so I would take them as a supreme command. It has one elite slot so you get to take a venerable dread with astral aim and AC/Las or ML/Las. Then you can just sit him staring at a building and shoot whoever he wants in 48" the entire game.
GK Librarian with stave/ss gets a 2++ in CC, making him great at tanking a unit. Voldus is also good, and we can get Stern for double range.
13 CP - Kept the Assassin option
- Voldus gets Sanctuary every turn for 3++
-You get to cast every single offensive spell, doom, purge soul, smites, every turn.
- Heed CP available, can put Draigo on effective 2++
- 3 dedicated anti tank units, all /w 48" and more survivable than the long fangs
- Sniper rifles to help pick off characters
Should be able to start everything you want in DS except for one of the GK characters, but you can just have them GOI themselves closer on T1. All the characters except the Runepriest have a 3++, the Librarian has First to the Fray, which lets all your GK around him reroll charges. This will help get Draigo and friends into combat on T2. Also took Curiass on him so he has a 5+++. If you sequence your powers and smites you can probably get the Runepriest to bounce Living Lightning, if not he can always smite and Tempest Wrath on whatever closest big nasty you want.
1. The idea of razorbacks was to leave draigo on the table to give them re-rolls of 1-2 (and for dread as well) and make strong anti-vehicle on the turn 1. I understand the idea of crawlers, but 60 points of 2 HQs isn't seem big deal for me if I won't do anything with them (but I have an idea how to use them as well - in the future). In my case, they just take mine back or sides
2. I took Njal - he is more survivable and have few very good abilities
These were the main changes I did
After 3 battles I did few conclusions:
- I don't need Stern, I understand how to use his abilities and values, but ... this is suitable and in 3 games I didn't use his abilities except 1 turn
- vehicles - I can hide dreadnought and still shoot with him, but with razorbacks (or crawlers) for enemies that have a lot of anti-vehicle will just remove them (e.g. in the last game I lost 2 razors on turn 1). I will prefer something like infantry (long fangs), but they have their own disadvantages. Also, if enemy can't shoot with his anti-vehicle to mine vehicles (because I have only 1 hidden dreadnought) - this mean my opponent spare his fire power, which is good
- lack of anti-hords tools (e.g. orks or tyranids will be very hard for me)
- assassin is awesome
- would be good to have more speed units for controlling edges of table
The idea how to improve my list:
- remove 2 razors, remove stern, remove 2 arquebuses (we don't need 4 if we have assassin) - this is 355 points.
- we can take long fangs and something speedy like bikers or Wolf Lord - but we need to think about hordes
- or we can take kastelan robots - but now we need to think about opponent's tank on the end of the table. Also, engensears can repair kastelans
- or we can take wolf terminators with SB and SS - 1 big pack or 1 smaller pack and wolf lord for speed reactions
I will think about all of these options and start to test. For now, I see long fangs and wolf lord for the candidate of first try
One of the reasons you take the Dunecrawlers is that they have 2 stubbers, which are 36" and help with chafe units, and they have a 5++ save and rr 1's on the invul save, which razorbacks don't, so high AP fire can kill razorbacks easily, the crawlers will get an invul save.
The enginseers can also repair the dunecrawler d3 wounds and for 1 CP you can do 2d3 wounds. Stern has an ability that doubles the range of your smites, it allows your characters to smite 24" instead of 12". If you want to get rid of him I don't see too much of an issue with that, as long as you are dropping behind your wulfen as a screen you won't need too much range as it is.
If you think you will have problems with hordes then take another Librarian instead, remember if you take the shield and the staff he has a 2++ invul save in CC. CC units will have a very hard time killing them.
- I very liked Dunecrawlers! Those stubbers helped with infantry and neutron lasers did a good job, also, opponent with 3 fire prism and 10 reapers killed only one of them. Healing them is awesome and flexible.
- I really like infiltrators - I use them to hide in the building and charge on turn 1 something like tanks or reapers - to prevent them from normal shooting. Not cheap, but I like flexibility of them.
- I always leave Draigo or Voldus on field on turn 1 and use GOI to go to the enemy - sacrifice, but bother enemy to deal with it. Also, possible vortex. This is risky, not for every match-up.
- Wolf priest really need that armour of Russ, this increases his survivability.
- Sometimes Battle Leader on Jumpack doesn't do anything, but costs enough.
- I think this is better to split Arquebuses to different units, so enemy can't kill two of them very fast + this is harder to hide from 2 different snipers.
- For 4 games I had I always took Vindicar - very like him, with Arquebuses this is bad time for enemy characters.
- I have some troubles how I move wolfens, need to make it better.
- I tried to make wolf lord as a warlord, because I usually split librarian and one of the Voldus/Draigo to achieve different targets - so that full reroll of charge distance doesn't make a lot for me. I see this is more of how I am playing.
I like roster very much. Thank you @Ceann for help!
I have several ideas how to change the list a bit. Going to try this (changed GK part and removed Wolf Guard Battle Leader):
So, final thoughts about this list after tournament (4 games):
Spoiler:
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+ ARMY FACTION: Imperium
+ TOTAL COMMAND POINTS: 14-1=13
+ POWER LEVELS: 132pls
+ TOTAL ARMY POINTS: 2000 pts
+ ARMY FACTIONS USED: Grey Knights, Adeptus Mechanicus, Space Wolves
+ TOTAL REINFORCEMENT POINTS: Not Applicable
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
ARMY REINFORCEMENT POINTS: 0
ARMY REINFORCEMENT FACTION: NONE
- onagers are too random for investing into them relic/warlord/CPs, but not so expensive and survivable
- need more snipers
- primaris are better than grey hunters (not a surprise)
- it is hard to deliver wulfens - sometimes they just died without their charge. Also, they can play in defence very well
- infiltrators are good against some fractions
- if enemy have hard (long fire & without LOS) shooting turn 1, move interceptors into DS - this list have problems with hordes
Ideas:
- try Kastelan Robots instead of Onagers for hordes
- instead of onagers and one unit of wulfens try long fangs with missles/lascannons - they are easier to die, but they can abuse their abilities/auras/stratagems to be less random
- maybe try Voldus instead of Draigo, because in most games enemies kill him by magic/MWs (this is just mine experience)
- maybe we don't need interceptors, with proper spells we still can vortex on turn 1 if needed