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Well sure. But given that you draw cards during the orders phase (not sure if at the end or before placing orders, I'll have to check) and you discard at the end of the phase, before the action phase, you'll be discarding at least 17-18 cards each turn.
So really, you want to set your army up to have a particular set of 10 cards that you REALLY REALLY WANT to have every single turn.
I posited a detachment with a deathstrike missile (maybe 2 for redundancy) and several Manticores, with a Master of Ordnance and Company Commander so you can get cards, and you draw a hand like:
-Vortex Missile
-Divine Intervention (To guarantee the die roll on The Hour is Now)
-Munitorum Requisition (or whatever the one-use weapon card is called)
-Industrial Efficiency (to double the shots)
-Seize the Initiative, to make sure you act before any flying deep strikers
-The one that changes your order back to Aimed Fire
-Psychic Barrier (the AOE defensive guard psychic power, since you will have loads of astropaths to cast it)
And then maybe like rolling bombardment or look out sir or something. Those would be the important cards.
So the following detachment:
-Company Commander
-1x MoO
-2x Deathstrike
-4x Manticore
Would be right on the money 125PL with your 68PL draw the deck setup.
Those Manticores lay down about 25 blasts against tanks and 32 blasts vs infantry every turn they double-fire.
I hope it's not super controversial to assert that you'll be getting 99% of your mileage out of those tanks, because Grenadier Storm squads...they suck. Like, they really really suck - a 2PL squad that has 1W, 8+sv, and 6" move with an 18" range weapon so there is no way they can shoot something outside of no-mans land turn 1... so let's compare that super-detachment to a regular run of the mill guard gunline. I'll go with a not super-skewy, shooting focused guard list at 125PL.
Battalion
Officer
3x infantry squads with missiles
Vanguard
Platoon Command
2x Company Commands with Missiles and heavy flamers
Chimera
Vanguard
Tempestor Prime
2x10 Tempestus squads
tempestus command
Supreme Command
Tank Commander, Vanquisher, lascannon
Tank Commander, Exterminator, Lascannon
Tank Commander, Exterminator, Lascannon
Spearhead
Officer
Astropath
3x Heavy Weapon Teams, 2 with missiles 1 with mortars
Superheavy Aux
Banesword, four lascannon/hb's.
So that's a fairly basic list. If you take all the "flexible" weapons and put them up against tanks, it deals 18.2 blasts against tanks and 5.5 against Infantry. Flex the other way, you deal 15.4 against infantry and 10.8 against tanks.
That list also draws 8 cards turn 1 (assuming Platoon Commander is in the chimera and the tempestus show up)
Since it takes 3 big blasts to reliably take down an artillery tank through psychic barrier, I kill 3/6 of the scary arty detachment turn 1. I will lose probably the 3 tanks and Baneblade in return, unless any of my 8 cards gives me a defensive boost.
I think that's a pretty reasonable position to be in, matchup-wise. I'm guessing by turn 2, my opponent will be piloting a jumble of unoptimized hotshot lasgun-toting infantry against my relatively reasonable force.
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