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2020/03/14 20:48:05
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
This depends a lot on your army for what tools you have available, such as space marines having access to psychic powers that restrict movement and effective anti character snipers to get rid of any buffs like a warp time sorcerer or herald.
Assuming the lords of skulls are the only real threat, some generic tactics you could try with essentially any army would be:
1. deploying units deep or on scenery above ground level to delay or deny the inevitable charges
2. lord of skulls get better at fighting (more attacks) as they degrade, it may be better to target the farthest unit rather than the closest if you are not certain of a kill
3. try to deny giving away extra movement, if a unit is doomed it is better for you to charge in your turn and die than let the lord move/charge/pile in/consolidate in their turn
4. if your army has access to redeployment abilities, make use of them to maximise distance from the lords or force your opponent to spread the lords out (at least 1 could then be out of the game for a few turns)
5. play the scenery rather than your opponent, hide out of line of sight and/or behind scenery that the lord has to go around. Reserve as much as you dare to
2020/03/15 01:21:21
Subject: how would you beat 3 lord of skulls with a disco?
Ok... I mean they can see everywhere because they are tall ass things.
Pumping out 12 STr 8 -2AP 2d + d6 -4 d3 d shots all at BS 2 with disco and exploding hits on 6's (rerolling for infernal power/demon prince) as well as rerolls wounds/demon forge etc.. Whatever one of these looks at dies...
28 W a pop and their BS do not degrade. Cursed earth gives them 4++ and you can chuck on iron within etc.
And they all have 48" You cant tie them up with infantry. they can shoot into combat. Not that they care if they are in combat lol...
Has anyone else actualy played against this set up ? So far the answer seems to be bring 3 shadowsords and hope you go first...
This message was edited 5 times. Last update was at 2020/03/15 01:47:24
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
You kill them, and you do it the same way you kill knights: 1 at a time. If the disco lord is buffing them, kill the disco lord first (and he's not that hard to just shoot to death).
Again, IT'S GOING TO DEPEND ON YOUR ARMY. If you let us know that, then we can give you something better than "shoot/chop the least-buffed one each turn until they're all dead". But the fact that you're just whining rather than doing that makes it seem like you aren't really interested in advice, just attention.
For example, my Grey Knights list does 76 mortal wounds a turn to Daemon-keyword units. That's only useful if you play GK.
This message was edited 1 time. Last update was at 2020/03/15 06:24:50
Hope is the first step on the road to disappointment.
2020/03/15 13:26:25
Subject: Re:how would you beat 3 lord of skulls with a disco?
greyknight12 wrote: You kill them, and you do it the same way you kill knights: 1 at a time. If the disco lord is buffing them, kill the disco lord first (and he's not that hard to just shoot to death).
Again, IT'S GOING TO DEPEND ON YOUR ARMY. If you let us know that, then we can give you something better than "shoot/chop the least-buffed one each turn until they're all dead". But the fact that you're just whining rather than doing that makes it seem like you aren't really interested in advice, just attention.
For example, my Grey Knights list does 76 mortal wounds a turn to Daemon-keyword units. That's only useful if you play GK.
Thanks for the input.
I realise I haven't mentioned what I play but in essence there was no need to be this rude....If you don't want to join the discussion then maybe I dunno.. don't ? The question was how would YOU (the community) fight this list. FWIW I play Eldar.
After having 900pts and all of my AT firepower taken out 24 T8 3+/5++/5+++ wounds and another 20 T8 3+ wounds lost plus 3x3 squads of dark reapers my army was gutted after the very first round and not being able to get anything bar 2 BL off a serpent in range (bright lances and star cannons are 36"). Short of going with a scorpion and 3 fire prisms plus a bunch of shining spears I cant think of anything that might work.
Granted I may have misplayed because I should have chosen to be the defender and tried to counter deploy and picked a different deployment map.. but in all honesty, I don't think there's a lot I could have done. The sheer weight of dice and reliability is insane for any army to handle.
Just so you are aware your smites will be falling on cultists and pox walkers bubble wrapping the literal mech wall gunline. By the time you clear the screen with smites you will run out of smites. Also you will be periling on doubles thanx to the demon harp..
So has anyone actually came across this ?
This message was edited 7 times. Last update was at 2020/03/15 22:38:17
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
Second lets assume its a tournament
Based on what you said, he's probably fielding this or close to it.
Whats your friends list?
Lord of Skulls
Lord of Skulls
Lord of Skulls
DiscoLord
Master of Possession
10 Cultists
10 Cultists
10 Cultists
DG Sorcerer (maybe the better named Sorcerer instead)
20 x Poxwalkers
Strategy, assuming the worst possible deployment, you need to use phantasm to keep your key units away and out of line of sight of the KLOS.
Field something like
Farseer
3 Vibro Cannon
3 Vibro Cannon
3 Vibro Cannon
10 Dark Reapers (either in wave serpent or hiding in a building)
Waveserpent with Eldar Missile Launcher Spirit Stones
Warlock
Warlock
5 Rangers
5 Rangers
5 Rangers
10 Dragons
10 Dragons
Waveserpent with Eldar Missile Launcher Spirit Stones
3 x Crimson Hunter.
Play alatioc, use lighting fast reflexes to keep your flyers alive, the serpent sheild damage reduction per shot on the wave serpents and the spirit stones should keep the wave serpents alive. Reapers pop out to shoot, Vibro's shoot, everything shoots, use webway portal to suicide the fire dragons.
Turn 1, kill the disco lord,
Turn 2, kill a KLOS
Turn 3, kill a KLOS
Turn 4, pray that you kill the KLOS
If you get an opportunity to nail the master of possession, go for it.
Will it work, who knows.
76 mortal wounds from smite seems good to me though.
I play tau, I'd just shoot out a KLOS each turn. I'm fine with 4+ invulnerable saves.
This message was edited 1 time. Last update was at 2020/03/16 03:52:52
2020/03/16 04:26:16
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
Second lets assume its a tournament Based on what you said, he's probably fielding this or close to it.
Whats your friends list? Lord of Skulls Lord of Skulls Lord of Skulls
DiscoLord Master of Possession 10 Cultists 10 Cultists 10 Cultists
DG Sorcerer (maybe the better named Sorcerer instead) 20 x Poxwalkers
Strategy, assuming the worst possible deployment, you need to use phantasm to keep your key units away and out of line of sight of the KLOS.
Field something like Farseer 3 Vibro Cannon 3 Vibro Cannon 3 Vibro Cannon 10 Dark Reapers (either in wave serpent or hiding in a building) Waveserpent with Eldar Missile Launcher Spirit Stones
Warlock Warlock 5 Rangers 5 Rangers 5 Rangers 10 Dragons 10 Dragons Waveserpent with Eldar Missile Launcher Spirit Stones
3 x Crimson Hunter.
Play alatioc, use lighting fast reflexes to keep your flyers alive, the serpent sheild damage reduction per shot on the wave serpents and the spirit stones should keep the wave serpents alive. Reapers pop out to shoot, Vibro's shoot, everything shoots, use webway portal to suicide the fire dragons.
Turn 1, kill the disco lord, Turn 2, kill a KLOS Turn 3, kill a KLOS Turn 4, pray that you kill the KLOS
If you get an opportunity to nail the master of possession, go for it.
Will it work, who knows. 76 mortal wounds from smite seems good to me though.
I play tau, I'd just shoot out a KLOS each turn. I'm fine with 4+ invulnerable saves.
Hi
Yea this was training for a tournament. He's currently ranked 3rd globaly and no1. for chaos so hes also a very good player.
The issue is they are really tall with their axes meaning not a lot can hide.. because los rules. Unless you have terrain that's a foot+ tall you aint hiding any stuff sadly. More annoyingly you can just hide the characters and disco lord behind them and they block LOS in and of themselves.
The trouble is trying to fielding a TAC type list that can then take on other things.
T1 He kills 2 fliers and the wave serpent if he can see it and the Reapers that get out.
Potentially a full squad of 10 fire and fading through LOS blocking wall with doom and guide might do some work. but it wont be enough on tis own with only a -2 AP.. Also the suicidal fire dragons , could be a good shout. I got another version with wraithcannons instead which kind of to fulfill the role of the dragons.
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
I think I played the Kytan and/or a Lord of Skulls once or twice this edition, but nothing I can remember. I did play against four Knights with 7 guns and a sword and a CP Battalion recently. That has more durability 96 3+/5++ vs 84 3+/5++, more mobility (12" Movement), can function at BS 3+ despite taking wounds with a Stratagem, more melee, similar amounts of shooting, and they are impossible to tag with non-infantry but that wouldn't have mattered in my game.
I chose to go second because the map had a lot of terrain. My opponent split up his Knights, which he more or less had to in order to fit them on the battlefield and not create a procession of Knights one walking after the other. I deployed 3 Doomsday Arks and a Triarch Stalker inside a big L ruin and tried to hide 50 Immortals and my HQs inside, hid 5 Immortals on the other side of the map in a smaller ruin. My opponent couldn't choose to go second and I couldn't seize because we were playing ITC.
He walked up but couldn't point enough guns at my Doomsday Ark to destroy it because I used the Quantum Deflection Stratagem to neuter his big melta guns (yes they are actually a meta pick right now due to Centurions). He barely drew line of sight from a third Knight to my Immortals, but one Knight was entirely inable to shoot. I take my turn, use a Stratagem to go to top bracket with my damaged Doomsday Ark, walk my Immortals halfway through the ruin big L ruin so I can pick out the guys in front if I want a few to survive and get reanimation, or I can pick the guys from the back if I want to be more aggressive. Walk 2 of the guys from the 5 man squad out and take an objective in front of the small ruin. 3D6+1 S9-10 AP-4/-5 D6 damage shots hitting on 2+/3+ re-rolling 1s to hit on some of them and 120 S5 AP- 1 damage hits re-rolling wounds of 1 hits killed a Knight and change.
Next turn he kills 4/5 of the small squad in melee and the one guy alive is the one inside the ruin furthest away, with shooting he kills 10 Immortals and damage a second Doomsday Ark with his two Crusaders on the side of the battlefield with the small ruin, Quantum Deflection once again neuters melta. I don't kill anything, but I do get a couple Knights low and get objective control.
My opponent kills some more Immortals and I finish off two Knights and use Veil of Darkness/Obyron to arrive within 4" of his CP Battalion, wrap one squad, kill another, accidentally kill the first squad in melee. My opponent kills half the Immortals I teleported behind his lines with shooting and cannot charge Obyron. I'm ahead by an insane number of VP and my opponent is down to 1/4 Knights, has killed less than half of my units and he surrenders.
So get 18 lascannons equivalents and 48 heavy bolter equivalents (50% more if you don't have AP-1) and you'll be fine.
I'll also point out the 4++ is not automatic, there's a 40% chance it doesn't go off, get a psyker to dispel and it goes down to 50+% it doesn't go off.
This message was edited 4 times. Last update was at 2020/03/16 06:18:23
2020/03/16 06:31:56
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
A lot of the lameness of that list comes from the way you can draw line of sight from a raised axe, which is obviously not intended by the spirit of the game but allowed by them because GW doesn't care about terrain rules for some reason. Then the other bit is the way it can block LOS behind it because the forgeworld model is so thicc.
There shouldn't be huge incentive to raise a model's axe to the highest possible point to get a significant in-game advantage from it, but there you go, that's GW for you.
Lists like that are going to cause GW to get rid of line of sight entirely in 9th edition IMO.
This message was edited 1 time. Last update was at 2020/03/16 06:35:14
2020/03/16 06:55:36
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
yukishiro1 wrote: A lot of the lameness of that list comes from the way you can draw line of sight from a raised axe, which is obviously not intended by the spirit of the game but allowed by them because GW doesn't care about terrain rules for some reason. Then the other bit is the way it can block LOS behind it because the forgeworld model is so thicc.
There shouldn't be huge incentive to raise a model's axe to the highest possible point to get a significant in-game advantage from it, but there you go, that's GW for you.
Lists like that are going to cause GW to get rid of line of sight entirely in 9th edition IMO.
^ This. And it's things like this this is why Tournament play in general is essentially a boring, puerile Trollfest. 40K tournaments licks Nizzuts. Like, coming from ranked WOW Arena play ( Yes it was harder in BC than anything in 40K ever, I don't want to argue about it, and I don't care what anyone thinks about that) I kinda just find the whole thing ridiculous. The fact that people are so deluded as to believe that fielding faceroll and utilizing exploits is somehow a measure of tactical proficiency or any meaningful strategic ability at all is more than slightly hilarious. It's cute, really. Regardless Tournament 40k has got to be the lamest celebration of glitch-cheese in all of gaming. I mean seriously, if I had been exposed to tournament play first I never would have joined the hobby. I'd have laughed, said GG Dorks and never thought about it ever again. Luckily I came into it through the books.
Sorry for the rant, but frankly the fact that some peaness who fields three lord of skulls gets to WR 3 points to a systemic failure in the Game, not the second coming of Bobby Fischer. An 8 year old could probably do it. "I iz plays three rocks and you playz a pair of scissors. I iz Geenyush". LOL! Woop de doo da.
This message was edited 6 times. Last update was at 2020/03/16 07:15:18
2020/03/16 09:10:33
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
Long range, efficient shooting is one of the things eldar do best.
Doom and jinx are pretty useful to say the least.
Expert crafters and masters of concealment would work well for traits.
After that go for 48"+ range units, a big blob of fire and fade reapers, falcons with AML, vibro cannons and prisms seems like the best options and night spinners should work since they don't have a 2+. Doom plus mass shuriken fire works pretty well too. Protected guardians with celestial shield should slow them down pretty well too, taking three turns to chew through I think according to my rough mental maths.
2020/03/16 16:55:04
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
kingheff wrote: Long range, efficient shooting is one of the things eldar do best.
Doom and jinx are pretty useful to say the least.
Expert crafters and masters of concealment would work well for traits.
After that go for 48"+ range units, a big blob of fire and fade reapers, falcons with AML, vibro cannons and prisms seems like the best options and night spinners should work since they don't have a 2+. Doom plus mass shuriken fire works pretty well too. Protected guardians with celestial shield should slow them down pretty well too, taking three turns to chew through I think according to my rough mental maths.
Doom range being only 24" makes it fairly unreliable T1 pending deployment and terrain. And unless you can drop the disco lord and one of those things in T1, I think its pretty much game over. I think they do have a 2+ (can't remember why but he was taking 4+ saves vs reapers afaik).
He did loose vs GSC at the last tourney this weekend gone. I think he got swamped with rocksaws And claws and just board control in general. We just dont have enough cheap bodies to put on the field to make this strategy work. Going second and countering could potentially work. But as soon as you have a slight wiff its done. Because if he goes first they all ahve 4++ plys the one you will be unloading on first will get 6+++ on top.
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
List is way more manageable if you can snipe out the master of possession, though it's easier said than done thanks to the thicc LOS blockers. Keep something that can kill it from DS and hope he leaves enough space to DS in behind him in a place where he's the closest target, but a good player probably won't allow that.
They can also shoot from combat, but not *into* combat, so that is useful to keep in mind; something in combat with one can't be shot at by any of the others.
This message was edited 1 time. Last update was at 2020/03/16 18:05:50
2020/03/16 21:23:41
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
kingheff wrote: Long range, efficient shooting is one of the things eldar do best.
Doom and jinx are pretty useful to say the least.
Expert crafters and masters of concealment would work well for traits.
After that go for 48"+ range units, a big blob of fire and fade reapers, falcons with AML, vibro cannons and prisms seems like the best options and night spinners should work since they don't have a 2+. Doom plus mass shuriken fire works pretty well too. Protected guardians with celestial shield should slow them down pretty well too, taking three turns to chew through I think according to my rough mental maths.
Doom range being only 24" makes it fairly unreliable T1 pending deployment and terrain. And unless you can drop the disco lord and one of those things in T1, I think its pretty much game over. I think they do have a 2+ (can't remember why but he was taking 4+ saves vs reapers afaik).
He did loose vs GSC at the last tourney this weekend gone. I think he got swamped with rocksaws And claws and just board control in general. We just dont have enough cheap bodies to put on the field to make this strategy work. Going second and countering could potentially work. But as soon as you have a slight wiff its done. Because if he goes first they all ahve 4++ plys the one you will be unloading on first will get 6+++ on top.
Jinx can be tricky to get off with a defensive deployment but doom? I don't think I've ever had too many problems getting in range, don't forget you don't need line of sight to cast it, I've hidden a farseer ahead of my lines before, as long as they haven't got deepstriking stuff he'll probably be safe.
But doom is only really necessary for reapers in the units I listed above. Expert crafters will suffice provided you do the min squad thing. Vibros can help by slowing their roll too.
A two man warlock council on foot could be worth considering, hiding out of sight with a 36" jinx via the strat will really help.
2020/03/16 21:49:54
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
I personally play a x3 lord of skull list. Killing the Discordant is a great turn 1 if you can manage.
From my perspective, the way to beat me would be to control the board, and play to the objectives as much as possible.
This list is very durable, and I have never lost "kill more".
My goal turn 1 is to focus down your anti tank, give up an objective or two. Turn 2 my goal is to then kind of bulldoze forward.
So if you list is balanced it may lose.
If you're tyranids or orks and just clog the board with bodies... I'd be annoyed. If I have to put 2 of my boys into 1 squad of boyz or gants to clear them you've "won" that encounter.
Don't have lot to say... it's a very durable list, I play it because imo it's the hardest list I've come up with.
That being said there's a reason it's not winning tournaments (yet). And I have to believe that lies in playing the objective.
2020/03/16 22:00:18
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
Jinx on a hemlock but I guess you could do warlocks on bike to suicide jinx delivery.
Here's what I think:
Ultweh Eldar
Vanguard Detachment
Farseer, Doom, Smite, Executioner
Autarch, (Wings I guess.)
10 Fire Dragons (for Portal)
10 Fire Dragons (for Portal)
5 Banshees
1 Waveserpent with ELM
Crimson Hunter
Spearhead Detachment
Warlock on Bike
3 x 3 Reapers
9 x 1 Vibro Cannons
1 x Waveserpent with ELM
Crimson Hunter
If Autarch provides reroll 1's ... great
If Farseer gets doom off... great... actually this is critical, maybe you want to wings here instead
if Warlock jinx's a KLOS.... great (40" threat I think)
Otherwise the plan is to wound a KLOS turn 1, and kill it and another on turn 2, and cringe on turn 3.
Banshee is because I needed a unit to fill out vanguard
You can stick 9 reapers in a serpent for protection
2 units of fire dragons go in the portal.
Automatically Appended Next Post: Banshees if they make it, are not enough to control 45 chafe models
This message was edited 1 time. Last update was at 2020/03/16 23:18:07
2020/03/17 00:18:32
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
weaver9 wrote: I personally play a x3 lord of skull list. Killing the Discordant is a great turn 1 if you can manage.
From my perspective, the way to beat me would be to control the board, and play to the objectives as much as possible.
This list is very durable, and I have never lost "kill more".
My goal turn 1 is to focus down your anti tank, give up an objective or two. Turn 2 my goal is to then kind of bulldoze forward.
So if you list is balanced it may lose.
If you're tyranids or orks and just clog the board with bodies... I'd be annoyed. If I have to put 2 of my boys into 1 squad of boyz or gants to clear them you've "won" that encounter.
Don't have lot to say... it's a very durable list, I play it because imo it's the hardest list I've come up with.
That being said there's a reason it's not winning tournaments (yet). And I have to believe that lies in playing the objective.
Thanks for the input. I suspected as much. Drown it n bodies and control all of the objectives seems to be the name of the game. Any balanced army that has elite damage dealing elements has no business sharing a field with it. its only vulnerability as far as I can tell. You aint outfighting it or take it by attrition due to the non degrading BS and demon forge. The MOP and disco can just hide behind them as they table the army which is frustrating.
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
Sorry Argive, missed your list earlier.
So looking at it, it's pretty durable but the damage output is maybe a bit lacking.
The ynarri battalion is, for me, a bit too easily ignored. If nothing else I'd drop the seers heavy weapons for assault weapons to allow them to put more pressure on the opponent.
The wraith lords are a bit expensive for the amount of firepower. Moving them to the ynarri and giving them just blades to charge headlong with the seers could be better especially with the shield of ynnead, then I'd say the wraith blades are possiblity superfluous.
I'd also maybe drop eldrad, awesome as he is. A skyrunner just has so much manoeuvrability compared to him.
If you do drop the blades and serpent nine vibro cannons in the expert crafters is cheaper and will really do work. Or you can use three prisms with linked fire or three falcons.
Getting your psykers in range really looks vital in the matchup, if you can get first turn jinxing a Los will pretty much guarantee it goes down, only saving on a six really.
Even if he gets cursed earth off a jinx makes targeting one down much easier.
Doom and the reapers should be enough to deal with the disco and prisms and vibros should be enough to take down a jinxed Los.
I do think a min maxed expert crafters gunline is probably the best craftworlds can do right now but it's not super exciting to play.
2020/03/17 12:27:02
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
yukishiro1 wrote: A lot of the lameness of that list comes from the way you can draw line of sight from a raised axe, which is obviously not intended by the spirit of the game but allowed by them because GW doesn't care about terrain rules for some reason. Then the other bit is the way it can block LOS behind it because the forgeworld model is so thicc.
Kytan isn't blocking LOS to much at all with the wide legs. And frankly even lord of skull...sure looks like the bottom has clearing much like rhino has in bottom so from front to bottom won't block LOS either even to grot sized models thanks to GW's los rules.
2024 painted/bought: 109/109
2020/03/17 15:05:53
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
A central part of the list is that a lord of skulls can block LOS for the MOP behind it. I have never personally got down to see if there's some angle you can move to to see .01mm of the bottom of the back model's base but the list is definitely played as blocking LOS and everyone I know has always gone along with it, lame as it is.
2020/03/17 16:33:50
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
I think he was trying to say that there's a .01 or 0.001 mm gap under the track because the track isn't flat, there are raised portions that rest against the ground, so technically you can see through the recessed bits. But I think that's getting seriously into "that guy" territory.
2020/03/17 18:30:46
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
kingheff wrote: Sorry Argive, missed your list earlier. So looking at it, it's pretty durable but the damage output is maybe a bit lacking. The ynarri battalion is, for me, a bit too easily ignored. If nothing else I'd drop the seers heavy weapons for assault weapons to allow them to put more pressure on the opponent. The wraith lords are a bit expensive for the amount of firepower. Moving them to the ynarri and giving them just blades to charge headlong with the seers could be better especially with the shield of ynnead, then I'd say the wraith blades are possiblity superfluous. I'd also maybe drop eldrad, awesome as he is. A skyrunner just has so much manoeuvrability compared to him. If you do drop the blades and serpent nine vibro cannons in the expert crafters is cheaper and will really do work. Or you can use three prisms with linked fire or three falcons. Getting your psykers in range really looks vital in the matchup, if you can get first turn jinxing a Los will pretty much guarantee it goes down, only saving on a six really. Even if he gets cursed earth off a jinx makes targeting one down much easier. Doom and the reapers should be enough to deal with the disco and prisms and vibros should be enough to take down a jinxed Los. I do think a min maxed expert crafters gunline is probably the best craftworlds can do right now but it's not super exciting to play.
Yeah to be honest the ynnari battalion is pure CP and a way to get both bonesinger and blades into the same detatchment. I was testing out this concept.
Against conventional lists (DG, Eldar) I did really well. The damage is there but not when you are tryong to go up against a backlined 48" deathstar combo wombo..
In terms of weapon swap. The wraithseer can advance anway... Its only 3 pts difference and I like having the option for high quality shots. I suppose I should run one big blob of reapers so I can fire and fade considering bottom floor LOS blocking is prety much become staple, downgrade the wraithlords for war walkers, and drop the bonesinger and wraithblades. Trouble is I really like these models and I am trying hard to make them work and work they do generly. The thing with vibro cannons is they are STr7 base so against this particular set up is the first 2 platforms wound on 5/4 which aint that great until the rest kcik in. He said he has played against vibro spam and it was an incovience more than anything lol.
The issue with putting wraithlords in ynnari is they loose all the dakka capability and shield of ynnead casts on a 7 which is very unreliable. I think gaurdian, storm guardian spam and going for max VP and board control would be a good counter and might work but then you'd loose instantly against marines with storm/hurricane bolters
This message was edited 1 time. Last update was at 2020/03/17 18:31:11
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "
The list doesn't need to hide the MoP behind one. Just put your MoP/discordant behind LoS blocking terrain, or in a magic box for the MoP.
Sometimes the body blocking works out... but if I have positioned such that I'm relying on model positioning to block my MoP from an enemy sniper unit, then I'm not setting up well.
The only thing this list needs to do in order to operate at full capacity (imo) is to not lose first turn to a shadowsword equivalent. And to keep the Lord Discordant around for turn 1.
As Iron Warriors there's a plethora of defensive stratagems to use to keep him alive if my opponent decides to go all in.
I think it can be beat in terms of tactics for sure, it's not an infallible list--but as someone who pilots it regularly I would caution anyone thinking there's one neat trick to beating it.
One last thought on how to beat this type of list actually:
I had a game against imperial soup and he hid some squads in magic boxes, and scored some points from them. My list has no LoS ignoring weaponry. It's a small weak point but it's there.
Edit:
To expand the thought: if you have non critical units doing critical things, that forces this list in a bad spot. If I'm getting bad RoI you're winning. ITC actually makes this easy for me to do, because I just synergies my secondaries as the things that also pose a threat (artillary). So I'm likely to leave your little recon unit, or sappers unit alone.
This message was edited 1 time. Last update was at 2020/03/18 05:34:52
2020/03/18 07:06:08
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
9 EC vibros do between 10-22 wounds depending on their invulnerable, 17.4 wounds with the default 5++, that's pretty inconvenient! For 315 PTS we don't have anything else that efficient as far as I know of, three squads of reapers with a rapid shooting exarch do just under 13 wounds on the default but have a grand total of 12 wounds compared to 45 on the platforms.
They're great for killing marines too, I've never run more than seven because I haven't painted the last two but they do real work but with expert crafters they're pretty tedious to use.
I feel you on the wraith blades, I'm going to try out my deepstriking blob of ten with the six inch reroll charge combo this week, hopefully the dice gods don't screw me over!
2020/03/18 09:11:18
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
yukishiro1 wrote: I think he was trying to say that there's a .01 or 0.001 mm gap under the track because the track isn't flat, there are raised portions that rest against the ground, so technically you can see through the recessed bits. But I think that's getting seriously into "that guy" territory.
Not under track. Between the tracks from front to back like in rhino.
That's just playing 8th ed like GW made it. Don't like it? Complain to GW. That's what I have did. If enough people demand better LOS rules maybe GW one day wakes up and does so.
Sideway it blocks better. Front to back less so. Rhino doesn't block from front to back even to grot.
edit: AT least fw deimos pattern rhino and the new exorcist don't block sideway either...Theres clear route through the bottom to other side. You would need to be super thin to not be visible. Smaller than infantry base
Don't know how basic plastic rhino(guess I find out on saturday with sister rhino which is old kit + upgrade sprue) or lord of skull since I haven't got either model and can't look sideway them.
As a rule of thumb just assume model doesn't block LOS. That's the safest option to get it correct.
This message was edited 5 times. Last update was at 2020/03/18 09:18:55
2024 painted/bought: 109/109
2020/03/18 23:35:23
Subject: how would you beat 3 iron hands lord of skulls with a disco / master of possesions + crown relic dp
yukishiro1 wrote: I think he was trying to say that there's a .01 or 0.001 mm gap under the track because the track isn't flat, there are raised portions that rest against the ground, so technically you can see through the recessed bits. But I think that's getting seriously into "that guy" territory.
Not under track. Between the tracks from front to back like in rhino.
That's just playing 8th ed like GW made it. Don't like it? Complain to GW. That's what I have did. If enough people demand better LOS rules maybe GW one day wakes up and does so.
Sideway it blocks better. Front to back less so. Rhino doesn't block from front to back even to grot.
edit: AT least fw deimos pattern rhino and the new exorcist don't block sideway either...Theres clear route through the bottom to other side. You would need to be super thin to not be visible. Smaller than infantry base
Don't know how basic plastic rhino(guess I find out on saturday with sister rhino which is old kit + upgrade sprue) or lord of skull since I haven't got either model and can't look sideway them.
As a rule of thumb just assume model doesn't block LOS. That's the safest option to get it correct.
But all you need is the tiniest bit of scatter/actual terrain in conjunction to the model and its pretty LOS blocking. Those things Thick..
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "