cmac wrote:Oh cool, I read it that he couldn't make it down. World's a small place really. How did the game go? Our boy is a pretty handy painter and has been doing well in the LGS tournaments recently. Firstly with a Shrike list, then the GK purifiers.
The wraiths and scarbs give me no problems in the MTO list, but the command barges can be a problem if the dice are hot on cover saves, these little puppies can single handedly wreck my army.. With 1 lance I calculate a 6%/11%=17% chance of exploding or destroying the barge. This means I need to devote 6 lance shots for 1 barge. Add the second barge and its getting tight with the Doom Scythes which can also single handedly wreck 1/3 of my air fleet. It could be a close game.
I'll be posting the batrep next week. I took a break from my MTO crons to try out new things, including Nemesor Zandrehk and Vargard Obyron, some tomb blades and immortals. Honestly, I didn't know what he was bringing and when I saw his army, I thought I might be in a little bit of trouble. It turned out to be a very good fight, but I won't spoil the ending.
And yeah, I'll be showcasing his very nicely painted models.
I would love to go up against
DE with either my crons or even my grey knights. I just missed them at the Ard Boyz. It would be a fun and challenging match.
bagtagger wrote: That's because Matt Ward went way overboard with the GK codex. Every codex is bad against GKs even GKs, there's just no balance anywhere in that codex and honestly it's not fun to play against Draigo wing at all. Especially, like you said, when some of the older codexs like CSM and Orks which are still competetive against all the other codexs, have no chance (or little to no chance) of beating GKs.
Here's some interesting info. I went up against grey knights twice at the Ard Boyz Semi-finals, of which one was another Crowe-Purifier mirror-match almost, and tabled both of them. So
GK's are actually good at beating
GK's. It all really depends on who gets the charge off.
But as for
CSM and Orks not being able to beat the
GK's, I think they can do it. It may be an uphill battle, but it isn't impossible. A lot of it though has to do with the skill of the general.
Leenus wrote:JY2 -
What are your thoughts on the usefulness of the the 2 doom scythes. They never seem to have a huge impact before they got shot down. I feel like you could have much the same AT effect with 2 annihilation barges + another 170 points of stuff, but you'd actually be a bit more durable.
I recognize the Doom scythes fill a role against AV14 and force armies to spread out, but do you think they've been worth it?
I don't think that they are for every necron list, but
IMO they work out well in my list. In other necron lists, they are an obvious target and will get taken out too quickly. In my list, they are actually "distraction" units....the real killers are the wraiths and the command barge lords. So they do take a lot of the heat off of my "real" threats. The main difference between the doom scythes and the annihilation barges (and I must admit that I haven't tried these out yet) is that the Doomscythes is an immediate threat that needs to be dealt with right away. Withe annihilation barges, the opponent can just focus on the wraiths and ignore the
AB's initially. Thus,
AB's actually make target priority easier for the opponent.
In my list, it's all about the alpha strike and pressure. While other units like
AB's are good, solid units, they just don't apply the same amount of pressure that the doom scythes do. But I encourage you to try them (the
AB's) out. Who knows, they may turn out better in the long run. I will certainly be trying them out in future games.
Automatically Appended Next Post: Zid wrote:Very true! Its all the dice! those Daemon Prince saves were a bit crazy
Though
DP's rolls were decent, it was really his troops that gave me the most trouble. If he hadn't made all those armor and
FNP saves for his plaguemarines, the game wouldn't have been as lopsided as it was.
Smurfy wrote:Not to speak for jy2 but the last thing this kind of list wants you to do as it's opponent is spread out. I saw Reece's IG bunch up and castle vs it in another BR and Doom Scythes love that (Even with Cover Saves, "Oh I hit 5 tanks instead of 1, thank you!") and assaulty choices (Can't say the Wraiths and Scarabs don't want to multi-charge a parking lot, now can I?)
I'd suggest the same (swapping out the Doom Scythes) , hell even dropping the numbers on the Wraiths to 4 each and Scarabs even to 5 (Because you can build their numbers with Spyders) would be a step in the right direction (IMO) to give this list more balance and be more TAC
There are certainly many different ways to tweak my list. But by doing so, you would also be changing how the army works at its core. The main strategy of my build is to maximize the amount of pressure on the opponent and as early as possible. Now changing it doesn't necessarily make it less competitive, it just makes it a different. I would actually encourage people to try different things. Most people have seen what my list can do. Who knows, by experimenting, someone may even come up with a better build, at least for their local meta.
Over 9000! wrote:the crons got lucky that the game ended on turn 5 it looked like Jy2 was out of units that can pack a real punch while the plague marines only lost a few units. I'm not convinced about doom scythes, Jy2 is a great player so they look alot better when he uses them but as the first turn shows you a few lascannons and boom there goes 175 points, they dont seem worth it for an ar 11 vehicle no matter how cool the guns are.
Doom scythes do tend to die early. That's because it is just such a huge threat to most people. Better make sure that when you are designing your list, that it should be able to still function when the doom scythes get taken down. If not, then maybe the doom scythes isn't right units for your list.
sudojoe wrote:Great bat rap! Came down to the wire like the best fights usually turn out to be!
Can't wait for more!
On the flip side, looking at the "leaked" rules for 6th edition, it suddenly made sense for halberds vs swords on GK. Extra attack for assault weapons also seems to be an extra bonus especially with all them power weapons. All the reactive shooting is going to hurt assaults but more mobility during survivability may be enough to counter that. We'll have to see how many units get that overwatch thing going on.
Getting into assault looks like it will be the hard part in 6th if you can survive all the shooting lol. Have to go over all the flyer rules but maybe more storm ravens and interceptors cause of the no assault flying things rules.
Don't know whether the rumours for 6th are true, but I wouldn't sweat it. We'll cross that bridge when it gets here.