So the first step is to find something we can compare to and find out our own strengths, and how can we use that to defeat the big 4 armies. Eldar, Tau, Space Marines, and Demons. First what are we close to?
http://bloodofkittens.com/wp-content/uploads/2016/06/Frankie-Giampapa-1st-Overall-Scorched-Earth-GT-2016.pdf
This is a list that recently placed first for a space marine player. He has lots of rhinos and lots of gravitation guns. How he deals with with other armies is hits them with thing that just straight up ignore cover. He deals with D weapons by simply having too many low value targets that they all become high value and the d weapon can only kill one a turn. So it will probably try to kill his warlord, or shoot at his command squads. He deals with tau by drowning them in high strength ap1 shots, and he has a lot of objective takers. His weakness is he can't deal with air. So if a necron shows up with 6 croissant rolls on sticks, he will have a bad time.
So what is our strengths? We have cheaper power armor but we have toughness 3, but we have a 6+ invuln AND! we get a cooldown of preferred enemy on our troops. We can also have 3 special weapons for a 5 man squad. A combi a light and a heavy.
So lets look at efficiency. Obviously we dont have grav guns, but we can have heavy flamers on all of our troops. Our minimum size is now 5 and we can effectively have 3 special weapons a squad. BUT we are very short ranged. His units with 5 Marines a combi melta, a grav cannon and a rhino are 149 points.
We can take 5 sisters a combi-x a flamer/melta, and a heavy flamer in a immolater, for 150. We have 4 special weapons he has 2. But we are more susceptible we have toughness 3 he has toughness 4.
So we can effectively make as big of a tank wall as a marine player can being at a very similar point to efficiency per unit. We are less than his free-zorbacks but, we have no access to las,
plas or grav without a combined arms.
So what are we up against at tournaments?
Eldar:
http://bloodofkittens.com/wp-content/uploads/2016/02/Alex-Harrison-1st-Overall-LVO-2016.pdf
This is the list your hometown a**hole brings to the table. 30 warp spiders, a wraith knight, wind-riders as troops, and a d cannon with a warlock on a bike who's gotta go fast. and an inquisitor who's anti xenos because F you thats why.
So how do we deal with the wraith knight? Well we can have 9 immolators with various units so having a flood of targets means it will take him a while to take them out. He will probably pop our executioners from across the table. or if we put a celestine behind a defense line and make it our warlord, he will probably shoot her to bits and leave our tanks alone. We dont need to necessarily outgun it, but if we design our list around it we can do alright.
So what about the warp spiders? Well besides picking them up and trowing them across the room but still having them hop away from your hand while you miss horribly we have to look at what their weakness is. Combat. They are basic humans in power armor in combat. A unit of Seraphin with Saint celestine in them, they can be pretty powerful and smack them down to nothing before they hit and run away. "But wont they just get shot?" Now if you think to what I mentioned having the canoness behind the aegis with maybe a squad and making her our warlord, we make our opponent choose priorities, Celestine is tough and you have to wipe out the whole squad to get a kill point, to get slay the warlord might actually be better in their eyes. So it will help her take less fire. This is a fast hard hitting unit that can handle this. The issue with repentias for this job is they aren't fast enough to keep up with warp spiders without dying. In a vaccum repentias with a priest is better, but in the actual game, they will just get hop skip jumped and shot to pieces.
So what about the windriders? Well luckily we have a lot of templates, on everybody that just ignore cover. And we will want to be close to objectives with these templates, the only place that eldar wants to go. Theoretically we should organically deal with this threat because once they get close enough they just get toasted with some heavy flamers. Invisibility will be tough for us but if we can deal with the rest of his threats. having things with invisibility or fortune can just swing to our favor.
So the eldar matchup will be slightly in the eldar favor. We have ways we can deal with them, but overall eldar is just a very strong list. But given the right circumstances we can pull a win.
What about some marines?
This is the match up that will be even. We are almost effectively mirroring their set up with our current go, but marines can ground pound better than us, if we tech in some fliers, maybe the forgeworld one, or take a marine detatchment and add in a talon, we might stand a chance because as I said he has a hard time dealing with air efficiently. grav guns will rip us a new one on the ground, but if we can get in there and just kill them all, we might be able to pull it out of our asses.
Space marines: Even
Tau.
This is the one I think we may actually be at an advantage.
http://bloodofkittens.com/wp-content/uploads/2016/03/Jermey-Martino-1st-Overall-Omegacon-2016.pdf
This is a tau list. They run lots and lots of individual crisis suits so if you put a lot of fire into one, you can only kill one. They also run a lot of heavy long range fire, Two sky rays, two broad sides? A lot of our tanks are going down. Expect to be walking, and when we walk we get shot. And when we get shot we get tabled. Now we have a lot of
ap 1, we can also just have a lot of bullets in general. But the tau will out shoot us. This is where we rely on The Celestine squad to start taking down their back line. If a broad side is punching it can be shooting. Same thing with crisis suits. If we can get in combat we will suffer less casualties and luckily a lot of our weapons are assault. If we survive the first two turns with enough of a board to still be in it, I truly believe we can win. If we get ripped a new one and just cant stay behind cover, we're screwed. So if they get close enough, we can melt right through their armor, but if they stay at an arms length, we will just get gunned down, its important to be aggressive and risky against this army, otherwise you are just going to be waiting to die.
We hold a minor advantage.
Demons
Pray. Pray to any god who listens, douse your dice in holy water, make sure you kept your sisters in a church over night. Make sure you're wearing your shirt made of hair and have a rosaries and a cross because they will mess you up.
http://bloodofkittens.com/wp-content/uploads/2016/06/Tyler-deVries-Midwest-Conquest-1st-Place.pdf
What do we notice? Hard hitting artillery, lots and lots and lots of summoning, and really sticky objective takers with nurglings and zombies, Typically, long range wins out here. you just shoot the sorcerers, you shoot fate weaver, they die and its good, no more summoning, but unfortunately we have short range. Even our exorcist only has 48", A vindicare assassin can only pop one a turn, and they can produce more than we can kill. This is where I would like a lot of discussion out there for but I honestly don't have a clue in the world against this one. At our local store not too many play this style of demons luckily though, but once again this is how to build a list against your average tournament, as every local meta is different.
So overall with just our codex its hard to beat the top 4 armies. But what do we need to do it?
Lets say we take lots of immolators. this gives us additional short ranged special weaponry to take on more enemies. The only issue is they might be worth more victory points in the end, but we need to get our small units of sisters where they're going or they will just become puddles on the ground from most armies.
2 executors is almost a given, its a good unit. Its random, but when it hits it hits like a freight train, when it misses its a sad day.
We should take an aegis line. This makes up for our lack of anti air, and helps with keeping us a live. The combo I've grown to love is a canoness with 5 retributors with 4 heavy bolters. This gives us some range, and if we place it strategically some supportive fire on objectives. But they will take a lot of fire, trust me, so dont get your hopes up with this unit, its meant to soak.
5 woman sister squads seems to be the way to go. Keeping them small keeps our points down so we can take more. and that will make us naturally tankier as we have mass numbers. Its up to the points whether or not we want 3 or 2 special weapons. I truly believe the light and combi weapons are musts, the heavy flamer is up to discression. Remember its great at taking down the wind riders. Beyond that it could wind up being useless if we arent close enough which when the average range of the other armies is 24, a 9 inch template may not be favorable.
Command squads are good now too, you can get 4 special weapons, and if we're taking a canoness we can take this. Most likely in an immolator, Now whats great is you can make them tank hunters or deep fryers, its all based on the battle field. Dominion squads are similar. We get scout with the dominion squads, like the entire space marine army gets.
I really dislike the Celestian squad, Paying two points a model for one extra attack isnt worth it for what we're going for, cheap spam, If they could have multiple special weapons I could see it, but beyond that I am not a fan.
And then of course, Saint celestine and varying size retinue is a must. So lets say a list looks something like this,
HQ
Canoness (warlord) - 75
-Book of saint lucas
Saint Celestine - 135
Sororitas Command Squad x5 - 175
-5x combi melta or straight melta
- Immolator, Multi Melta
Troops
Battle Sisters x5 - 150
-1 combi-melta, 1 melta, 1 heavy flamer
-1 Immolator, Heavy bolter
Battle Sisters x5 - 150
-1 combi-melta, 1 melta, 1 heavy flamer
-1 Immolator, Heavy bolter
Battle Sisters x5 - 150
-1 combi-melta, 1 melta, 1 heavy flamer
-1 Immolator, Heavy bolter
Battle Sisters x5 - 150
-1 combi-melta, 1 melta, 1 heavy flamer
-1 Immolator, Heavy bolter
Battle Sisters x5 - 150
-1 combi-melta, 1 melta, 1 heavy flamer
-1 Immolator, Heavy bolter
Fast Attack
Seraphim 6x - 105
- Melta bombs, Two hand flamers
Dominion Squad 5x - 165
4x Meltagun
1 Immolator Melta
Heavy Support
Exorcist 125
Exorcist 125
Retributor squad x5 -100
-4 heavy bolters
Aegis defense line with quad gun - 100
Total. 1850
20 melta weapons
9 heavy bolters
7 flame templates.
Now I am not a perfect person this is meant to set a baseline for discussion, I would love thoughts, opinions and ideas I may have left out because i very well could be missing something in the codex. Thank you!