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In the CSM box, I know that the icon that looks like an eye is the Icon of Vengeance, but what is the one that looks like the Chaos star? I'm looking for the Icon of Khorne.
Also, are there any special benefits that ranged weapon World Eaters get? I was thinking of creating an army that was mostly a gun line instead of melee, and use Chosen and bloodletters for melee.
ArcaneHorror wrote: In the CSM box, I know that the icon that looks like an eye is the Icon of Vengeance, but what is the one that looks like the Chaos star? I'm looking for the Icon of Khorne.
Also, are there any special benefits that ranged weapon World Eaters get? I was thinking of creating an army that was mostly a gun line instead of melee, and use Chosen and bloodletters for melee.
Sorry but it's stupid to use Chosen for melee when you have Berserker Marines that exist. Now if you want to do range stuff, a cheap Daemon HQ with the Crimson Crown or whatever helps your Daemon units get extra shots off on 6s to hit. Honestly that's really only Obliterators, Forgefiends, and their own Skullcannons.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
Slayer-Fan123 wrote: Alrighty so I've been theory crafting after some play testing. Here is a list I've done several iterations to, and obviously this is the latest. Let's begin shall we?
As you can see, this is very much a list all over the place. Disco Lords, Jump Lord, and Claw w/ loaded up Chosen + Arkos are deployed carefully in case of going second, with the Dark Apostle deployed next to it solely to cast Benediction to throw it up quickly at the enemy and get everyone up close and personal. Eventually Warp Talons act as a shield for Disco Lords (not often) or to hit those dumb Eldar Hemlocks (other various Flyers as well but Hemlocks earned my ire the most) and Terminator Lord will deploy as an attempt to get Slay The Warlord (which can be mathematically done against a variety of dudes after some slight weakening). Then there's the nice part that someone ain't gonna get Slay The Warlord. 7 Characters isn't some easy task or anything, with the usual expected outcome that the Dark Apostle is the last one standing as he's Alpharius after all this time.
My primary issue is getting CP to pull everything off. I get 11 to start with (thank ya, Arkos), spend 1 each on We Are Alpharius, one not-free Relic (which I want to get one more so to spend on Talisman for one of the Disco Lords), and then the Specialist Detachment + Field Commander. That's 7 left right there, which ain't much to use. What I WOULD like to do is somehow organize into two Battalions, as that would be starting 14. The tricky part is trying to make 120 points for those extra Cultists. One idea could be to lose the Dark Apostle and 3 Warp Talons, but Benediction stops T1 shenanigans from going off on the opponent's end. Another idea is to lose the Assault Claw entirely, and use Rhinos to carry the Chosen on T1. However, the Rhinos themselves would not contribute much outside absorbing shots that might hit the Disco Lords.
I'm open to ideas, but not terrible ones.
Why is your lord armed with the chainsword relic? You'd be much better served freeing up the points for even just something like a powerfist and using that relic elsewhere for something like hydras wail. Gets plus 2" to charge and is supporting warptalons, really feels like he needs a thunder hammer or something to handle whatever warp talons can't kill
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
Slayer-Fan123 wrote: Alrighty so I've been theory crafting after some play testing. Here is a list I've done several iterations to, and obviously this is the latest. Let's begin shall we?
As you can see, this is very much a list all over the place. Disco Lords, Jump Lord, and Claw w/ loaded up Chosen + Arkos are deployed carefully in case of going second, with the Dark Apostle deployed next to it solely to cast Benediction to throw it up quickly at the enemy and get everyone up close and personal. Eventually Warp Talons act as a shield for Disco Lords (not often) or to hit those dumb Eldar Hemlocks (other various Flyers as well but Hemlocks earned my ire the most) and Terminator Lord will deploy as an attempt to get Slay The Warlord (which can be mathematically done against a variety of dudes after some slight weakening). Then there's the nice part that someone ain't gonna get Slay The Warlord. 7 Characters isn't some easy task or anything, with the usual expected outcome that the Dark Apostle is the last one standing as he's Alpharius after all this time.
My primary issue is getting CP to pull everything off. I get 11 to start with (thank ya, Arkos), spend 1 each on We Are Alpharius, one not-free Relic (which I want to get one more so to spend on Talisman for one of the Disco Lords), and then the Specialist Detachment + Field Commander. That's 7 left right there, which ain't much to use. What I WOULD like to do is somehow organize into two Battalions, as that would be starting 14. The tricky part is trying to make 120 points for those extra Cultists. One idea could be to lose the Dark Apostle and 3 Warp Talons, but Benediction stops T1 shenanigans from going off on the opponent's end. Another idea is to lose the Assault Claw entirely, and use Rhinos to carry the Chosen on T1. However, the Rhinos themselves would not contribute much outside absorbing shots that might hit the Disco Lords.
I'm open to ideas, but not terrible ones.
Why is your lord armed with the chainsword relic? You'd be much better served freeing up the points for even just something like a powerfist and using that relic elsewhere for something like hydras wail. Gets plus 2" to charge and is supporting warptalons, really feels like he needs a thunder hammer or something to handle whatever warp talons can't kill
Not gonna lie, I forgot Thunderhammers were available now. Excellent advice.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
I've been using that exact setup for him a ton. Give him the specialist wlt, thunder hammer, and maybe even the khornate icon to reroll charges, and he's an Excellent toolkit unit for dealing with problems. You'll get some good use out of him. Only problem is he's stuck with the 4+ invuln, but you could give him the drakescale plate of you'd rather he be more durable
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
Iron warriors Chaos lord with thunder hammer and insidium relic is a pretty tasty option. He's got 5 str 10 attacks, t5 and 6 wounds. With the 4++ he's about as tough as a daemon prince and does about as much damage as one with an axe, but can deepstrike, double fight with mark of khorne and still be effected by all the daemon buffs.
my bad, I meant the Talisman of burning blood. Sorry, still learning all the chaos stuff
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
The most interesting remark is about getting away from Oblits and their inherent Cultist tax. In the end they required too much CP and the Cultists accomplished too little. So after test drives it’s developing to something like a Nurgle Bat + AL Possessed Command + TS or WB Command. Maybe some reinforcement points as well.
Used 10 Night Lords Warptalons and 6 Alpha Legion Oblits in a local tournament yesterday. Went 3-0 but came 3rd on points. Played Raven Guard, Iron Hands and Chaos Knights. Learnt 2 things:
1) Night Lords Warptalons are able to get to almost anything they want. In one game I had them charge an iron hamds castle of 3 whirlwinds, 3 thunderfire cannons and 2 rapiers. I used both charge stratergems and tip of the claw to charge 4+ 3d6, which got them 19 inches of movement with pile ins. Killed a bunch of guners and tied the rest down for the rest of the game.
2) Alpha Legion Oblits and Conceal are made for each other it kept them alive for a long time one game I kept 5 alive till turn 6. And the more turns you get out of them the less the randomness matters.
small_gods wrote: Used 10 Night Lords Warptalons and 6 Alpha Legion Oblits in a local tournament yesterday. Went 3-0 but came 3rd on points. Played Raven Guard, Iron Hands and Chaos Knights. Learnt 2 things:
1) Night Lords Warptalons are able to get to almost anything they want. In one game I had them charge an iron hamds castle of 3 whirlwinds, 3 thunderfire cannons and 2 rapiers. I used both charge stratergems and tip of the claw to charge 4+ 3d6, which got them 19 inches of movement with pile ins. Killed a bunch of guners and tied the rest down for the rest of the game.
2) Alpha Legion Oblits and Conceal are made for each other it kept them alive for a long time one game I kept 5 alive till turn 6. And the more turns you get out of them the less the randomness matters.
What did you use as your conceal screen/objective holder? Also what are your screen clearing options to ensure your warptalons can hit their optimal target?
I expect night lord warptalons to be a staple toolbox unit in future chaos lists, they do very well against IF artillery nonsense and absolutely ruins Tau.
This message was edited 1 time. Last update was at 2020/01/06 21:18:33
small_gods wrote: Used 10 Night Lords Warptalons and 6 Alpha Legion Oblits in a local tournament yesterday. Went 3-0 but came 3rd on points. Played Raven Guard, Iron Hands and Chaos Knights. Learnt 2 things:
1) Night Lords Warptalons are able to get to almost anything they want. In one game I had them charge an iron hamds castle of 3 whirlwinds, 3 thunderfire cannons and 2 rapiers. I used both charge stratergems and tip of the claw to charge 4+ 3d6, which got them 19 inches of movement with pile ins. Killed a bunch of guners and tied the rest down for the rest of the game.
2) Alpha Legion Oblits and Conceal are made for each other it kept them alive for a long time one game I kept 5 alive till turn 6. And the more turns you get out of them the less the randomness matters.
What did you use as your conceal screen/objective holder? Also what are your screen clearing options to ensure your warptalons can hit their optimal target?
I expect night lord warptalons to be a staple toolbox unit in future chaos lists, they do very well against IF artillery nonsense and absolutely ruins Tau.
I had a unit of RCC havocks and 6 bikers to clear screen, most people ignore the bikes if I don't have the terrain to hide the havocks. Used warptime to help get them in range.
Had 90 cultists and the bikes to soak up damage for conceal. Had played with the idea of having a -4 to hit lord discordant but it was too many resources and moving parts.
Ive always been a fan of Chaos terminators. Now with the points increase to Obliterators dont chaos terminators full a similar role when all equiped with plas? They are about 60pts more but you get the benefit of not having to roll for damage or Str.
grouchoben wrote: Wasn't auspex scan a problem at all for your juicy talon blob, small_gods?
The Iron hands player only had 6CP he had 6 fliers and no troops so didn't spend the CP. I got Auspex Scanned vs Raven guard with some intercessors but they only killed 2, I could have used in midnight clad if it was something more scary than 5 intercessors. Would have to be careful vs agressors, maybe wait till t3 and hope oblits clear some room.
Automatically Appended Next Post:
Dr.Duck wrote: Ive always been a fan of Chaos terminators. Now with the points increase to Obliterators dont chaos terminators full a similar role when all equiped with plas? They are about 60pts more but you get the benefit of not having to roll for damage or Str.
Oblits have gone down again but plas Terminators can still be handy. If you play night lords you can use prey on the weak to let them overchatge freely.
This message was edited 1 time. Last update was at 2020/01/06 23:13:16
small_gods wrote: Used 10 Night Lords Warptalons and 6 Alpha Legion Oblits in a local tournament yesterday. Went 3-0 but came 3rd on points. Played Raven Guard, Iron Hands and Chaos Knights. Learnt 2 things:
1) Night Lords Warptalons are able to get to almost anything they want. In one game I had them charge an iron hamds castle of 3 whirlwinds, 3 thunderfire cannons and 2 rapiers. I used both charge stratergems and tip of the claw to charge 4+ 3d6, which got them 19 inches of movement with pile ins. Killed a bunch of guners and tied the rest down for the rest of the game.
2) Alpha Legion Oblits and Conceal are made for each other it kept them alive for a long time one game I kept 5 alive till turn 6. And the more turns you get out of them the less the randomness matters.
What did you use as your conceal screen/objective holder? Also what are your screen clearing options to ensure your warptalons can hit their optimal target?
I expect night lord warptalons to be a staple toolbox unit in future chaos lists, they do very well against IF artillery nonsense and absolutely ruins Tau.
I had a unit of RCC havocks and 6 bikers to clear screen, most people ignore the bikes if I don't have the terrain to hide the havocks. Used warptime to help get them in range.
Had 90 cultists and the bikes to soak up damage for conceal. Had played with the idea of having a -4 to hit lord discordant but it was too many resources and moving parts.
Chaos Lord with Jump Pack [6 PL, 103pts]: Claws of the Black Hunt, 2x Lightning Claw, Mark of Slaanesh, The Tip of the Claw
Sorcerer [6 PL, 88pts]: Bolt pistol, Force stave, Mark of Tzeentch
+ Troops +
Chaos Cultists [3 PL, 40pts]: Mark of Khorne
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Cultist Champion: Brutal assault weapon and Autopistol
Chaos Cultists [3 PL, 40pts]: Mark of Khorne
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Cultist Champion: Brutal assault weapon and Autopistol
Chaos Cultists [3 PL, 40pts]: Mark of Khorne
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Cultist Champion: Brutal assault weapon and Autopistol
+ Fast Attack +
Warp Talons [12 PL, 190pts]: Mark of Khorne
. 9x Warp Talon: 9x Lightning Claw (pair)
. Warp Talon Champion: Lightning Claw (pair)
++ Total: [127 PL, 14CP, 1,997pts] ++
How do you use conceal with 2 units of Oblits? Deep strike one in on turn 2 ? Because you can only use conceal on one, and then they can just shoot the other unit of Oblits instead right?
small_gods wrote: Used 10 Night Lords Warptalons and 6 Alpha Legion Oblits in a local tournament yesterday. Went 3-0 but came 3rd on points. Played Raven Guard, Iron Hands and Chaos Knights. Learnt 2 things:
1) Night Lords Warptalons are able to get to almost anything they want. In one game I had them charge an iron hamds castle of 3 whirlwinds, 3 thunderfire cannons and 2 rapiers. I used both charge stratergems and tip of the claw to charge 4+ 3d6, which got them 19 inches of movement with pile ins. Killed a bunch of guners and tied the rest down for the rest of the game.
2) Alpha Legion Oblits and Conceal are made for each other it kept them alive for a long time one game I kept 5 alive till turn 6. And the more turns you get out of them the less the randomness matters.
What did you use as your conceal screen/objective holder? Also what are your screen clearing options to ensure your warptalons can hit their optimal target?
I expect night lord warptalons to be a staple toolbox unit in future chaos lists, they do very well against IF artillery nonsense and absolutely ruins Tau.
I had a unit of RCC havocks and 6 bikers to clear screen, most people ignore the bikes if I don't have the terrain to hide the havocks. Used warptime to help get them in range.
Had 90 cultists and the bikes to soak up damage for conceal. Had played with the idea of having a -4 to hit lord discordant but it was too many resources and moving parts.
Chaos Lord with Jump Pack [6 PL, 103pts]: Claws of the Black Hunt, 2x Lightning Claw, Mark of Slaanesh, The Tip of the Claw
Sorcerer [6 PL, 88pts]: Bolt pistol, Force stave, Mark of Tzeentch
+ Troops +
Chaos Cultists [3 PL, 40pts]: Mark of Khorne
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Cultist Champion: Brutal assault weapon and Autopistol
Chaos Cultists [3 PL, 40pts]: Mark of Khorne
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Cultist Champion: Brutal assault weapon and Autopistol
Chaos Cultists [3 PL, 40pts]: Mark of Khorne
. 9x Chaos Cultist w/ autopistol and brutal assault weapon
. Cultist Champion: Brutal assault weapon and Autopistol
+ Fast Attack +
Warp Talons [12 PL, 190pts]: Mark of Khorne
. 9x Warp Talon: 9x Lightning Claw (pair)
. Warp Talon Champion: Lightning Claw (pair)
++ Total: [127 PL, 14CP, 1,997pts] ++
How do you use conceal with 2 units of Oblits? Deep strike one in on turn 2 ? Because you can only use conceal on one, and then they can just shoot the other unit of Oblits instead right?
Yes that's right, but Oblits work best when you stack the buffs on a full unit. So one gets shot at but it leaves you with a second full unit for prescience/warpste plea, VotLW and EC. And you just rinse and repeat turn 3 and 4. If you play ITC it's also sometimes possible to block off most of the shooting from the non convealed unit by dropping them one side of a ruin where they kill the big threats that can see them and only have to take a bit of punishment whilst the concealed unit is safe because of the strat.
I've tried splitting up the deepstriking before but tbh I'd rather have the shock and awe of everything hitting at once.
Surprised they ruled Red Butcher characters are a go without the right keyword. Has anyone had any luck using them or do they suffer the same fate as most immobile melee threats?
BlaxicanX wrote: A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.
Eldarain wrote: Surprised they ruled Red Butcher characters are a go without the right keyword. Has anyone had any luck using them or do they suffer the same fate as most immobile melee threats?
A red butcher termie lord with gorefather can pretty easily deepstrike in and take out anything it fights. They've got a 76% chance of taking out an imperial knight in one fight (probably raises to near guaranteed with a third round of fighting via the khorne mark stratagem).
Eldarain wrote: Surprised they ruled Red Butcher characters are a go without the right keyword. Has anyone had any luck using them or do they suffer the same fate as most immobile melee threats?
A red butcher termie lord with gorefather can pretty easily deepstrike in and take out anything it fights. They've got a 76% chance of taking out an imperial knight in one fight (probably raises to near guaranteed with a third round of fighting via the khorne mark stratagem).
Screens aside are there any options to make that charge likely? Only seeing the new Warlord Trait for +1
BlaxicanX wrote: A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.
Working on a list to build towards as I get back into 40k, Ive taken alot of what ive read in this thread and others and combined what Ive really liked. List currently sits at 1783 minus 2 ALHQs.
Iron Warriors Battalion
Lord Discordant
Lord Discordant
Master of Possession: Stoic Advance, Cursed Earth, Infernal Power
10 Cultists
10 Cultists
10 Cultists
VenomCrawler
VenomCrawler
VenomCrawler
Night Lords Patrol
Daemon Prince Wings Talons WarpTime/Diabolic Strength (maybe both?)
10 Warp Talons
10 Cultists
I think any of the remaining points go towards buffing the Terminators, just unsure if to go with a Sorc with Prescience or PrayBot with Warpsight. Guess I could also get -1 to hit with PrayBot but Sorc also gives access to DHex etc.
Iron Warriors is just DiscoLords and SpiderStar. If I can keep the MoP alive Crawlers hit on 3+ and have a 4++, I just realized that Stoic advance is useless here so I guess ill drop it .
Warp Talons seem cool now and ive been hearing good things from the peeps on this forum. DP is just here cause I wanted another blender lord, Very similar to the Word Bearers DP, NLDP with intoxicating Elixir and Diabolic Strength has 10 S9 -2 D2 attacks.
Any tips for the remaining HQs would be welcome. Or any cuts or adds. Thanks in advance
This message was edited 1 time. Last update was at 2020/01/07 09:03:51
If you run 10 combiplas termis you need a JP or termi sorcerer with prescience. A JP lord/termi lord is useful for re-rolling 1s. With headhunter/vipers bite the lord can act as sniper.
I find that 10 combi plasma termis really work well with NL. For one you in midnight clad them. And the have +1 to hit modifiers coming out the wazoo. Prescience, from the night, prey on the weak and icon of excess. They DTTFE on a 2+ and can fire both profiles of the combi on a +2 with safe plasma.
Here is a list i am working on that has gone 4 wins and 1 loss
Night lords airwing
3x baledrake
Night lords battalion
1x claws of the black hunt khorne jump lord
1x nurgle powerfist and combi melta jump lord
3x cultists
1x 10 khorne warptalons
1x 10 combiplas termies with chainaxes, slaanesh with icon
Alpha legion battalion
1x daemon prince wings, nurgle
1x jump sorcerer, slaanesh
Dr.Duck wrote: Working on a list to build towards as I get back into 40k, Ive taken alot of what ive read in this thread and others and combined what Ive really liked. List currently sits at 1783 minus 2 ALHQs.
Probably the best way to reorg your list would be IW Bat (Discos, MoP, Cultists, Crawlers), NL Patrol (DP, Cult, Talons + Termies), AL Bat (2x Sorcerers, 3x CSM). Throw a few Autocannons onto the CSM, an Icon onto the Termies, done.
IW Oblits might be a stronger choice though, since they benefit from the MoP’s abilities. 2x IW Bat (2x Discos, Prince, MoP, 3x Cult, 3x CSM, 3x Crawlers, 3x Oblits) and a NL Outrider (Smash Lord, 10x WT, 2x Spawn) would give you 14CP total and leave enough RP to summon an Epitome. And as nice as AL stratagems are, in your list, the Epitome is probably more useful alongside the Daemon Engines.
This message was edited 1 time. Last update was at 2020/01/07 23:45:21
clockworkchris9 wrote: I find that 10 combi plasma termis really work well with NL. For one you in midnight clad them. And the have +1 to hit modifiers coming out the wazoo. Prescience, from the night, prey on the weak and icon of excess. They DTTFE on a 2+ and can fire both profiles of the combi on a +2 with safe plasma.
Here is a list i am working on that has gone 4 wins and 1 loss
Night lords airwing
3x baledrake
Night lords battalion
1x claws of the black hunt khorne jump lord
1x nurgle powerfist and combi melta jump lord
3x cultists
1x 10 khorne warptalons
1x 10 combiplas termies with chainaxes, slaanesh with icon
Alpha legion battalion
1x daemon prince wings, nurgle
1x jump sorcerer, slaanesh
clockworkchris9 wrote: I find that 10 combi plasma termis really work well with NL. For one you in midnight clad them. And the have +1 to hit modifiers coming out the wazoo. Prescience, from the night, prey on the weak and icon of excess. They DTTFE on a 2+ and can fire both profiles of the combi on a +2 with safe plasma.
Here is a list i am working on that has gone 4 wins and 1 loss
Night lords airwing
3x baledrake
Night lords battalion
1x claws of the black hunt khorne jump lord
1x nurgle powerfist and combi melta jump lord
3x cultists
1x 10 khorne warptalons
1x 10 combiplas termies with chainaxes, slaanesh with icon
Alpha legion battalion
1x daemon prince wings, nurgle
1x jump sorcerer, slaanesh
3x cultists
1x leviathan dread 2x butcher array
I like this as a fluffy and good list.
What armies did you fight? What format?
All games were ITC format.
The first game was my loss and had my ass handed to me but wasn't tabled. Opponent had the following:
Game 1: IMPERIAL FISTS
1 captain
1 chapter master
3 rapiers with quad mortars
3 redemptor dreads
1x max intercessors with stalker bolt rifles
5x max squads of autobolt rifles intercessors and a powerfist
I forgot to pop vox scream on the chapter master and got auspex scanned my warptalon bomb. Leviathan was deleting a squad a turn practically, but imperial fist were hurtin my vehicules bad. Overall my fault on thw most part it was my forst game piloting the list and got overexcited.
Game 2: Imperial knights
1 knight crusader
1 knight gallant
Loyal 32
And like 6 to 8 armigers with the melta lance
Hid the leviathan out of LOS and he got forst turn, however i seized the initiative, i had popped AL warlord trait for one cp on my daemon prince so I redeployed 2 cultist squad and the leviathanto have line of site, he put de advance boost warlord trait on an armiger so i nuked it turn one with thw leviathan, while the triple baledrakes flamed and tied up 4 armigers leaving ths others incapable of moving because of terrain. Heldrakes are not aircraft so I move blocked him from falling back through my base. Turn 2 leviathan dropped to half life the crusader while the termies insta killed the gallant at range (precience, prey on the weak, endless cacophony and vets of the long war. Then charged the termies into the crusader and vets of the long war again with prey on the weak so dttfe was going off on a 3+. Both knights died during turn two. Warptalon and smashlord took care of armigers and game was over. Shout out to sabotaged armory for exploding an armiger and causing a ton of damage around him.
Game 3: necrons
Max squad of heavy destroyers
Varguard obyron + imotek+ cryptek and lord
3x scarabs
Max squad of lychguard
3 doomsday arks
3x min immortals
1xdeathmarks
Did the same redeploy trick with the levi and culstist but got first turn. Leviathan wrecked 1 doomsday arc by himself, tripdrake finished another one. Leviathan all game was rocking a -2 to hit. Turn 2 he wasted 2 drakes, terminators and sole surviving drake demolished the heavy destroyer at range, and in melee the warptalons fought twice and kille 1 immortal squad the deathmarks and a necron lord. Turn 3 he killed the warptalon with the lych guard and terminaotrs and lychguards mutually offed each other. Game finished when the leviathan killed the remaining doomsday arc
Game 4: iyanden eldar
Wraithknight with gun and board
2 wave serpents
Max 20 man squad of troops with platforms
2x pathfinders
Dark reapers
Warlock+farseer+autarch
Wraithblades
Wraithguard with flamers
I went second and lost 1 heldrake turn 1, he put into deepstrike the 20 man squad. My turn i nuked the dark reapers and a squad of pathfinders that were gonna nerf my deepstrikes and droped a wave serpent to half health. Turn 2 second heldrake dies, i destroy one of the wave serpents and claw lord kills the wraithguard by himself. Terminators nuke the wraithknight wirh thw wombo combo, warp talon missed the charge. Turn three wraithblade destroy the warp talons, but twrmies manage to kill second wave serpent and almost all wraith blades. Leviathan at that point was tied in melee with the 20 man troop squad because i misused my cp, could have 12" denied deepstrike, shot at them or fallback and shoot with the levi.
What can be done to protect an IW KLOS when you dont get first turn ? There is dour duty to reduce AP by 1, and the 6+ FNP from another strat. Then the DA with benediction of darkness for -1 to hit. Prepared positions for 2CP. Anything else ?
This message was edited 1 time. Last update was at 2020/01/08 20:49:54
Very nice summary, too bad about the Vox Scan error but SM will still be a difficult matchup.
I wonder if the Flayer sword wouldn’t be a bad choice in these kinds of mass Intercessor matchups? Kill 4 models with the Lord and they’ll be testing at -9, and of course that gets worse with every model lost in the preceding phases.
Automatically Appended Next Post:
p5freak wrote: What can be done to protect an IW KLOS when you dont get first turn ? There is dour duty to reduce AP by 1, and the 6+ FNP from another strat. Then the DA with benediction of darkness for -1 to hit. Prepared positions for 2CP. Anything else ?