Serg Rush wrote:I'm not sure the sorcerer is going to do anything for you if your are bringing a cultist ball. Sorcerers need a job. I use them to buff termites. But if you want Belakor,
Id drop the sorcerer.
What exactly are you trying to do with your cultists? If you want them to hold points you might want to bring two 20 man squads instead of four ten man. I think your better off bringing a plague squad if you want to hold a forward objective.
Oblits. They need to bring
MoN or they are beggingg to be instagibbed. Also they aren't fearless. Your want to consider
VotLW. they run when one dies at leadership 8.
Bolter auto cannon predators are only going to help against hordes like nids and orks.
Also what are you trying to accomplish with your fortifications? I think for the amount of Heavy support your bringing a sky shield landing pad is the way to go. But I don't know what your trying to do with fortifications. Do you own a void shield? Fortifications like that aren't something people let you proxy. You either have it or you don't.
I think this list is good for big guns. But each heavy is a victory points so you would want the sky shield to protect them.
You may do well on purge just because of sheer fire power. This list does need some work.
1. The Sorcerer is for making the second force organization chart possible. It's cheap, has some survivability to it, and will sit on the bastion.
2. Cultists will start in reserves and come out after the smoke clears. I don't see the point in going to a tournament with overpriced troops when everyone and their sister is running around with deathstars that can erase even my plague marines. I've given up on the idea of troop choices in an edition where they mean less and less (i.e. super-heavies, deathstars, super-heavies, and deathstars).
3. The Obliterators have
MoN. They do not have
VOTLW because my list is Crimson Slaughter. If I drop the lord, then I would give them
VOTLW.
4. Predators I can drop, and probably will. I was looking for
MSU, and the predators make a nasty unit for 95 points. The type of unit that gets ignored until turn 4 or 5 at which time there isnt much left that can kill it. I'll use the points for more troops and better fortifications.
5. The fortifications are for more unit saturation. Effectively, the help with the overall theme of
MSU with ability to take out heavy supports, monstrous creatures, and deep strikers, and flyers. The Quad Las Sentry guns are pretty nice, when you figure they are armor 14, impassible, and give you about 2 55% chances of hitting with las (all for 75 points). People will ignore them for something better, and regret it later on.
6. Im not trying to proxy. You can put a void shield on the Bastion. Actually, you can put two. I am thinking that putting one or two shields on the bastion will discourage people from prioritizing my quadgun (which a lot of people do).
The Overall goal of my list is to saturate the board with long range, hard hitting weaponry. I want every target to be of similar value, and ability, so that there really isn't any way to change the way my army plays. I see a lot of death star players, and we are seeing a lot of super-heavies in my meta. I figure with this set up that there is little or no way to cripple me in the first turn or two. If the dice are decent, I can put a pretty big dent in anyone who spent too many points on some large unit.