Son of aY3ti wrote:This list looks like a lot of fun in a grab objective game, but for relic i feel like you are going to have a lot of issues.
Thanks!
My take on that issue was to delay going for the relic until I've cleaned up a bit.
I do not know what sort of an army my opponent will bring, it could be a battle demi-company, a skyhammer annhiliation force, or even a simple
CAD.
But the idea was to destroy a good portion of his units while trying to keep my cultists in reserve/hidden for as long as possible and then make a run for the relic starting at around turn 4 or so. By that time, hopefully, my drake will have taken care of at least a few small
MSU squads with its baleflamer and my two sort-of-deathstars will have cleared anything of his that was going for the relic. The bikers are back-up to fit either purpose (relic capture, fire support, close combat).
I agree, I might regret not having something in the lines of a Plague Marine squad when I'm trying to hold on to the Relic.
But Invisibility or Endurance buffed Nurgle Spawns are incredibly difficult to get rid of when it comes to a question of durability.
Do you have any suggestions?