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D1: Unending Host
HQ: 70pts
Command squad, Arch demagogue(warlord), master of the horde, meltabomb
Troops: 840pts
Infantry platoon 1,2&3
[Platoon comand squad, militia training, 16 men with pistols and ccw, 2 hwt autocannons (pistol and ccw)
infantry squad A, militia training, 16 men with pistols and ccw, 2 hwt autocannons (pistol and ccw)
Infantry squad B, militia training, 16 men with pistols and ccw, 2 hwt autocannons (pistol and ccw)]
Mutant rabbles, 10 men
D2: The Purge
HQ:45pts
Renegade command squad
Elites: 330pts
6x3 Spawns
heavy:280pts
4x3 rapier laser destroyers, militia training, single crew (not additional )
D3:Forsworn
LoW: 435pts
Renegade Knight, 2 Avenger Gattling Cannon
Tactics: Start the Knight and spawns in reserves to force oppoento shoot and kill the infantry platoons squads. Set the gunline not at 12" of deployment. Set it closer so they run off the board. I been fighting pesky turn 1 deepstrike armies that melt my knight turn 1 and it is very upsetting to see.
Give the opponent 1st blood and any Tactical Objectives concerning moral checks and killing units. It wont matter if I can table them.
Bubble wrap the Knight with the spawns or infantry turn 2 to push turn 2 deepstrike out of melta and fusion range (the half) to deny armorbane.
Spawns walking in groups of 3 maybe a big disadvantage. If i can start off with them in a completely LoS blocking terrain then that is what I would do. I want them all to run down one side of the map and tie stuff up. For the longest time I have tried msu spread out to hit multiple units but they die easy with no armor.
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