#####Update#####
I have been tweaking my list and painting up a storm. I got a game in this weekend against some 3 Knights and some AM (win) and was ready to ditch the Talonmaster but on New Years Eve I rethought the approach. I think the issue was moving and advancing to keep up with bikes did not allow the Talonmasster to shoot (needs to have some damage output to be worth the price) The fix for me was to move Sammael to Sableclaw ( Kit bashed this model yesterday. I have decided Sammy is a pimp) and take him as my warlord. This does a few things.
Add 1 W to Sammy for 6Ws to 7Ws (Means he can take melta or lascannon to the face now)
Adds 2 inches of movement to Sammy (speeder is 16 with d6 advance while bike was 14 with 2d6 advance)
6 inch reroll charges and advances bubble (Sammy's Warlord trait)
Lost 1 CP and ability to regen command points on a 5+ (Azrael’s Warlord traits)
The idea is with Sammy, Talonmaster and Dark shroud follow the bikes (attack bikes and black knights) to provide buffs
Buffs = Rereoll hits, reroll wound rolls of 1, Reroll charge/advances and -1 to hit, ignore cover
Sammy is 16 inches + d6, Talon master is 16 + d6, Dark Shroud is 12 + d6 the bikes they are chasing are 14 + 6
Dark Shroud must advance every turn to keep up, plus it will get a 4++ which can help it stay alive. It’s only weapon is a heavy bolter so no loss of damage output.
Sammael and Talonmaster do not need to advance to keep up with bikes. 4 inches is differences in movement (so still within bubble) Sammy has a 4 ++ via Iron Halo (so no need to advance) and Talonmaster will get a -2 to hit against him (relic + dark shroud) if you could target him because he is a character. This allows both Speeders to shoot every turn. 24 assault cannon shots and 12 heavy bolters hitting on 3s and 4s because of movement but with “to hit” rerolls, “to wound” rerolls of 1s and ignoring cover. Can you say screen cleaner!
The other big change to the list is dropping two Typhoon ML/HB speeders for Deathwing Knights. I like the range and damage output of the speeders but survivability was going to be an issue. One lascannon could pop one at any time. I looked at all my choices and with the points reduction from Chapter approved Deathwing Knights are an even swap. I hope to use Sammael as a launch pad for them. My murder gang (Sammy, Talonmaster,Dark Shroud, Black Knights, Attack bikes) should be across the table and through any screening units on turn 2 . This allows for a good placement of Deathwing Knights and rerolls of charges (within 6 of Sammy). At least that is the plan.
I will get a couple games in this weekend and this is what I am thinking of taking.
Azreal
1 Talonmaster
1 X 5 Deathwing Knights
3 X 5 Scouta snipers + camo
10 Hellblasters
Sammael (w Sableclaw) Warlord
1 X 3Attack bikes (w Melta)
9 Black Knights
1 Dark Shroud
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