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Made in ca
Winged Kroot Vulture





So, I was thinking about this list at 1k points, but then looking into more shenanigans, I realized it is doable at 2k as well.

FireStorm Assault Force:

Jump Captain Hand Flamer/Power Fist (War-Tempered Artifice) / Vanguard Vets with Hand Flamers x10: 315pts (In Normal Deep Strike)
Suppressors x3: 85pts (In Normal Deep Strike)

Drop Pods x3: 210pts
Devastator Squad with Multi-Meltas x10: 200pts
Infernus Squad x10: 160pts
Hellblaster Squad x10: 230pts
(These 3 are in the Drop Pods)

Phobos Captain / Infiltrators x5: 180pts
Phobos Lt / Reivers with Pistol/CCW x10: 225pts
Kayvaan Shrike / Vanguard Vets with Hand Flamers x10: 310pts (Shrike gives them the Phobos Keyword)
(These 3 are put into Strategic Reserve with the Phobos Captain's Master of Deceit rule.)

Lieutenant with Combi-Weapon: 70pts

Total: 1995pts

Only the thematic Sole Survivor stays on the table to guard your homefield objective while reinforcements rain form this sky.

Would this be competitive, I very much doubt it, but I don't think it would be bad either. If there is one thing I've learned from playing Kroot, it's that setting the tempo of the game and being the one to pick all the engagements is a massive advantage. Yes you yield the advantage of being on the board to start, but if you go turn one, it's easy to touch each of the objectives with the massive base of the drop pods (which are OC 2 BTW) and put your 3 units in range to do some serious damage, then follow up turn 2 with twin activations of Immolation Protocols on your Vanguard Vets for some serious MW damage. If you're turn 2, you have the re-roll 1's to wound on a key objective you want to take and can still set the tempo for the engagement, if anything this might be the better outcome as they've probably spread out to cover their backline from your drop pods, you then engage in the center and they are then forced to either weaken their screen to fight back which lets you drop in more Deep Strikers, or take one one piecemeal which is to your advantage.

What do you all think of this list / strategy?

This message was edited 3 times. Last update was at 2024/06/19 14:30:56


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Made in us
Longtime Dakkanaut






Southern New Hampshire

The only real concern would be making sure you have space to deploy everything, especially if you go second. Your opponent could have two turns essentially unopposed to spread out as much as possible and limit your Deep Strike options.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Winged Kroot Vulture





 Manfred von Drakken wrote:
The only real concern would be making sure you have space to deploy everything, especially if you go second. Your opponent could have two turns essentially unopposed to spread out as much as possible and limit your Deep Strike options.


Drop Pods can Deep Strike turn 1, so at the very least, half the army is only waiting one turn. You'll usually end up fighting for the midfield objectives at this point, so your opponents turn then is a decision of keeping up their screen in the back, or supporting the front more since you'll have punched it pretty hard.

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