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		<title><![CDATA[Latest posts for the thread "[1850] - White Scars, AM, & Inquisition - Tourney list needs help tweaking"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[1850] - White Scars, AM, & Inquisition - Tourney list needs help tweaking"]]></description>
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				<title>[1850] - White Scars, AM, &amp; Inquisition - Tourney list needs help tweaking</title>
				<description><![CDATA[ <b>I've got 20 points left, and can free up more by dropping conscripts or plasma guns. What should I do with those points?</b><br /> <br /> White Scars gladius:<br /> <br />   Battle company:<br />     Korsarro Khan, moondrakkan (150)<br />     Chaplain with hunter's eye (110)<br />     Tactical squad, meltagun, combimelta, drop pod (90)<br />     Tactical squad, meltagun, combimelta, drop pod (90)<br />     Tactical squad, meltagun, combimelta, drop pod (90)<br />     Tactical squad, plasma gun, rhino (85)<br />     Tactical squad, plasma gun, rhino (85)<br />     Tactical squad, rhino (70)<br />     Attack bike, multimelta (50)<br />     Attack bike, multimelta (50)<br />     Devastator squad, grav cannon, rhino (105)<br />     Devastator squad, grav cannon, rhino (105)<br /> <br />   10th company task force auxiliary:<br />     Scout squad (bolters), land speeder storm (95)<br />     Scout squad (bolters), land speeder storm with multimelta (105)<br />     Scout squad (sniper rifles) (60)<br /> <br /> <br /> Astra Militarum allied detachment:<br /> <br />     Company command squad (60)<br />     Ministorum priest (25)<br />     Ministorum priest (25)<br />     Platoon command squad (30)<br />     Infantry squad (50)<br />     Infantry squad (50)<br />     Conscripts (49 models) (147)<br /> <br /> <br /> Inquisitorial detachment:<br /> <br />     Ordo xenos inquisitor, 3 servo skulls, rad grenades (49)<br />     Inquisitorial henchman warband: 2 acolytes, 1 psyker (18)<br />     Inquisitorial henchman warband: 2 acolytes, 1 psyker (18)<br />     Inquisitorial henchman warband: 2 acolytes, 1 psyker (18)<br /> <br /> <b>Tactics if things go right</b><br /> <br /> If I can, I try to hit hard and fast like this: Almost everything gets to scout thanks to Khan's rule, and that includes the conscripts, since Khan (and the ministorum priests and inquisitor) joins them. Most things scout up 12", but the tactical squad rhinos scout up only about 8". Turn 1, the tactical squads disembark forward, then the henchmen warbands embark from behind, then the rhinos move 6-12" further forward, so that the henchmen can unleash psychic shrieks. Thanks to the chaplain, one of the scouted grav cannons also has ignore cover. Pretty much my whole list gets to shoot effectively turn 1 if deployment is along the long sides of the table.<br /> <br /> Dirty tactical tricks:<br /> a) Hit something with grav to reduce its initiative to 1. Then hit it with the land speeders to blind it, reducing it to <span class="glossaryitem" onmouseover='gp(149);'>WS</span> & <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1.<br /> b) Keeping Khan in the middle of things means squads of popped or shaken rhinos will almost never be forced to snap fire.<br /> c) Prescience on first rank fire second rank fire conscripts can rip through invisibility on most units.<br /> d) Against alpha-strike lists, I have about 80 bodies of bubble-wrap.<br /> e) The list pretends to be a short range shooting list, but it's also a good assault list against a lot of things. If something comes close, assault with the blob! Khan hides behind the first rank but can move 12", giving it a wider than expected charge radius. As many as 100 attacks rerolling to hit and often to wound when the opponent is at -1 to Toughness is pretty badass, but if they survive, hitting and running the next turn into their backfield with a huge blob is even better.<br /> f) If the blob charges, it can kill most or all of an iron hands (3++ storm shields with 3+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>) bike command squad while the chapter master is locked in a challenge with Khan. And since the blob has hit-and-run, it gets to charge a lot.<br /> <br /> <b>Tactics if things go wrong</b><br /> <br /> a) Outlive and hold the objectiives. I recently played a tourney game where I outlasted a Tau riptide army without killing a single opponent model unit and won on objective markers. It works better if you can take out the key anti-horde unis early with the drop pods.]]></description>
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				<pubDate><![CDATA[Tue, 1 Nov 2016 23:15:12]]> GMT</pubDate>
				<author><![CDATA[ Celerior]]></author>
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				<title>[1850] - White Scars, AM, &amp; Inquisition - Tourney list needs help tweaking</title>
				<description><![CDATA[ No ironhands star is going to only be 3++ with 3+<span class="glossaryitem" onmouseover='gp(265);'>fnp</span>. You're conscript squad will be banging off the Chapter master so you're looking at 2+with 2+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>. 100 attacks rerolling hits of 4 is 75 hits. 75 hits rerolling wounds of 5+ (i'll float you furious charge) Is somthing like 40ish wounds. We'll call it 42 just to make the math a little easier. So against the chapter master(who you will not be able to challenge out.) you will do 1.333333 wounds with zealot AND successful warhymns and at full strength 50+ guys and he can <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> wounds back so you'll be lucky to stick 1 per turn(TURN) and that's if he runs that star with 0 psychic support.]]></description>
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				<pubDate><![CDATA[Wed, 2 Nov 2016 00:38:50]]> GMT</pubDate>
				<author><![CDATA[ ERJAK]]></author>
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				<title>[1850] - White Scars, AM, &amp; Inquisition - Tourney list needs help tweaking</title>
				<description><![CDATA[ You're saying the chapter master will refuse Khan's challenge, so that my conscripts will be hitting him. Or that he'll have a secondary character, hopefully with a 2+ save, that he'll use to engage Khan. In that case, I'd hit and run out, and charge just the blob plus a priest back in to tarpit.<br /> <br /> My problem is that I'd like to get some long range weaponry on the guardsmen who aren't scouting.<br /> I was thinking a master of ordnance and some autocannons, to distract enemy firepower from my forward troops. Infinite range would be handy when deployment is hammer and anvil.<br /> Should I drop a ministorum priest? He's worth 2 autocannons and a meltabomb...]]></description>
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				<pubDate><![CDATA[Wed, 2 Nov 2016 03:34:18]]> GMT</pubDate>
				<author><![CDATA[ Celerior]]></author>
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