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To avoid burying the lede, the TL;DR is that I'm switching to Necrons. ----- Every game of 10th that I have played has been with Orks. I've managed to track every game since my third in the (excellent) Tabletop Battles app. You can see my stats below: As you can see, I've now played thirty games of 10th. And while I have a lot of thoughts about the edition in general, this post is about my experiences playing Orks, and my plans for the foreseeable future. Evolution of a List A quick rundown of how to win a game using the Leviathan mission deck: Ok, so scoring points and winning games with tactical secondaries is about putting units on objectives, surviving on those objectives until you can score, having units that can be in the right place at the right time and, of course, killing the enemy as needed. While you don't have to score the full 90 to win every time (just have to have more than your opponent, afterall), it's generally safer to have a plan on how to get the max. You can win the game by tabling the enemy, but you can also lose after tabling the enemy. You cannot lose by scoring the max number of points (though you can tie, hilariously enough), and you can max score without killing a single enemy unit (though that is so incredibly unlikely to occur). Over time, I learned these facts. I started early with Mozrog, pound-for-pound the best beatstick in the index, but I quickly grew so enamored with him that I had to add another Squigboss. I bought, assembled, and (barely) painted a unit of Flash Gitz, and converted a counts-as Kaptin Badrukk, after I played another Ork and saw how deadly that unit's shooting was (especially their overwatch, a tool I otherwise don't think Orks can make use of). I went from three trukks to four, then five, and eventually six, and I think if there wasn't a limit, I would have kept going. They are the right combination of fast, durable and cheap, and they consistently score me secondary objectives. And I've expanded my Squighog Boys unit from being mobile objective doers to being the primary hammer of my list. Some things haven't worked for me: Beastsnagga Boyz and the Beastboss. I've used this unit in the vast majority of my games, but I just can't help but feel like it doesn't do enough. Often, the best thing about it was the OC, which I can get cheaper from regular Boyz. The Beastboss has been especially disappointing, as he is so reliant on generating Devastating Wounds in order to do any damage, and even against vehicles, it's pretty easy to have a bad turn and not get enough 4+s. At least the Squigbosses are durable enough that when they whiff, they can be expected to stick around and get another shot at it. This is a recent drop for me, but I can't imagine I'll miss them. Nobz and the Warboss. I've gone back and forth on these guys, from running a full 10-man, to having none, to having two 5-mans (each with a warboss), and most recently, back to a full 10-man. The truth is, they are the best source Orks have for a large quantity of AP-2 attacks, something we sorely need. But they suffer from being too easy to kill; -1 to-be-wounded is nice and all, but 2W and no innate invulnerable save just make them too soft, and we can also slap a -1 to-be-wounded on any non-vehicle unit. This is a high-finesse unit and one I've been really trying to use well. Anything that shoots other than Flash Gitz. We just don't have enough support, our weapons are good enough, and we can't field enough of it to matter. In the end, this meant I've found the most success by making lists that focus on staying power over offensive burst; a few units can lay down the hurt, but the vast majority of the list isn't interested in killing the enemy as much as it's just trying to find points to score. And even those best, most deadly units, the Squigbosses and Squighog Boyz, are really about being ultra-durable and forcing the opponent to over-invest in killing them, lest they let my stuff get to them. That means it's very viable for me to keep my units on objectives but out of Line-of-Sight and force the enemy to over-commit to clear the objective. It's simple, it's effective, and frankly, it's a lot of fun. But, there's a problem. The Problem Sitting back on objectives and forgoing charging into the enemy isn't very Orky. There's room for kunnin' and I'm a Blood Axe at heart, but still, it will never feel right to go "my Squighog Boys are not going to move to charge that Dreadnought" and instead just score points by sitting there. But, that's what I'm often doing! And, again, I like it! Playing the game tactically and for the win is an enjoyable experience. It's just not what I signed up for when I selected the greenskins. There's a couple more: I cannot paint Orks fast enough to react to changing metas and my own preferences. I paint every detail on my Orks and use a lot of colors, and it just takes me forever, which isn't ideal when you want to quickly swap and add units. I hate the movement rules in the Charge and Fight phases. I just don't find it fun to do, and those phases being so key to my army's (meager) offensive output actively saps my enjoyment. So, what's the solution? The Solution Enter the Necrons. They have it all: Primarily a shooting army, so no need to perform charge/fight phase movement a dozen times per game. A quick paint scheme that I can bang out fast when my list needs to change. Similar overall strategy of holding objectives and just surviving the onslaught to score points. But most importantly; They play competitively like they are in the fluff. Currently, competitive Necrons are all about using "bricks" of either Warriors or Lychguard (or even one of each!), getting them on objectives in No Man's Land and just outlasting everything. They get killed and then just get back up, an implacable force that laughs at the puny weapons of the younger species of the galaxy. Their esoteric and arcane technologies allow them to make the laws of physics into tools for acts akin to magic, such as the teleportation of troops. And so on and on, fluff reflected on the tabletop in a manner that isn't just faithful, but is also good. It's for these reasons that I'll be switching to Necrons, a faction I didn't even consider at the beginning of the edition, as the name of this blog implies. In fact, other than painting the Indomitus set three years ago, and another five Immortals as a palette cleanser some time later, I never seriously thought about collecting the army, let alone playing them as my main faction. But then again, 10th is my edition of trying new things, so I should be less surprised. But for now, the Kharezt dynasty awakens, and marches to war.
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Record: 3-0 (WWW) Placing: #2 (out of 23) Summary In twenty years, I have never won three games in a day. While I missed first place by ten points (274 vs 264), this is still, easily, my best placing at a tournament, ever. A number of things broke my way and I won't deny being very, very lucky, but I also don't care. I'm over the moon. I went undefeated! But, for the sake of continuing to improve, here are those fortunate breaks: Terrain was very favorable. The TO was testing new terrain to play on the GW layouts, which resulted in tons of ruins that blocked LoS, but didn't greatly impede my units' movement. Two of my opponents were newer players. My list matched up into all three opponents very well. Overall, my dice were luckier than my opponents, and I went first in all three games. Game 1 Alex with Adepta Sororitas Sweeping Engagement. Chilling Rain, Priority Targets I believe this was Alex's third game in the edition, and he brought a list that he was hoping would be counter-meta. He said it was something like 140 models, and it was 100% infantry. His hope was that if everyone was tooled up for vehicles and monsters, they'd find themselves without adequate weapons to take out a horde of Sororitas. Fortunately for me, my anti-vehicle/monster stuff is a bonus, and my entire army punches into T3, W1, Sv3+ models very, very well. In addition, the six trukks and two Squigbosses present enough high toughness wounds that a Sisters army lacking in multi-meltas (0 retributors) couldn't adequately damage. I jumped out early, blocking movement onto objectives. He attempted to throw Celestine and her Zephyrim across the table, but a Flash Gitz Overwatch greatly blunted that unit, and in the end, I just ran away with the game. We didn't get to play all five turns, as typically happens with newer players, but the result was never really in question after T2 (I drew really, really bad objectives in T1). Result: 88-50, Win Opponent Finished: 0-3, 21st Game 2 Don with Death Guard Hammer and Anvil, Targets of Opportunity, Sites of Power Don is a very, very experienced player, well known for bringing crazy, unique lists. This one featured Mortarion, three defilers, three plagueburst crawlers, a predator, and three of the little trike things. I could see how this would be a problem for someone lacking in the tools to deal with it, but that is not my list. I have the bodies to flood OC on objectives, and I have the punch from Beast Snagga units to kill monsters and vehicles. This game saw my Flash Gitz get focused early, but both Squigbosses brought down Mortarion and then I just whittled the rest of the army away while scoring. The score was close as this is an easy mission rule to max secondary on, and my list gives up Bring It Down and Assassinate very easily, but I again had a big lead on primary that resulted in the win. Result: 84-74, Win Opponent Finished: 1-1, 17th Game 3 Tyler with Aeldari Search and Destroy, Chilling Rain, Take and Hold Tyler was another newer player, who like me was pleasantly surprised to be going into game 3 undefeated. He told me he tried to build his army to fight Knights, and had only one Fire Prism, an Avatar of Khaine, Fire Dragons in a Falcon, Rangers with their character, a Farseer imbedded in some guardians, a unit of D-Cannon Wraithguard, dire avengers in a wave serpent, some warp spiders, a nightspinner, and three of the ranger bikers. I again felt like this was a pretty good match-up, at least as far as I can get vs. Aeldari. Nothing too hard for my Beast Snaggas to kill, not much in the way of fast units to overwhelm objectives, and with the terrain, not enough shooting to just clear me out. The game went much as the others had. I raced into the middle of the board, weathered some light shooting, and mopped up anything that could threated me on the primary objective. I also drew better secondaries this game, which gave me my highest score of 10th so far (in games were my opponent didn't concede). The Avatar was a bit of a pain, killed my Beastboss on Squig and nearly taking Mozrog down, but in the end, I walked away with a dominating victory. Result: 92-56, Win Opponent Finished: 2-1, 10th List Analysis I made the decision to change my list on Friday. I hadn't really felt good about the Nobz unit; AP-2 and D2 aren't that great, and the unit isn't durable at all, even with the -1 to wound built in. They also felt slow, despite having Follow Me, Ladz and the ability to walk through ruin walls. Basically, they would get one big charge a game and then evaporate to the enemy response, and even that one big charge could be easily screened, or fail to make a sizeable enough dent if I couldn't get the whole unit to swing. So in came the Squighog boyz. By giving them the enhancement, I now had a very fast unit that while unable to move through walls, piled its attacks into fewer models with large, oblong bases that makes it easier to swing with each one. They don't have the AP, but between [LANCE] and the [ANTI-MONSTER/VEHICLE] keywords, as well as having more attacks at a better WS, I just felt like they would be more powerful offensively against most meaningful targets. Add in the fact that they are 3 wounds at Toughness 7 with a 5+++ Feel No Pain that I can then slap 'Ard as Nails onto, and they are waaaay more durable. With the points saved, I was able to replace the nobz with another unit of boyz. Downgrading the leaderless Beast Snagga Boyz into Boyz opened up the points for a sixth trukk. And I think it all worked well. I had so many units that could get on and do objectives, can easily screen large parts of the board, and finally have a few units I feel good about as offensive threats. My only disappointment is currently the footy Beastboss; he lives and dies on the charge turn to try and generate those [DEVASTATING WOUNDS], but even on a good turn, it doesn't seem do do much. And on any turn he doesn't charge, the whole unit feels like a wet noodle. I just sort of feel like the points might be better as more units, or maybe another Squigboss or something. I'll have to think on it.
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Location: Gamer's Guild in Tempe, AZ (website) Format: 3-game Rogue Trader Tournament No painting requirements; all players get the 10 points for battleforged Player placed terrain List: Comp v2.0 Beastboss Beastboss on Squigasaur (w/ Headwhoppa's Killchoppa) Kaptin Badrukk Mozrog Skragbad Warboss (w/ Follow Me, Ladz) 2x 10 Beast Snagga Boyz 10 Boyz 10 Flash Gitz 3x 11 Gretchin 10 Nobz 2x5 Storm Boyz 3 Squighog Boyz 5x Trukks Post: Trying something new. Going to do a post about my thoughts before the tournament, and then another after. I've played one game with this same exact list, which is an evolution on the list I've been playing in the local league and at an RTT two weeks ago. The general idea is what some people are calling "go wide", as in, I'm all over the board. It's a board presence list, where I'm prioritizing scoring victory points over slaying the enemy. I achieve this by having 6 units with an OC of 20+, and lots of speed thanks to the trukks, stormboyz, and unit of squighog boyz. Mozrog and the other squigboss are both my best vehicle killers as well as incredibly durable units that take work to put down. The Nobz are my best offensive threat in melee, with a maximum potential charge distance of 31" when coming out of a trukk on the WAAAGH!!! turn with the stratagem 'Ere We Go. The big evolution of this list from my earlier versions is dropping some more MSU choices for another trukk and the Flash Gitz/Badrukk bomb. I played another Ork player who ran the unit (in a Gargantuan Squiggoth) and it opened my eyes to how effective the unit is. They give me a strong target for Overwatch, thanks to [Sustained Hits 1] and Badrukk's full re-rolls. They are fairly soft, but at the same time, won't evaporate to incidental shooting. And they will bully minor, scoring units thanks to having Choppas and being Nobz. Things I'm concerned about: Eldar (cause they're just so powerful), Custodes (because Fights First is brutal to overcome for a melee faction), and GSC (who I have 0 experience against). I'm fairly confident against Knights of both kinds and Marines of both kinds.
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As a whole, I am not satisfied with the rules for 10th edition. I still don't want to go into a rant about why, but the TL;DR is that I'm less interested in this edition of the game I've been playing for 20 years then I have at any other edition launch. But I am still interested in putting my painted models on a table and rolling dice. So instead of trying to fit a square peg in a round hole, I figure that the healthiest thing to do is to approach my hobby from a different point of view. So, I'm thinking, why not go all in on Competitive 40k? The way I see it is that the streamlining efforts they've made this edition might have removed the theme and character of the wargame I enjoyed so much but maybe to the benefit of the actual gameplay. If I can be less invested into fielding the army I want to play, and instead focus on enjoying the game I get to play, maybe I'll be able to find a similar level of enjoyment. This is a long way of saying that instead of attending tournaments just to play, I'm going to try and win the games. Not that I didn't play to win before, but I've never been focused on achieving that result. Now I'm going to practice, tinker, optimize, and improve. I've never won a tournament, so that'll be a easy-to-define goal: win an RTT. But it also means attending more tournaments, including more GTs and Majors than I ever have. I also see some hobby benefits to this: I'm going to have to add new units to my collection at a greater rate, to keep up with shifting metas I'm going to have to paint faster, to get those new units on the table in a meaningful amount of time. I'm going to meet more people, play more armies, attend more events, and just be involved in the community more I'll be starting with my Orks. Not only is that collection bigger and more robust, but I just like their rules more than Sororitas, who seem a little disjointed. But as the edition goes on, I'll be open to switching factions, should codices/updates/metas dictate that I'd be better with the Sisters. Or even Necrons. I don't plan to FotM faction-hop, as I'm still a painter first, but I'll be open to other options. So, the current list I'm thinking of opening with is: Comp v1.1 (1995 points) Orks Strike Force (2000 points) Waaagh! Tribe CHARACTER Beastboss (80 points) • 1x Beast Snagga klaw 1x Beastchoppa 1x Shoota Beastboss on Squigosaur (185 points) • 1x Beastchoppa 1x Slugga 1x Squigosaur’s jaws • Enhancement: Headwoppa’s Killchoppa Mozrog Skragbad (195 points) • Warlord • 1x Big Chompa’s jaws 1x Gutrippa 1x Thump gun Warboss (95 points) • 1x Attack squig 1x Kombi-weapon 1x Power klaw 1x Twin slugga • Enhancement: Follow Me Ladz BATTLELINE Beast Snagga Boyz (105 points) • 1x Beast Snagga Nob • 1x Power snappa 1x Slugga • 9x Beast Snagga Boy • 9x Choppa 9x Slugga Beast Snagga Boyz (105 points) • 1x Beast Snagga Nob • 1x Power snappa 1x Slugga • 9x Beast Snagga Boy • 9x Choppa 9x Slugga Boyz (85 points) • 1x Boss Nob • 1x Power klaw 1x Slugga • 9x Boy • 8x Choppa 1x Close combat weapon 1x Rokkit launcha 8x Slugga DEDICATED TRANSPORT Trukk (50 points) • 1x Big shoota 1x Spiked wheels 1x Wreckin’ ball Trukk (50 points) • 1x Big shoota 1x Spiked wheels 1x Wreckin’ ball Trukk (50 points) • 1x Big shoota 1x Spiked wheels 1x Wreckin’ ball Trukk (50 points) • 1x Big shoota 1x Spiked wheels 1x Wreckin’ ball OTHER DATASHEETS Deffkoptas (115 points) • 3x Kopta rokkits 3x Slugga 3x Spinnin’ blades Deffkoptas (115 points) • 3x Kopta rokkits 3x Slugga 3x Spinnin’ blades Gretchin (45 points) • 1x Runtherd • 1x Grot-smacka 1x Slugga • 10x Gretchin • 10x Close combat weapon 10x Grot blasta Gretchin (45 points) • 1x Runtherd • 1x Grot-smacka 1x Slugga • 10x Gretchin • 10x Close combat weapon 10x Grot blasta Gretchin (45 points) • 1x Runtherd • 1x Grot-smacka 1x Slugga • 10x Gretchin • 10x Close combat weapon 10x Grot blasta Nobz (230 points) • 1x Boss Nob • 1x Power klaw 1x Slugga • 9x Nob • 9x Power klaw 9x Slugga Squighog Boyz (110 points) • 3x Saddlegit weapons 3x Squighog jaws and saddlegits 3x Stikka Squighog Boyz (110 points) • 3x Saddlegit weapons 3x Squighog jaws and saddlegits 3x Stikka Stormboyz (65 points) • 1x Boss Nob • 1x Power klaw 1x Slugga • 4x Stormboy • 4x Choppa 4x Slugga Stormboyz (65 points) • 1x Boss Nob • 1x Power klaw 1x Slugga • 4x Stormboy • 4x Choppa 4x Slugga The list largely focuses on scoring points over battering the opponent. The two beastbosees, Mozrog, and the Warboss with Nobz are certainly deadly units, but it'll mostly be about bullying the opponent off the primary for the first several turns and then trying to outlast them to the end. I've got a few games already lined up this week to start practicing the list with, with my first "event" being the local summer league starting in a couple of weeks. So expect lots of updates about this journey. Maybe I won't enjoy it, getting burned out on the relentless pursuit of improvement. But I have a feeling this is going to be huge for me, something I'll genuinely enjoy.
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Morning all. I'm one of the many long time admirers of Templars who has finally jumped in with new supplement. But now thanks to a Twitter poll I'm planning on taking my Templars to the 40k Grand Tournament at Warhammer World in February. Thought it would be fun idea to document my progress to hone my list and paint it in time. This will be the biggest competitive event I've ever attended so advice on list composition would be greatly appreciated. I'm not neccesarily out to win the whole thing but I'd like to win atleast a couple of my games. First job though is to get the 2021 grand tournament mission pack and study the missions so I can put together lists that can achieve the objectives. On the painting side I have a few units in progress so far, with these five assault terminators being the closest to being finished. Now time for me to get to work.
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With the new Armor of Contempt rule, and the shafting Custodes got, I'm looking into Dark Angels again as a competitive option. Transhuman terminators + AOC, promises to be good right? So without further ado, here's what I came up with, assume a competitive scene in mind. Bear in mind this is also fairly unconventional for a DA list, so please keep an open mind. Secondaries: Stubborn Defiance/Oaths of Moment, Stranglehold and a third one based on matchup, with RnD/Banner being the default third pick. How it plays: Everything starts on the board. Infiltrators on one point, the command squad on the other. Infiltrators score Stubborn Defiance if selected, and the Command Squad is a cheap objective grabber for the other point. Advance the terminators/bladeguard on the points, and use the captain/lieutenant/leviathan/plasceptors as a threat to deal with units threatening those objectives. If you selected Stubborn Defiance, use the Leviathan as a cheap way of deepstrike denial until the opponent has nothing in reserve, and proceed with the above plan. If the mission has 3 points in your home turf, use the inceptors as a point holder, preferably behind obscuring terrain. Otherwise, they go in deepstrike. Thought process behind this list: General thoughts: The Tyranids, Eldar, Space Marines and the Thousand Sons is what this list is mainly designed to deal with. The Deathwing units *should* deal with big bugs pretty well due to AoC/Transhuman and the Deathwing Super-Doctrine, as well as being durable and killy enough if I get a marine match-up. They also contest the objectives well (think stranglehold objective) due to the Ancient's super-obsec aura (and their native obsec), and other tools that make the units super-efficient at what they do. Similarly, this list deals with the MW's from the psychic phase pretty well - it has five sources of deny, and one auto-deny if I need it, as well as Lazarus 5+ FNP bubble against MW (which becomes a 4+ against him, and works on the Leviathan). On top of this, the Lieutenant has the reliquary that subtracts 1 from the psychic test, and on a 4+ on any failed test, the unit takes D3 mortal wounds, which when paired due to the melee potential this list has, should ensure anything gets whittled down quickly enough. There is also enough bolter fire (Deathwing Terminators) and plasma (Inceptors) in this list to deal with T3 units such as Eldar guardians or Tyranid small bugs. Then you have Lazarus, with his sword, fight twice, 5+ FNP and D4 swings against things with the Psyker keyword..which should be more prevaliant than before on the account of Tyranids, Eldar and the Thousand Sons. Now this list doesn't have any PSYKER units which means I can take Abhor the Witch if I need to, which suits the list's name perfectly! Unit inclusion thought process: I'm going to cover the units you typically wouldn't see in a DA list, the other ones are more or less staples in most competitive DA lists. Primaris Lieutenant: Due to the melee potential with the list, with the volume of attacks, this unit ensures units get that extra bit of efficiency out of them. He also is a character that can slap the anti-psychic reliquary on. Bladeguard Veteran Squad: Cheaper than Deathwing units, but cheaper and with more attacks. Plus, I had 5 painted up already, so wanted to include them in. There are also big synergies with the Ancient which are covered down later. Plasceptors: I couldn't find the points for Azrael and the typical hellblaster castle. With the AoC, the gravis +1 to save strat, and the fly keyword, I argue they are better than hellblasters anyway. Sadly there was no way I could give them an invuln, but you lose some and you win some I guess. Lazarus: Controversial pick, but there is a method to the madness. He's cheap, has a 5+ FNP aura against MW (which is rampant this edition), D4 against PSYKER units which you will be seeing, fighting twice ( with the old fight on death rule!) and decent volume of attacks for a Deathwing character. Think a better chaplain for less points. Bladeguard Ancient: Ah yes, the glue that makes this list work. Due to my inclusion of Bladeguard Veterans, he has an aura of +1 to hit for Bladeguard units. So now those bladeguard are extra efficient with the Lt, hit on 2's, and on a 4+ get back up. He's also Deathwing, giving me access to the -1 Damage to DEATHWING units banner, of which I have about 25 models of in this list with that keyword. Now because my belief that Rites of War is practically due to other factions have ready access to super obsec auras, I'd give him that ability as well, as well as making him a super ancient. That ensures that in the command phase, two DEATHWING units now hit on 2's in melee. Now on top of all the above synergies, that turns my durable units into killy units as well. DEATHWING units even before the AoC rule were a pain to shift, but now with all those synergies on top of that? Hoo boy. Then I'd slap the watched ability on top, for that extra spiciness and the ability to auto-deny a critical ability. And of course he has that option for units to get back up on a 4+, which is useful for plasceptors and things that get in melee, which we will definitely be in. Now normally, I would shell out the points for a Deathwing Ancient with same abilities, but because I have a Bladeguard presence, and not enough points, I'd have to settle for him. Not that I think he's a bad pick to begin with. Leviathan Dreadnought: Mainly for the rule of cool, but there is a more or less logical reason for this inclusion. Firstly, let's get the subjective biases out of the way - he's a cool model. There, that was mainly the reason why I included him. Secondly, with the general consensus arguing that Redemptors (a unit with a very very similar profile to the Leviathan) is a competitive choice, I wonder why not this. Now yes, he doesn't have the CORE keyword, but seeing how he's DEATHWING (through the Rites of Initiation), he can re-roll wounds against things with 8W/characters in the assault doctrine, while having a 2+, 5++, -1 to damage, and more importantly the SMOKESCREEN keyword. None of which the Redemptor has (except a worse save and -1 to damage). And on top of all this, you'd be including a librarian to babysit the castle you'd typically run if you run a Redemptor in any list. This saves you points and makes your eligible for Abhor the Witch secondary if you run into the psychic armies. The Redemptor has range on his plasma which is better, than the 18" on the Leviathan melta lance, but his intention was to always get into melee/screen units either in shooting/auspex scan. So here we are. Admittedly, I modelled my Leviathan with a Melta Lance (which I think is overpriced), and a grav-flux would be a better pick, for sure. Even running him with a drill isn't competitive, but this list could use another instance of a big threat like Lazarus/Lt/Plasceptors, so here we are. Plus if I ever do run into a Knight list or anything with the VEHICLE keyword (think Custodes Dreadnoughts), Dam 6 anyone with re-rolls to wound in the assault doctrine? He also has effectively 7 melta gun shots, which this list, outside of plasceptors lacks. The volkites on his chest is mainly a moot point, but the MW potential is nice, and I'm not convinced flamers are a better pick anyway. So this is the reason why he's in this list. There are better options for sure, not disputing that fact. At the very least, if all the above fails, then he's a big distraction to protect my other, more important units on the board. Now with all this synergy in mind, what do you think of the above list?
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Figured we could generate some discussion! ++ Battalion Detachment 0CP (Imperium – Adeptus Astartes – Raven Guard) [116 PL, 2,000pts, 7CP] ++ + Configuration [12CP] + **Chapter Selection**: Hungry for Battle, Raven Guard Successor, Whirlwind of Rage + Stratagems [-2CP] + Relics of the Chapter [-2CP]: 2x Number of Extra Relics [-2CP] + HQ [12 PL, 235pts, -2CP] + Primaris Chaplain on Bike [7 PL, 140pts, -1CP]: 1. Litany of Faith (Aura), 4. Mantra of Strength, Absolver Bolt Pistol, Benediction of Fury, Chapter Command: Master of Sanctity [1 PL, 25pts], Crozius arcanum, Frag & Krak grenades, Litany of Hate, Stratagem: Master of the Trifold Path [-1CP], Swift and Deadly, Twin Bolt rifle, Warlord, Wise Orator Primaris Librarian [5 PL, 95pts, -1CP]: 1) Veil of Time, 3) Null Zone (Aura), Bolt pistol, Force sword, Frag & Krak grenades, Master of Ambush, Stratagem: Hero of the Chapter [-1CP], The Armour Indomitus + Troops [15 PL, 295pts] + Incursor Squad [5 PL, 105pts] . 4x Incursor [84pts]: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades . Incursor Sergeant [21pts]: Bolt pistol, Frag & Krak grenades, Occulus bolt carbine, Paired combat blades Intercessor Squad [5 PL, 100pts]: Auto Bolt Rifle . 4x Intercessor [80pts]: 4x Bolt pistol, 4x Frag & Krak grenades . Intercessor Sergeant [20pts]: Astartes Chainsword, Bolt pistol, Frag & Krak grenades Tactical Squad [5 PL, 90pts] . 4x Space Marine [72pts]: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades . Space Marine Sergeant [18pts]: Astartes Chainsword, Boltgun, Frag & Krak grenades + Elites [85 PL, 1,360pts, -1CP] + Aggressor Squad [12 PL, 240pts]: 2x Flamestorm Gauntlets, 5x Aggressor [200pts], Aggressor Sergeant [40pts] Centurion Assault Squad [18 PL, 285pts] . Centurion [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer . Centurion [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer . Centurion [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer . Centurion [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer . Centurion Sergeant [65pts]: Centurion Assault Launchers, Siege drills . . Meltaguns [10pts]: 2x Meltagun [10pts] Centurion Assault Squad [18 PL, 285pts] . Centurion [65pts]: Centurion Assault Launchers, Siege drills . . Meltaguns [10pts]: 2x Meltagun [10pts] . Centurion [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer . Centurion [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer . Centurion [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer . Centurion Sergeant [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer Centurion Assault Squad [18 PL, 285pts] . Centurion [65pts]: Centurion Assault Launchers, Siege drills . . Meltaguns [10pts]: 2x Meltagun [10pts] . Centurion [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer . Centurion [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer . Centurion [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer . Centurion Sergeant [55pts]: Centurion Assault Launchers, Siege drills . . Flamers: 2x Flamer Primaris Apothecary [5 PL, 95pts, -1CP]: Absolver Bolt pistol, Artificer Armour, Chapter Command: Chief Apothecary [1 PL, 15pts], Frag & Krak grenades, Reductor Pistol, Selfless Healer, Stratagem: Hero of the Chapter [-1CP] Vanguard Veteran Squad [14 PL, 170pts]: Jump Pack [2 PL, 12pts] . Vanguard Veteran [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Vanguard Veteran [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Vanguard Veteran [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Vanguard Veteran [26pts]: Frag & Krak grenades, Lightning Claw [3pts], Storm shield [4pts] . Vanguard Veteran [23pts]: Astartes Chainsword, Frag & Krak grenades, Storm shield [4pts] . Vanguard Veteran Sergeant [31pts]: Frag & Krak grenades, Power fist [8pts], Storm shield [4pts] + Fast Attack [4 PL, 110pts] + Attack Bike Squad [2 PL, 55pts] . Attack Bike [2 PL, 55pts]: 2x Bolt pistol, 2x Frag & Krak grenades, Multi-melta [10pts], Twin boltgun Attack Bike Squad [2 PL, 55pts] . Attack Bike [2 PL, 55pts]: 2x Bolt pistol, 2x Frag & Krak grenades, Multi-melta [10pts], Twin boltgun ++ Total: [116 PL, 7CP, 2,000pts] ++ https://www.goonhammer.com/competitive-innovations-in-9th-lvno-winner-hobart-gt/ Rumors of Assault Centurion's deaths' were greatly exaggerated
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With the lockdown nearing its end in my part of the world I've been looking at playing a more competitive World Eaters list in the interest of participating in some tourneys, while still keeping a core of Berserkers. I've never participated in the competitive side of the hobby but with Faith and Fury I don't know that there has been a better time in a long time for a World Eater player to start. I've been doing some research and theorycrafting and I would like some input. First off, I see a lot of placing Chaos lists running three Arch Lord Discordants (though never in a Khorne / WE list). I tend to run two to three Maulerfiends and ALDs are at least as good at killing vehicles and very efficient at killing most other things as well. They also don't cost much more. So no brainer right? Drop the 'Fiends and buy two more ALDs to fill out a Supreme Command Detachment? In competitive play how reliant are ALD's on Magic? If you were to make a competitive as possible World Eaters list would you run ALDs? Would you run Daemon Engines at all? I've always run Berserkers and so long as I am playing CSM I will make room for them in my lists. I tend to run squads of eight in Rhinos with Powerfists and Chainaxes. In competitive Chaos lists when it comes to melee I see a lot of blobs; Possessed and Plaguebearers in particular. I also see a lot of MSUs of Warp Talons. I don't thing running Berserker bombs would be all that fun (running Possessed bombs doesn't look like fun). I could run MSUs of Berserkers in Rhinos for efficiency but I wonder how much work they can do after eating overwatch, on top of that I imagine it would be very hard for MSUs of Berserkers to hide from shooting by wrapping enemy units even with our new six inch consolidation. How would you run your Berserkers? Should I be concerned at all about being able to hide from shooting by wrapping enemy units? If you were to make a competitive as possible World Eaters list while still having it be a World Eaters list what would you include?
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Hey guys, I need the hive minds help. I’m fighting tau. The player is HIGHLY competitive. It’s 2000 pts and I’m fairly certain there will Be a yvarra and possibly 2-3 riptides with god knows how many shield drones. I was thinking of souping: Perhaps a cult of duplicity thousand sons detachment and field 20 risen rubrics in the midfield to double dakka with VotLW and hopefully wipe out those drones? 30 tzaangors to either dmc or deepstrike. Ahriman and dp for HQ + shaman. Then a batallion of emperors children to give access to: guaranteed charge warp talons supported by thunder hammer jump lord with reroll everything relic and jump sorc (maybe use combat elixir for more attacks) Deepstriking oblits backfield autocannon havocs supported by dark apostle. Well? I have a ridonkulously huge chaos collection so I can change my army to whatever as long as it’s chaos and not nurgle (euwww). What say you?
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I've got a game coming up against a reasonably competitive player next week and I'm having trouble deciding which of these three lifts to run if people would be able to help me decide/improve them. List one: ++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [110 PL, 11CP, 1,999pts] ++ + Configuration + **CHAPTER**: Blood Angels Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment CP Gametype: Matched + Stratagems + Armoury of Baal [-1CP]: 1 Additional Relic + HQ + Astorath: 3. Soulwarden, 4. Mantra of Strength, 6. Canticle of Hate, Invocation of Destruction, Warlord Sanguinary Priest: Bolt pistol, Chainsword, Icon of The Angel, Jump Pack The Sanguinor + Troops + Incursor Squad: Incursor Sergeant . 4x Incursor Intercessor Squad: Auto Bolt Rifle . 4x Intercessor . Intercessor Sergeant: Thunder hammer Intercessor Squad: Auto Bolt Rifle . 4x Intercessor . Intercessor Sergeant: Thunder hammer Intercessor Squad: Auto Bolt Rifle . 4x Intercessor . Intercessor Sergeant: Thunder hammer + Elites + Judiciar Sanguinary Ancient: Angelus boltgun, Death mask, Encarmine sword, Standard of Sacrifice Sanguinary Guard (x8) . Sanguinary Guard: Angelus boltgun, Encarmine sword . Sanguinary Guard: Angelus boltgun, Encarmine sword . Sanguinary Guard: Angelus boltgun, Encarmine sword . Sanguinary Guard: Angelus boltgun, Encarmine sword . Sanguinary Guard: Angelus boltgun, Encarmine sword . Sanguinary Guard: Angelus boltgun, Encarmine sword . Sanguinary Guard: Angelus boltgun, Power fist . Sanguinary Guard: Angelus boltgun, Power fist Sanguinary Guard (x8) . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Power fist . Sanguinary Guard: Angelus boltgun, Power fist + Fast Attack + Inceptor Squad: Assault bolter x2, 2x Inceptor, Inceptor Sergeant Outrider Squad: Outrider Sgt . 2x Outrider + Heavy Support + Eradicator Squad [5 PL, 120pts]: Eradicator Sgt . 2x Eradicator: 2x Bolt pistol, 2x Melta rifle Eradicator Squad [5 PL, 120pts]: Eradicator Sgt . 2x Eradicator: 2x Bolt pistol, 2x Melta rifle ++ Total: [110 PL, 11CP, 1,999pts] ++ List two: ++ Battalion Detachment -3CP (Imperium - Adeptus Astartes - Blood Angels) [114 PL, 7CP, 2,000pts] ++ + Configuration + **CHAPTER**: Blood Angels Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment CP [-3CP] Gametype: Matched + Stratagems + Armoury of Baal [-1CP]: 1 Additional Relic + HQ + Astorath [8 PL, 110pts]: 4. Mantra of Strength, 6. Canticle of Hate, Invocation of Destruction Librarian Dreadnought [8 PL, -1CP, 150pts]: 1. Quickening, 2. Artisan of War, 6. Wings of Sanguinus, Biomantic Sarcophagus, Furioso fist, Meltagun, Stratagem: Hero of the Chapter Sanguinary Priest [6 PL, 90pts]: Bolt pistol, Chainsword, Jump Pack + Troops + Incursor Squad [5 PL, 105pts]: Incursor Sergeant . 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired Combat Blades, 4x Smoke Grenades Intercessor Squad [5 PL, 100pts]: Auto Bolt Rifle . 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades . Intercessor Sergeant: Chainsword Intercessor Squad [5 PL, 115pts]: Auto Bolt Rifle . 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades . Intercessor Sergeant: Thunder hammer Scout Squad [4 PL, 70pts] . Scout Sergeant: Bolt pistol, Boltgun . 4x Scout w/Boltgun: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades Tactical Squad [5 PL, 75pts] . 4x Space Marine: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades . Space Marine Sergeant: Boltgun, Chainsword Tactical Squad [5 PL, 75pts] . 4x Space Marine: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades . Space Marine Sergeant: Boltgun, Chainsword + Elites + Judiciar [4 PL, 85pts] Sanguinary Ancient [7 PL, 85pts]: Angelus boltgun, Death mask, Encarmine sword, Standard of Sacrifice Sanguinary Guard [17 PL, 272pts]: Death mask . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Power fist . Sanguinary Guard: Angelus boltgun, Power fist . Sanguinary Guard: Angelus boltgun, Power fist Sanguinary Guard [17 PL, 272pts]: Death mask . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Power fist . Sanguinary Guard: Angelus boltgun, Power fist . Sanguinary Guard: Angelus boltgun, Power fist + Heavy Support + Eradicator Squad [5 PL, 120pts]: Eradicator Sgt . 2x Eradicator: 2x Bolt pistol, 2x Melta rifle Eradicator Squad [5 PL, 120pts]: Eradicator Sgt . 2x Eradicator: 2x Bolt pistol, 2x Melta rifle + Dedicated Transport + Rhino [4 PL, 78pts]: Storm bolter Rhino [4 PL, 78pts]: Storm bolter ++ Total: [114 PL, 7CP, 2,000pts] ++ List three: ++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Blood Angels) [107 PL, 10CP, 2,000pts] ++ + Configuration + **CHAPTER**: Blood Angels Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment CP Gametype: Matched + Stratagems + Armoury of Baal [-1CP]: 1 Additional Relic + HQ + Astorath [8 PL, 110pts]: 4. Mantra of Strength, 6. Canticle of Hate, Invocation of Destruction Librarian Dreadnought [8 PL, -1CP, 150pts]: 1. Quickening, 2. Artisan of War, 6. Wings of Sanguinus, Biomantic Sarcophagus, Furioso fist, Meltagun, Stratagem: Hero of the Chapter The Sanguinor [9 PL, 140pts]: 4. Heroic Bearing, Warlord + Troops + Incursor Squad [5 PL, 105pts]: Incursor Sergeant . 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired Combat Blades, 4x Smoke Grenades Intercessor Squad [5 PL, 115pts]: Auto Bolt Rifle . 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades . Intercessor Sergeant: Thunder hammer Intercessor Squad [5 PL, 115pts]: Auto Bolt Rifle . 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades . Intercessor Sergeant: Thunder hammer Scout Squad [4 PL, 70pts] . Scout Sergeant: Bolt pistol, Boltgun . 4x Scout w/Boltgun: 4x Bolt pistol, 4x Boltgun, 4x Frag & Krak grenades Tactical Squad [5 PL, 95pts] . 3x Space Marine: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades . Space Marine Sergeant: Chainsword, Combi-plasma . Space Marine w/Special Weapon: Plasma gun Tactical Squad [5 PL, 95pts] . 3x Space Marine: 3x Bolt pistol, 3x Boltgun, 3x Frag & Krak grenades . Space Marine Sergeant: Chainsword, Combi-plasma . Space Marine w/Special Weapon: Plasma gun + Elites + Dreadnought [7 PL, 133pts]: Twin lascannon . Dreadnought combat weapon w/Storm Bolter: Storm bolter Judiciar [4 PL, 85pts] Sanguinary Ancient [7 PL, 85pts]: Angelus boltgun, Death mask, Encarmine sword, Standard of Sacrifice Sanguinary Guard [17 PL, 306pts]: Death mask . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Encarmine axe . Sanguinary Guard: Angelus boltgun, Power fist . Sanguinary Guard: Angelus boltgun, Power fist . Sanguinary Guard: Angelus boltgun, Power fist . Sanguinary Guard: Angelus boltgun, Power fist + Heavy Support + Eradicator Squad [5 PL, 120pts]: Eradicator Sgt . 2x Eradicator: 2x Bolt pistol, 2x Melta rifle Eradicator Squad [5 PL, 120pts]: Eradicator Sgt . 2x Eradicator: 2x Bolt pistol, 2x Melta rifle + Dedicated Transport + Rhino [4 PL, 78pts]: Storm bolter Rhino [4 PL, 78pts]: Storm bolter ++ Total: [107 PL, 10CP, 2,000pts] ++
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So, I am extremely new to 40k as a player, but I find it extremely entertaining, and the theorycrafting of various lists and situations provides endless things to discuss, and learn. That being said, I've gotten some games in via TTS and while I fully expect to lose most or all of them against my much more experienced opponents, I seem to be struggling the most against Chaos and Heretic mixed units the most. Like tabled in 2 turns kind of struggling, so I'm here looking for guidance from the more experienced among you. Its 2k, ITC rules for every match. Now my two recent beat downs, I admittedly made big mistakes in regards to placement of my anti psyker assets, so that's on me, and I know how to do that better for the future. And in both cases, one against Alpha Legion+ possessed bomb/demon support, the other vs Thousand Sons + Lord of Change/Tzaandon/demon support, I basically elected to go second and deployed too conservatively. Also all on me. But I dont think going second should he a death sentence for RG. So, my issues weren't so much with the psychic, mortal wound slinging, as it was the invluns. Invulns everywhere. Between the spell buffs, movement tricks, and in the case of Rubric marines, just the -2 AP bolsters there was admittedly enough to deal with, but ultimately it was firing fruitlessly at targets that in almost all cases had 3+ or 4+ invulns to keep them out of trouble. How do you deal with Armies that simply drive forward relying on these magically enhanced invulns to be durable? I'm positive, there is something probably blatantly obvious that I'm overlooking here in target prioritization, or something. Any help appreciated.
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I'm assembling a fully magnetized Primaris Kill Team to potentially be expanded into an army in 9th. The Intercessor box comes with enough rifles to do a full squad of assault bolters and a full squad of one of the other types of rifle but not all three. Does anyone actually care in competitive play if I've got a unit of with regular bolters and a unit of stalker bolters being modeled with the same gun? It's probably a stupid question but I've never played competitive and with my Chaos I just put every single weapon option on each model at the same time anyway . All my Berserkers have pistols chainswords and chainaxes... all my tacticals have bolters, pistols, and chainswords... etc.
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- Bolt Rifle
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