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Found 1 result

  1. Since the FAQ dropped I've been hammering out flexible lists (Emperor bless Battlescribe) and trying to come up with answers in competitive play. Now, it's important to mention my preference in competitive play is likely different to that of many people. I'm there to win, but my way. I ensure my list interests me, has theme and is fun for me to play. This usually resulting in slightly less optimised lists since fun to me means varied. I am a good player and if I took the latest netlist like anyone else I reckon I could win tournaments. So with the above being said, I usually aim to win a few games minimum and have some close games against the rest. Even if I'm not going to win, I would like some cinematic moments and my opponent going away with a bloody nose. On that basis, here is what I've worked on at 1750pts, likely to be played at events like Throne of Skulls. I might discuss 2000pts later, for use in other events including ITC events. Let me know what I was thinking with the list: • The firepower comes from the Hunters, Devastators and Deredeo plus a spread throughout the Tacticals. • The list generates a surprising number of Mortal Wounds. 2 Librarians, one of which channelling into the Chief Librarian, both dish out pain including D6 super Smite on an 8 potentially. There are also 2 Heavy Bolters in there for Hellfire Shells and a Missile Launcher for Flakk Missiles, just in case. - The list has a Captain for supporting either the Devastator squad or Sternguard as required. Folk don't often like Relic Pistols but his Sunwrath Pistol is actually very much useful. His mobility is key. - Strategum support is key to this list. I will often use Transhuman Physiology to keep alive my characters and even the new rules for Duty Eternal are still useful. I expect to use Hellfire Shells, Flakk Missile, Masterful Marksmanship, Gravitic Amplification and Skyfire in many games. I also to use Martial Precision against certain opponents to net an automatic Lascannon hit. - The attacking force is the 2 Rhinos with Sternguard and Chapter Champion in one, the Devastator squad in the other and Captain suppoeting. The Contemptor plays distraction and runs forward with this force. - Psychic power is a neat trick on the list. The Chief Librarian has a decent chance at getting off both of his powers thanks to Psychic Mastery and Empyric Channelling. This brings me more Command Points and the capacity to target characters, as well as source for Mortal Wounds and messing with an opponent's movement. - Note I lost the Aiolos Missile Launcher and Ironclad to make room for 2 Hunters. They've performed brilliantly in every game for me, through virtue of Toughness 8 and super accurate Lascannon shots. Over all, I am happy with the list. I don't think it'll win any LVOs anytime soon but I think people will be surprised how effective it is. It can afford to lose Troops and still have board control, whilst having plenty of vehicles to saturate fire selection for an opponent. Crucially it has redundancy in capacity. Take out the Hunters and the Deredeo and I likely will have gotten close enough to hurt you with Rhino squads and Contemptor. Take out the Troops choices and you aren't concentrating on the rest moving forward. Take out the attacking force and the supporting fire will whittle you down. Knights are a danger as always but I think with the Seal of Oath I can deal with one quickly and poor attention into a second. The Chapter Champion is a wild card in that people don't expect him to do much and yet he can be charging turn 3 or even 2 fairly often. Whatever he hits will hurt and he can help deal with a Knight with the character keyword (which they all have). Lists that worry me most are Astra Millitarum tank and artillery divisions that get 1st turn, Tau castles and Ork gun lines with Lootas. *** So let me know what everyone thinks on this. What do you think I should be worried about? How do you propose I deal with the armies I am worried about? Is there anything you like here or dislike?
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