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Trying out a new list tonight.


Adeptus

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I'm trying out a new list, 1,750 against an unknown opponent (I could be playing against IG, Necrons, Orks, Space Marines or Chaos Marines, I didn't ask my opponent which of his armies he'd be bringing) and I'm trying something new. Still trying to find my feet with this new codex.

 

My list:

 

Grandmaster

Psycannon

Soul Glaive

Melta Bombs

 

Librarian

ML3

Liber Daemonica Wotsit

 

2 x 10 Terminators

Each unit carries2 Psycannon, 5 pairs of Falchions, three hammers and two halberds. Justicars have Melta bombs.

 

2 x Dreadknights

Personal Teleporters

Swords

Heavy Psycannon

 

Aegis Defence Line

Comm Relay (or whatever it's called)

 

This is a Nemesis Strike Force, and one of the Dreadknights will be manning the Comm Relay (hopefully hidden in a back corner behind some LOS blocking terrain) so that I can re-roll my reserve rolls, and then the Dreadknight can use his shunt move to get into the game.

 

I'm going to take Divination on the Grandmaster, and Sanctic on the Librarian. I toyed with the idea of a ML1 Inquisitor with Servo Skulls for more deep strike accuracy, but it forced a lot of hard choices for this points level. I was a chunk of points over, and to bring it down to a legal list it meant removing something I felt was necessary, or something that greatly reduced the efficacy of a particular model. I would have to lose the Glaive, or the Book, or a Psycannon somewhere, or equip half my Terminators with Swords, or something else. I think that the list with the Inquisitor didn't include the Comm Relay either, so it was kind of a choice between one or the other.

 

Frankly, I don't like the idea of having a dirty great machine of war waiting around for his buddies to show up (the Dreadknight manning the Comm Relay). It just doesn't seem thematic to me, but the natural danger of Deepstriking (and I'm still going to be using the basic deepstrike rules, scatting the full 2D6) basically gave me a 1/3 chance of losing the game outright.

 

We'll see how this goes. I know it's a game and all, but I think in future I'll be leaving the Aegis Defence Line at home and just bringing more knights. Problem being that it's very hard to fit knights into a list at this size. If I take the ADL away, there's literally nothing I can add to replace it. Our cheapest unit is 110 points, and that's with no upgrades so if you find yourself 70 or 80 short of your target, you've got to go back and completely reconstruct your list.

 

I know it's overkill having two upgraded HQs in such a small game, but I felt like trying them both to see which I prefer. I'm already leaning towards the Librarian for games of this size, but we'll see. If only there was some way to improve our NSF deepstrike ability.

 

Game is in one hour, I'll keep you all posted with the results!

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This probably belongs in the army list sub forum, but I'll go ahead and give my two cents. You're right on the money about two HQs being too much for this point level. Think of it this way, for the price of your grand master, you can have a whole other unit of terminators with a psycannon and hammer. Another thing you might consider, is dropping one of the teleporters off of one dreadknight and giving the other an incinerator. The load out would look something like this: dreadknight w/ heavy psycannon, heavy incinerator, sword, teleporter and the second dreadknight would have just the heavy psycannon and sword. The mobile dreadknight is going to be fantastic at killing massed infantry (something you see a lot of it seems like). The second one is going to be fine at shooting things and it won't take it that long to cross the board to combat.

Grandmaster

Psycannon

Soul Glaive

Melta Bombs

 

Librarian

ML3

Liber Daemonica Wotsit

 

You're too top-heavy for 1750. I'd suggest choosing one of these to be your HQ. I lean towards the Grandmaster, as he can survive most challenges, and he's only 1 less Mastery for a much better statline. 

2 x 10 Terminators

Each unit carries2 Psycannon, 5 pairs of Falchions, three hammers and two halberds. Justicars have Melta bombs.

 

I'd consider dropping one of these down to a combat squad, and fitting in 2x Interceptor squad with incinerator and teleport homer. This will allow you to Shunt Turn 1 and bring on anything that doesn't land Turn 1. 

2 x Dreadknights

Personal Teleporters

Swords

Heavy Psycannon

 

I'd leave them as is. You'll want the teleporters so you can still move 12" and easily get charges happening. I fear that if you drop one of the teleporters, even landing off Deepstrike you'll still be too slow to catch some things. 

So, turned out the Comm Relay did nothing as all my models came in without needing re-rolls. But the one game where I leave it behind, you can be guaranteed there'll be nothing but 2's for days...

 

In the end I was playing Orks, and the game was a draw. Things of note:

 

Those Ork bombers pack some serious punch. S7, Ap2 large blast. Holy :cussballs, batman. That one flyer accounted for 8 dead Terminators over two turns. I failed four out of five 4++ invuls on the first squad. Not happy.

 

Grey Knights love multiwound models. Flash gits? Sayonara. Nobs? Adios.

 

My rolling still sucks. A fistful of ones at an inappropriate moment is painful, and to give you an idea of how good my psychic dice were, with all those powers and an average 11 warp charge dice, on no turn did I manage to cast more than two psychic powers. And I only managed to cast force one, even with re-rolls. Ugh.

 

Cleansing Flame is nice. Orks don't like it.

 

Overall, his shooting battered me to pieces but once I got into combat things went my way. My Grandmaster pretty much single handedly tore up a unit of ten flash gits, and one of my Dreadknights ate a big ork boss thingy and a unit of nobs without breaking a sweat. My other Dreadknight did well until the final turn, tying up two big blobs of Orks for four or five turns. He bought it in the last turn with a handful of unlucky dice, but did well until then. My Librarian effectively did nothing all game. He literally could have not even been there and it would have made no difference. In his defence, I did forget that he was carrying the book and I could have re-rolled some of my failed psychic tests, but apart from that the one power he managed to manifest all game was Sanctuary, and it did nothing.

 

Meanwhile, my Grandmaster was a boss who did everything I asked him to. He wiffed a psychic test or two himself, but managed to actually cast a few powers that turned out to be useful, and with the soul glaive he owned those greenskins in combat. It's definitely made up my mind as to which HQ I'll be taking in future.

 

I can't remember which objectives I scored, but the end result was a 6 all draw. Would have been a much bigger swing in my favour if my Dreadknight hadn't bought it in the last turn, but thems the breaks.

 

Really enjoyable game though, had a great time.

On a related note, I didn't combat squad my Terminators, and I rarely do. I find it's too easy for a unit of five to be rendered harmless by stripping a few models away, where a unit of ten requires some serious pounding. What are other peoples thoughts on this?

Not a bad list though, do you have to man the Comms Relay to get the re-rolls then?

 

 

Yeah you need an unengaged model within 3" of it to use it
Those Ork bombers pack some serious punch. S7, Ap2 large blast. Holy :cussballs, batman. That one flyer accounted for 8 dead Terminators over two turns. I failed four out of five 4++ invuls on the first squad. Not happy.

 

This is why I feel a Raven is basically mandatory in most lists. It takes care of annoying Flyers like that, and Orks in particular don't have anything better than AV11 in plane form. 

On a related note, I didn't combat squad my Terminators, and I rarely do. I find it's too easy for a unit of five to be rendered harmless by stripping a few models away, where a unit of ten requires some serious pounding. What are other peoples thoughts on this? 

 

I combat squad to dilute enemy firepower. Two units of Termies is scarier than one, they generate more Warp Charge, they can threaten different units etc. The only reason to not combat squad is if you want to make your buffs more efficient ie Prescience, Invisibility, even Hammerhand or Force. There are pros and cons to both though, so I would decide at deployment on a game-by-game basis. 

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