Jump to content

1600 - Coils of the Hydra


ItsPug

Recommended Posts

Looking for some feedback on the following list please

 

Detachment: Strategic Raid - Attacker

Rite of War: Coils of the Hydra

 

HQ1: Autilon Skorr (125)

 

Elite1: Rapier Weapons Battery, 3 Quad Mortars (180)

Elite2: Rapier Weapons Battery, 3 Quad Mortars (180)

Elite3: Veteran Tactical Squad, 10 men, 2 Melta Guns, Melta Bombs (255)

Elite4: Veteran Tactical Squad, 10 men, 2 Melta Guns, Melta Bombs (255)

Elite5: Pyroclast Squad, 5 men (160) in Transport 1

 

Troop1: Tactical Squad, 10 men (150)

 

Transport1: Land Raider Proteus, Armoured Ceramite, Dozer Blade, Augury Web (275)

 

I've 20 points left to spend, should I give the Veterans a combi melta each? Or upgrade the tactical sqaud with a power fist and dagger?

 

With infiltrate as my choice for mutable tactics I should be able to deploy last, and fairly close, while still going first, and due to the formation and rite, I should be able to seize at least 75% of the time, while reducing my opponents reserves to arriving on a 6. The combination of mutable tactics, veteran tactics, choosing a strategic warlord trait and choosing one of the rules for an element of surprise, should allow me to tailor the army on the fly to my opponent, even if there are nastier units I could take instead.

Link to comment
Share on other sites

Actually, wait a second. I was right first time.

 

Coils of the Hyrda is a Rite of War which requires you to take 3 compulsory Troop choices. That character has a seperate Rite of War that makes veterans into Troops. You can't take both. You either take his Rite of War and lose mass infiltration or you take Coils of the Hydra and have to field more Troops.

 

Apologies for spamming :/

Link to comment
Share on other sites

Being the attacker in a strategic raid has the following FOC

Compulsory 1 HQ, 2 Elite

Optional +2 HQ, +4 Elite, +4 Troop, +4 Fast Attack, +2 Heavy Support

The elites choices are scoring/objective secured, while the troops choices are not. plus I can choose to have one of the following, nightfighting turn 1 (and turn 2 on a 4+), infiltrate D3+2 units, or rerollthe dice to go first and seize on a 4+

 

Due to Coils of the Hydra requiring an extra compulsory Troops choice I need to have 1 HQ, 2 Elite and 1 Troop choice

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.