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Road to FA Cup - Hong Kong ITC - Nov 2019


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For those who (quite rightly...) don't follow the RG forum and rules, what is the main differences that currently reside between us and how would a similar BA list have performed in your view?

 

Historically, you tend to play better with BA as you have to considering what we are normally up against. Did you need to reach those levels with the RG force?

 

 

Jol, 

Charlo basically summarised it but there are a few things that RG get that just push them over. 

 

WHAT THEY HAVE AND WE DONT: 

#1 - They get "Forlorn Fury" - for 1CP - for ANY infantry unit - and can use it multiple times.  This immediately blows us out of the water, and makes up for their partial absence of "On Wings of Fire" 

 

#2 - They have a Warlord Trait that allows their WL and one other infantry unit to pre-game redeploy anywhere on board 9" away from enemy unit/zone.  

 

#3 - Their "uber-docrtine" is activated when Tactical Docs are active - they gain +1 to hit and +1 to wound vs Characters - so this is a game changer if you build for it.  Takes out characters SUPER quickly.

 

#4 - I mentioned "partial absence of Wings of Fire" because they have Shadow Step -a psychic power that does the same thing for a Character.

 

#5 - Big one here -they can put infantry units into reserve for 1CP.  

 

#6 - 1CP to allow a unit to advance and charge (and get +1") 

 

The have others that are actually VERY useful, but see little play in my list. 

 

WHAT THEY HAVE AND WE DIDN'T (but do now):

 

#1 - Transhuman Physiology - possibly the biggest boon in the SM arsenal in my opinion.  Exceptionally strong, and even better with 3++

 

#2 - Doctrines !!! 

 

#3 - Litanies - rerolls to hit we had via Chappies- but the extra charge distance is great (although I never used it).

 

WHAT WE BOTH HAVE:

 

#1 - A D4, Ignore overwatch Smash Captain.

Also, forgot- my chapter tactics were Artisans of War - which is reroll one hit and one wound dice per unit firing or fighting.  And, my BA stand in - Whirlwind of Rage - on natural 6s to hit in combat, you score additional auto-hits.  

This was great with 5 fists and a Chaplain. 

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