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Hi guys its been a while.

 

ive been building up an all phobos army for a while, originally intended for BA then moved to RG.. however i have a certain love for the boys in blue, so decided to throw caution to the wind and rebuild the tenth under Antilochus.

 

Im hoping you guys can give me some pointers, where best to concentrate and make best use of what UMs can bring.

currently i have

20 infiltrators

5 incursors

20 reivers

2 invictor warsuits

phobos captain

phobos

Lt

6 eliminators

3 supressors (not actually phobos).

 

Im thinking the ability to fall back and shoot is quite thematic and useful and am thinking of running reivers with carbines, at 90pts for 5 guys/10 wounds cheaper than intercessors.

Might even run without a dedicated close combat element and focus on bolters.

i am getting another unit of elims with las fusil for some anti tank ability and another invictor. And will get a truck ton of iincursors going forward, they seem better value, although the infiltrators 12" deny is amazing (captain has it to).

 

So whilst i break out the blue paints, lets get the ball rolling on a discussion :)

Hello greatcrusade08,

 

I am not by any way a specialist for phobos armor armies, but I always think oh that librarian sounds nifty. Do you have one too?

 

not yet, its on my "to get" list though.

im not particularly clued up on the best way to run psykers though

  • 2 weeks later...

I have played a couple of games with an entirely Phobos army and my thoughts are these:

1: I wish I had more anti tank, even with 2 invictor war suits and the missiles on the impulsors, I could have done with 2 more units of las fusil eliminators, one game was against chaos space marines with lots of demon engines and before I could make a dent in them they were in my lines causing havoc.

2: this army is very manoeuvrable and with the deployment shenanigans and redeployment shenanigans available to UM, you can really mess with your opponents battle plans, this can be a ton of fun but you still need to be able to kill things, (see point 1)

3: light on melee output, one you get into combat, your best option is to try to survive so that you can fall out and shoot, you will struggle to kill much with punching.

4: I wish Reivers were better, I love the models so much but they really aren’t very good, at least, not the combat version which I have loads of!!

5: You need your CP to make your combos work and to make the moving pieces come together, don’t wast them on re-rolls, you will only be disappointed when they fail.

6: secondaries, choose wisely. Against most other armies you aren’t going to kill things but your special forces guys are built for flexibility and tactical acumen, actions are usually doable, as is engage on all fronts. You also have tools for removing characters so assassinate isn’t a bad choice depending on the opponent.

 

Overall a very fun and thematic army to play, but not hugely competitive, so choose wisely who you play with this list, if you have a lot of tournament players in your meta you might want to mix in some of the more competitive elements, for beer and pretzels games, you’ll have a great time.

I have played a couple of games with an entirely Phobos army and my thoughts are these:

1: I wish I had more anti tank, 

This was my fear in the theory crafting stage, which is why i wanted to add in some supressors, net technically phobos, but vanguard none the less

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