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End of this month we start a club tournament with the arks of omen mission pack and points.

im thinking of bringing something like this, very wulfy but killy list to test out the new points:

 

chapter master on bike/ thunderhammer, melta, aor, hunter

 

librarian jp, storm caller & murderous huricane/ rites of war

 

 Chaplin on bike/ moh, wise orator, benediction of fury

 

6x Greyhunters, 2x melta, 2x pf, pp, wolfstandard

 

5x wulfen th/ss

5x wulfen th/ss

5xwulfen th/ss

 

4x twc ss/lc

4x twc ss/lc

4x twc ss/lc

 

6x skyclaws/ 4x melta, 2x pf

1x cyberwolf

1x cyberwolf

 

1x stormfang gunship

1x stormfang gunship

 

then i have about 80points left. Should i invest in more infantry troops? Or bring a ironpriest for the flyers? 
any suggestions welcome!

 

ive also not played any games last months since i was trying out age of sigmar. So who are our worst enemys at the moment and what should i watch out for?

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I would advocate for more troops. The flyers will outpace the iron Priest  getting in position and while he could ride in one it would only give you one heal most likely. The troops on tge otherhsnd, thanks to the new sticky objectives should help you get more points which equals more victory. Assault Intercessors are pretty cheap now at 85 or blood claws if you plan to lean towards og marines. 

 

As for who is scary, the updates in Arks of Omen shake things up quite a bit so I'm not sure if we really know yet. But watch out for votann, they have some nasty tricks like lots of auto wounding. 

Super aggressive list. I like it, but my first thought echoes the above thoughts on troops. I'd look for a way to get Infiltrators in, to do some blocking/homefield objective holding.

 

I have found the 'sticky objectives' is a nice thing to have, but in an aggressive list it's just too easy for your opponent to sneak in and steal them (even more so with 'free' reserves).

 

Forgot to add one thing which may or may not be a factor here: Flyers start in reserves now. I don't know if that changes anything for you?

Edited by Prot

nobody knows the meta yet because it is new

 

People predict iron hands and dark angels will be top tier since IH can stay in dev doctrine all game and the new codex warfare means every heavy weapon kill is worth 2 VP.  That is basically auto 15 for IHs 

 

 

As for your list...i have tweaks in mind

CM on TWC instead of bike...doesnt need hunter WLT anymore

 

Can give him imperiums sword (S9 TH combo savage strike and you wound almost every enemy on 2s)

 

Or...make bike chaplain warlord and give him hunter in addition to other trait

 

If you are gonna use TWC embrace it 100%

 

 

Iron priest is a waste...flyers have to start in reserve.  The earliest an IP can buff flyer is turn 3...game is over by then bc your TWC has to start on the line and in the open

 

You either reach enemy lines turn 2 or die trying

 

I would put regular tanks or redemptor dreads or wulfen dreads etc. on the field instead of your flyers and just target saturate the field. 

 

If he shoots TWC the dreads/tanks are free.  

If he shoots dreads/tanks TWC are on him in 2 turns (1 if lucky with advance and charge rolls)

 

Edited by TiguriusX

Thanks a lot for the feedback! Iron priest indeed seems pointless. And with more troops i feel more comfortable indeed, i like the idee of infiltrators especially now everybody will take reserves. 
 

Flyers starting in reserve is a big buff i think, so they wont get shot of the table turn one. And turn two is where i wanna strike anyway.

 

I do like the idea of a thunder lord, but the thing i like about hunter is the fall back and charge on the twc since they do get stuck in combat some times. Also it helps them to get in combat to have the captin make a big move (21”) and charge something, then i can play pack hunters for the really big charges (just wanna try out these kind of things)

so I guess i stick with the bike captain for now since its 10p cheaper and i have the model :)

 

i do agree some dreads would help as a board threath though, since we kind of suck with shooting and are more threatening in their faces. But i dont really like the state where dreads are in at the moment for their points..

 

But here is a new draft:

 

chaptermaster on bike

jumppak libby

chaplin on bike

 

5x assault intersessors

5x infiltrators

 

4x twc lc/ss

4x twc lc/ss

4x twc lc/ss

 

5x wulfen

5x wulfen

5x wulfen

 

redemptordread

wulfen dread

 

stormfang gunship

 

still have about 60pts left

 

 

Edited by yan

Well, before i was putting mm longfangs in a droppod, wich would die after one turn but i liked the threath of it. The stormwolf is more or less the same threath but might last a little longer if i play it right. -1 to hit and stormcaller might help it a lot. And if they target it heavily my army will be on them soon enough.. i hope…

4 hours ago, yan said:

Well, before i was putting mm longfangs in a droppod, wich would die after one turn but i liked the threath of it. The stormwolf is more or less the same threath but might last a little longer if i play it right. -1 to hit and stormcaller might help it a lot. And if they target it heavily my army will be on them soon enough.. i hope…

Our flyers are not durable...any decent opponent can kill it

 

The benefit is 1) lots of guns and 2) mobiity to reach a target

 

The rule change putting you in reserve removes 2) mobility to reach a target

 

So now it is X points for lots of guns only

 

You can buy other units with heavy weapons and get similar firepower out of reserves...but with buffs and rerolls possible (Long fangs...eradicators...plasma inceptors etc)

 

A trick I use is to add a company ancient.  Now when the unit dies i get a 4+ to fire on death

 

You would be surprised how much that changes an opponents decision to fire and how much it wrecks their plan when it works

 

 

Okay okay, you’ve got me convinced. I can get the same amount of fire power from the ground and probably more durability. Heres the new draft (feels like its going somewhere). Tnx for all the help so far.

 

captain on bike

chaplin on bike

librerian jp

 

5x assault intercessors

5x infiltrators

 

5x terminators. 5x hammers, 2ss, 3cm

5x terminators. Same

5x wulfen

5x wulfen

5x wulfen

 

4x twc

4x twc

4x twc

 

4x eradicators 

3x eliminators

With the new meta I strongly advise going a full 6 man eradicator unit

 

If you buy 4 only I would just buy long fangs and take free packleader and wolf guard upgrades instead (my LF squad is 172 for max squad with all grav and 2 combi meltas plus melee weapons...you can play with points and give them all MM to have similar anti tank output with a signum bonus + cherub + free PF/chainfist in the squad...it does MORE than the equivalent eradicator)

 

6 man eradicator gets 4 heavy melta and 2 MM for free now...huuuuge point savings

 

If you need to kill a giant target...they do the job and can get buffs to maximize their killing power

 

You can also combat squad them (I put the 2 MM in the same 3 man squad for 10 total melta shots at a single target)

 

When you combat squad then place in reserves you can bring them on in different turns (keen senses each time they arrive usually). 

When you combat squad they become 2 separate units at that point.

 

With FREE strategic reserves in this meta I will probably do it 99% of the time

I think you're probably right. I just don't own the models but from my games, I'd have to agree it's a good cannon ball to have in your back pocket. I just don't know if I like going over 5 for blast rules, and I really do like my Pod and Long Fangs (the pod helps with scoring and a first turn 'bomb' that people are always paranoid of.)

 

I think it's a good idea though, and combat squading is something I never thought of to take care of the 'blast issue'. I like it. (I just never have any CP anymore for multi Keen Senses)

So the first game im playing against iron warriors. Do you have any advice against this list? What does it do? What to watch out for? 
 

++ Arks of Omen Detachment (Chaos - Chaos Space Marines) [104 PL, , 1,995pts] ++

+ Configuration +

Arks of Omen Compulsory Type: Elites

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 

Detachment Command Cost

Game Type: 5. Chapter Approved: Arks of Omen

Legion: Iron Warriors

+ HQ +

Lord Discordant on Helstalker [10 PL, -2CP, 190pts]: 1. Flames of Spite, Aspiring Lord, Baleflamer, G'holl'ax, the Decayed, Mark of Nurgle, Stratagem: Relic, Techno-virus injector

Warpsmith [5 PL, -1CP, 80pts]: 1. Siege Lord, Chaos Undivided, Exalted power axe, Stratagem: Warlord Trait, Warlord

+ Elites +

Chaos Contemptor Dreadnought [8 PL, -1CP, 170pts]: Chaos Undivided, 2x Twin volkite culverin

Chaos Deredeo Dreadnought [11 PL, -1CP, 220pts]: Boreas air defence missiles, Twin heavy bolter, Volkite falconet battery

Chaos Deredeo Dreadnought [11 PL, -1CP, 220pts]: Boreas air defence missiles, Twin heavy bolter, Volkite falconet battery

+ Fast Attack +

Venomcrawler [6 PL, 105pts]

Venomcrawler [6 PL, 105pts]

+ Flyer +

Heldrake [9 PL, 165pts]: Baleflamer

Heldrake [9 PL, 165pts]: Baleflamer

+ Lord of War +

Khorne Lord of Skulls [29 PL, 575pts]: Gorestorm cannon, Skullhurler

++ Total: [104 PL, 1,995pts] ++

Created with BattleScribe (https://battlescribe.net)

It's an interesting list. I'd hate to play an elite, vehicle heavy list against it, especially Knights.

 

Some of it is... unusual. The Mark of Nurgle and the daemon weapon on the Disco Lord is unorthodox. The Daemon weapon can only be used by/replace one weapon. So he gave it a WL Trait that rerolls wounds, yet a Daemon Weapon that auto wounds if it hits. 

 

So anyway, he's going to be pushing for quarters with the flyers which is a bit easier to score now. 

 

His forward ground push I'd suggest, is going to come from the Disco Lord being pushed aggressively forward with Venomcralwers as body guards. Honestly that might be his most aggressive move.

 

His backline will have the Deredeo's/contemptor/LoS hitting hard. His Warlord trait will allow the LoS *most likely* to add damage against anything it wounds so the Skullhurler (S10) is potentially putting 4 Damage each on a vehicle... vehicles only though, so very situational WL Trait. Vehicles are screwed though.

 

The list has a ton of access to mortal wounds via Dreads/Disc/Warpsmith.

 

The Warpsmith and LoS, if they make an aggressive move, will be hard to handle. Make sure you kill that Warpsmith because all he has to do is hit, and you take MW's. Most likely the Warpsmith is there to give +1 to hit, and auto repair 3 wounds a turn.

 

Just beware that the second you are going to pour real damage into a vehicle, he will most likely pull out a strat to reduce your damage by 1 going into that vehicle. (That means a Dread would take -2 damage for example).

 

That's what I would do anyway. It's a tricky list but I think his target priority has to be spot on. He doesn't appear to have OBsec, or a ton of board control. He will have the ability to shoot those blast weapons at full capacity but all of this costs CP.

 

Be VERY thankful you did not take those Wolves flyers. They would be shredded against this list. :)

 

+edit+ My bad, he doesn't seem to have taken the relic Venomous Mechatendrites on the Warpsmith. Those are just an auto take for me, so to my surprise I guess he'll have to roll, and will not auto heal 3 damage a turn, and be much less dangerous in close combat.

 

Edited by Prot

Well if it were me I’d be trying to engage the dread contingent asap. The LoS is very deadly and unless you feel you can overload him, I’d probably make a wide circle around it.  The flyers I assume are for killing chaff or small marine units and the baleflamer on the flyers benefits from let the galaxy burn and it does kill marines very well ( don’t forget you won’t get any cover of any kind.) Aside from that he may just be scoring quarters with the baledrakes or trying to clear areas for reserving his dreads. 
 

 

 

 

6 hours ago, yan said:

LoS seems scary yes. But nothing a unit of longfangs plus maybe two units of wulfen cant kill right?

it doesnt have fightlast, fight on death or any of these tricky abilities right?


Never seen a lord of skulls so had to look it up.

 

I assumed it was a melee demon...but it is a gun platform...:cuss: Khorne

 

30 wounds means obscuring is 1 way protection for your units but not him

 

Get behind obscuring with LOS and fire without fear.

 

T8 and 30 wounds with a 5++ is killable...just don't except 1 salvo to do it.

What is YOUR list?  You change anything from the draft above?

This is my final list.

im only doubting about the frag launchers on the wulfen yet. Because i have to rebuild them and im wondering if they’re worth it. But i might just see how far i get

 

so im mainly going for warrior pride, outh of the moment and banners.

but in the first game (tonight) wil probably take bring it down.

 

  • HQ

    • Captain on Bike

      Selections: Chapter Command: Chapter Master, Storm shield, Stratagem: Relic of the Chapter, The Armour of Russ, Thunder hammer, Warlord

    • Librarian

      Selections: 2. Murderous Hurricane, 5. Storm Caller, Combi-melta, Force axe, Jump Pack, Rites of War, Stratagem: Hero of the Chapter

    • Primaris Chaplain on Bike

      Selections: 4. Mantra of Strength, 6. Canticle of Hate (Aura), Chapter Command: Master of Sanctity, Stratagem: Hero of the Chapter, Wise Orator

  • Troops

    • Assault Intercessor Squad

      • 4x Assault Intercessor

        Selections: 4x Astartes Chainsword, 4x Frag & Krak grenades, 4x Heavy Bolt Pistol

      • Assault Intercessor Sgt

        Selections: Plasma pistol, Thunder hammer

    • Infiltrator Squad

      Selections: Helix gauntlet

      • 4x Infiltrator

        Selections: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Marksman bolt carbine

      • Infiltrator Sergeant

  • Elites

    • Wolf Guard Terminators

      • Wolf Guard in Terminator Armour

        Selections: Combi-melta, Cyclone missile launcher, Thunder hammer

      • Wolf Guard in Terminator Armour

        Selections: Combi-melta, Thunder hammer

      • Wolf Guard in Terminator Armour

        Selections: Storm shield, Thunder hammer

      • Wolf Guard in Terminator Armour

        Selections: Storm shield, Thunder hammer

      • Wolf Guard Terminator Pack Leader

        Selections: Combi-melta, Thunder hammer

    • Wolf Guard Terminators

      • Wolf Guard in Terminator Armour

        Selections: Combi-melta, Cyclone missile launcher, Thunder hammer

      • Wolf Guard in Terminator Armour

        Selections: Combi-melta, Thunder hammer

      • Wolf Guard in Terminator Armour

        Selections: Storm shield, Thunder hammer

      • Wolf Guard in Terminator Armour

        Selections: Storm shield, Thunder hammer

      • Wolf Guard Terminator Pack Leader

        Selections: Combi-melta, Thunder hammer

    • Wulfen

      Selections: 5x Stormfrag auto-launcher

      • Wulfen Pack Leader

        Selections: Wulfen Frost claws

      • 4x Wulfen w/ thunder hammer & storm shield

        Selections: 4x Storm Shield, 4x Thunder Hammer

    • Wulfen

      Selections: 5x Stormfrag auto-launcher

      • Wulfen Pack Leader

        Selections: Wulfen Frost claws

      • 4x Wulfen w/ thunder hammer & storm shield

        Selections: 4x Storm Shield, 4x Thunder Hammer

    • Wulfen

      Selections: 5x Stormfrag auto-launcher

      • Wulfen Pack Leader

        Selections: Wulfen Frost claws

      • 4x Wulfen w/ thunder hammer & storm shield

        Selections: 4x Storm Shield, 4x Thunder Hammer

  • Fast Attack

    • Thunderwolf Cavalry

      • Thunderwolf Cavalry

        Selections: Lightning Claw, Storm shield

      • Thunderwolf Cavalry

        Selections: Lightning Claw, Storm shield

      • Thunderwolf Cavalry

        Selections: Lightning Claw, Storm shield

      • Thunderwolf Cavalry Pack Leader

        Selections: Lightning Claw, Storm shield

    • Thunderwolf Cavalry

      • Thunderwolf Cavalry

        Selections: Lightning Claw, Storm shield

      • Thunderwolf Cavalry

        Selections: Lightning Claw, Storm shield

      • Thunderwolf Cavalry

        Selections: Lightning Claw, Storm shield

      • Thunderwolf Cavalry Pack Leader

        Selections: Lightning Claw, Storm shield

    • Thunderwolf Cavalry

      • Thunderwolf Cavalry

        Selections: Lightning Claw, Storm shield

      • Thunderwolf Cavalry

        Selections: Lightning Claw, Storm shield

      • Thunderwolf Cavalry

        Selections: Lightning Claw, Storm shield

      • Thunderwolf Cavalry Pack Leader

        Selections: Lightning Claw, Storm shield

  • Heavy Support

    • Eliminator Squad

      Selections: Las Fusil

      • Eliminator Sergeant

        Selections: Las Fusil

      • 2x Eliminators

        Selections: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades

    • Long Fangs

      Selections: Armorium Cherub

      • Long Fang

        Selections: Multi-melta

      • Long Fang

        Selections: Multi-melta

      • Long Fang

        Selections: Multi-melta

      • Long Fang

        Selections: Multi-melta

      • Long Fang Pack Leader

        Selections: Meltagun, Power fist

Edited by yan

Yesterday I played my first game of our club tournament against Iron Warriors.

18-88 for the space wolves. (we're playing without the 10pnts battle ready)

 

we played mission 21, Abanded sanctuaries.

He had first turn and because i managed to hide all my twc pretty much he decided to do nothing. I think that he could've hit one unit, but i'm glad he didn't.

I moved twc towards the middle (did make it just out of my deploymend) and got cloaked by the storm of on the librerian to cover everything in the middle (still love this combination). 

I put 3 banners, in the middle with the infiltrators, on the right with eliminators and on my home on the with the intercessors. two units of wulfen moved to ruins in the middle.

 

His turn 2 he brought his helldrakes out and managed to shoot one unit of wulfen. most other things shot one unit of twc down. also he did some damage on the infiltrators and other unit of wulfen. then he charged the infiltrators on the middle objective with a venomcrawler and charged the wulfen near the left objective with his discolord and the other venomcrawler. he managed to kill the unit wulfen, in return they killed the venomcrawler but the discolord kept living on 4 wounds. also one infiltrator kept living!

 

my turn two I moved one unit twc to the left flank and charged the discolord. the other unit advanced 6" and with help from the chaplain made a 8"charge (so 6") into one of his deredeo's on his home objective. two units of terminators came in close to the middle. one failed a charge and the other charged together with the captain and chaplin into the venom crawler in the middle.

the longfangs came in and shot everything into one helldrake, together with the meltas from the terminators and the eliminators, but it kept living on 4 wounds.

the discolord and venomcrawler got killed in combat.

 

he shot his other dreadnoughts into the terminators but didnt kill much. the lord of skulls shot the twc unit on the left flank and killed 2. the helldrake with 4 wounds moved to the right and ate the eliminators. the other helldrake charged the terminators in the middle and the los charged the twc on his objective marker.

My captain intervened into the helldrake and gave it fight las, so he got butcherd.

The lord of skulls ate the twc.

 

my last two twc charged the deredeo & contemptor. my terminators charged the Los. my last unit of wulfen came out of reserve and also made a 9" charge into the Lord of skulls.

the Longfangs moved up and shot 10 wounds of the lord of skulls.

the thunderhammers on the wulfen with death tot the traitors! (deadly combination!) alone did 30 damage.

That was game.

 

turn 4 he took some more no prisinor points with killing some wulfen with his helldrake, but then i was pretty much tabeling him.

I was allready maxing out on primary and he didnt score much. also oaths and bring it down I maxed. only left two points on banners.

 

Im really happy with how durable the twc with cloaked by the storm is. now played twice against a shooty list and managed to surfive and charge in turn two.

 

 

image.png

  • 2 weeks later...

So the next list im facing is this ynari list.  First time i play against them. And by far the best player in my area. 
im kind of scared of all that speed. Any advice on how to take them?

 

++ Battalion Detachment -3CP (Aeldari - Craftworlds) [103 PL, -4CP, 2,000pts] ++

+ Configuration +

Craftworld Selection: Ynnari: Strength From Death

Detachment Command Cost [-3CP]

Game Type

+ HQ +

Autarch Skyrunner [5 PL, -1CP, 105pts]: Laser Lance, Stratagem: Treasures of the Aeldari
. Sunstorm

Farseer [5 PL, 105pts]: 1. Fateful Divergence, 3. Word of the Phoenix (Blessing), Witchblade
. Faolchu's Wing

The Yncarne [13 PL, 260pts]

+ Troops +

Kabalite Warriors [6 PL, 105pts]: As Detachment (Kabal)
. 8x Kabalite Warrior: 8x Splinter Rifle
. Kabalite warrior with Heavy Weapon: Dark Lance
. Sybarite: Agoniser, Blast Pistol

Rangers [4 PL, 65pts]
. 5x Ranger: 5x Ranger Long Rifle, 5x Shuriken Pistol

+ Elites +

Warlock Skyrunners [3 PL, 65pts]: 4. Protect/Jinx
. Warlock Skyrunner: Witchblade

+ Fast Attack +

Shining Spears [11 PL, 200pts]
. 4x Shining Spear: 4x Laser Lance, 4x Twin Shuriken Catapult
. Shining Spear Exarch: Heartstrike, Paragon Sabre, Shimmershield, Twin Shuriken Catapult

Shining Spears [10 PL, 190pts]
. 4x Shining Spear: 4x Laser Lance, 4x Twin Shuriken Catapult
. Shining Spear Exarch: Shimmershield, Star Lance, Twin Shuriken Catapult

Swooping Hawks [8 PL, 235pts]
. 8x Swooping Hawk: 8x Lasblaster
. Swooping Hawk Exarch: Hawk's Talon

Windriders [8 PL, 120pts]
. 4x Windrider - Shuriken Cannon: 4x Shuriken Cannon

Windriders [8 PL, 120pts]
. 4x Windrider - Shuriken Cannon: 4x Shuriken Cannon

+ Flyer +

Hemlock Wraithfighter [11 PL, 215pts]: 2. Storm of Whispers (Witchfire)

Hemlock Wraithfighter [11 PL, 215pts]: 4. Protect/Jinx

++ Total: [103 PL, -4CP, 2,000pts] ++

Created with BattleScribe 

Some lessons have to be experienced before advice makes sense.

 

I assume i will lose when i face new armies and tricks i havent seen before.

 

The Yncarne random teleporting requires careful planning of who you kill and when.  Good players will bounce all over the map and never get in danger.

 

Swooping hawks = pain

Mortal wounds and auto wound on 6 with a bucket of dice and then teleport away.  They whittle you down and you cant hurt them.  If you can tag them in melee it stops them from doing many of their tricks bc they have to fall back.

 

Hawks are one of the main reason i have artillery in my list.  Hate those MFers

 

Hope you get 1st turn and the TWC run him down fast.

 

Good hunting

Good job against the Iron Warriors. That Cloaked by the Storm strat is a good way around the IW's ability to negate cover.

 

I'm a bit surprised it was so lopsided, but his foot print would have been really small giving your smaller units some great leverage.

 

As far as Eldar I just don't know... I played as Craftworlds a lot, but I always disliked the Dark Eldar (I face them a lot). They have the speed and a very.. glass cannon methodology. I really don't know if first turn is that critical here. The beauty of the new reserves rules is you are very capable of reserving a ton of stuff and keeping his fist turn relatively uneventful (as you did with the Iron Warriors). 

 

However I'm no expert on Yncarne and that hopping around stuff is incredibly annoying. As mentioned, you'll have to pre plan nearly every kill. It would be a great trade if you could hammer it to death early.  It'll be interesting with the flyers since they have to start in reserves. 

4 hours ago, TiguriusX said:

 

Swooping hawks = pain

Mortal wounds and auto wound on 6 with a bucket of dice and then teleport away.  They whittle you down and you cant hurt them.  If you can tag them in melee it stops them from doing many of their tricks bc they have to fall back.

 

Hawks are one of the main reason i have artillery in my list.  Hate those MFers

 

Hope you get 1st turn and the TWC run him down fast.

 

Good hunting

How do the hawks mortal wounds?

1 hour ago, yan said:

How do the hawks mortal wounds?

1 CP stratagem called grenade pack

1D6 for each model in the unit 

4+ is a MW capped at 6 against a unit the hawks moved over in their turn

 

Then they get guide + doom buffed and 4 shots per model rerolling to hit

6s auto wound

 

That bucket of dice adds up

 

and then poooooof they disappear with sky leap after and you get zero interaction with them

 

They got nerfed for a reason...still dangerous

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