yan Posted January 10, 2023 Share Posted January 10, 2023 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? Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/ Share on other sites More sharing options...
Rune Priest Jbickb Posted January 10, 2023 Share Posted January 10, 2023 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. yan 1 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5898790 Share on other sites More sharing options...
Prot Posted January 10, 2023 Share Posted January 10, 2023 (edited) 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 January 10, 2023 by Prot yan 1 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5898837 Share on other sites More sharing options...
TiguriusX Posted January 10, 2023 Share Posted January 10, 2023 (edited) 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 January 10, 2023 by TiguriusX Kassill and yan 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5898879 Share on other sites More sharing options...
yan Posted January 11, 2023 Author Share Posted January 11, 2023 (edited) 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 January 11, 2023 by yan Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5899249 Share on other sites More sharing options...
Prot Posted January 12, 2023 Share Posted January 12, 2023 Honestly I’m not sure what the draw of the Flyer is. I mean they’re still pretty point heavy even with free melta and starting in reserves kind of stinks. Though I like the model so I understand if you want to use it. yan 1 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5899300 Share on other sites More sharing options...
yan Posted January 12, 2023 Author Share Posted January 12, 2023 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… Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5899330 Share on other sites More sharing options...
TiguriusX Posted January 12, 2023 Share Posted January 12, 2023 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 Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5899393 Share on other sites More sharing options...
yan Posted January 16, 2023 Author Share Posted January 16, 2023 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 Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5900366 Share on other sites More sharing options...
yan Posted January 16, 2023 Author Share Posted January 16, 2023 Oeps. Im 20pnts over. So im debating to change the eradicators for longfangs. But then it would be nice to find points to add a terminator to that squat. And im really low on cp so its hard to find the cp for keen senses. Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5900393 Share on other sites More sharing options...
TiguriusX Posted January 16, 2023 Share Posted January 16, 2023 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 Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5900463 Share on other sites More sharing options...
Prot Posted January 20, 2023 Share Posted January 20, 2023 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) Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5901538 Share on other sites More sharing options...
yan Posted January 25, 2023 Author Share Posted January 25, 2023 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) Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5903137 Share on other sites More sharing options...
Prot Posted January 25, 2023 Share Posted January 25, 2023 (edited) 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 January 25, 2023 by Prot yan 1 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5903164 Share on other sites More sharing options...
yan Posted January 25, 2023 Author Share Posted January 25, 2023 Thanks a lot. what about the lord of skulls? Should that be my main target for my longfangs? Or should i preoratice the flyers since it basically my only shooting? Probably better to ignore them right? Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5903382 Share on other sites More sharing options...
Prot Posted January 26, 2023 Share Posted January 26, 2023 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. Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5903430 Share on other sites More sharing options...
yan Posted January 26, 2023 Author Share Posted January 26, 2023 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? Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5903465 Share on other sites More sharing options...
TiguriusX Posted January 26, 2023 Share Posted January 26, 2023 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? Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5903539 Share on other sites More sharing options...
yan Posted January 27, 2023 Author Share Posted January 27, 2023 (edited) 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 January 27, 2023 by yan Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5903874 Share on other sites More sharing options...
yan Posted January 28, 2023 Author Share Posted January 28, 2023 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. Prot and TiguriusX 2 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5904478 Share on other sites More sharing options...
yan Posted February 7, 2023 Author Share Posted February 7, 2023 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 Prot 1 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5907685 Share on other sites More sharing options...
TiguriusX Posted February 7, 2023 Share Posted February 7, 2023 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 yan 1 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5907793 Share on other sites More sharing options...
Prot Posted February 7, 2023 Share Posted February 7, 2023 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. yan 1 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5907876 Share on other sites More sharing options...
yan Posted February 7, 2023 Author Share Posted February 7, 2023 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? Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5907908 Share on other sites More sharing options...
TiguriusX Posted February 7, 2023 Share Posted February 7, 2023 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 yan 1 Back to top Link to comment https://bolterandchainsword.com/topic/377123-llw-club-tournament/#findComment-5907942 Share on other sites More sharing options...
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