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Post by Frosty the Pirate on Mar 4, 2021 10:25:48 GMT -5
I've had several crusade & strike force ideas for different factions lately I've been cooking up and rather than spam the forum with multiple threads I figured I'd just consolidate it all into one mega-thread like our Supreme Overlord -wink-
First up, I have 3 different list ideas for Great Crusade should I be able to attend. Given the points is a bit higher than I originally expected at 1500, I haven't played any of these armies at this points level in 9th yet, the majority of my 9th ed games are Incursion games played at 1000 and Strike Force games played at 2000. So the middle-ground between the two here is a bit unknown to me.
First up, the most-likely like I'd bring to Great Crusade, as I have almost all the models in hand and either in the painting process or finished after re-starting my Space Wolves from almost nothing last summer.
Punchin' Time ft. Argus the Hammer
Space Wolves - 1500 points, 10 CP at Deployment. Battalion Detachment
HQ: Argus the Hammer (Bjorn the Fell-Handed) - Multi-Melta, Trueclaw, Heavy Flamer, Warlord - Aura of Majesty - 180 Wolf Lord on Thunderwolf - Storm Shield, Teeth of Terra (Relic), Hero Of The Chapter: Saga of the Hunter - 120, 1CP
Troops: 5 Assault Intercessors - 95 5 Assault Intercessors - 95 5 Assault Intercessors - 95 5 Infiltrators - 120
Elites: 5 Wolf Guard Terminators - Thunder Hammer & Storm Shields - 215
Fast Attack: 5 Fenrisian Wolves - 35 3 Thunderwolf Cavalry - Power Fists & Storm Shields - 180
Heavy Support: 3 Eliminators - 2 Bolt Sniper Rifles, Instigator Bolt Carbine, Thane Of The Retinue: Morkai's Teeth Bolts - 90, 1CP Vindicator - Demolisher Cannon & Siege Shield - 140 Whirlwind - Whirlwind Vengeance Launcher - 135
Battle Plan: Hammer & Anvil / Frontal Assault
Example Secondary: Domination or Engage On All Fronts - Battlefield Supremacy Warrior Pride - No Mercy, No Respite Heroic Challenge - Purge The Enemy
This list is very much an ABC (Always Be Charging) style list, It likes charging stuff, it likes punching things, and generally doesn't mind getting stuck in. Argus, his TH/SS Bodyguards and the Assault Intercessors form the core of the battle line (The Anvil), and will push onto mid-field objectives, Vindicator and Eliminators will help with tougher targets and help remove support-characters, applying that Morkai Teeth Bolt as needed, and the Whirlwind ensures I can drop Fight-Last and Overwatch-Denial where needed. The Wolf Lord, Thunderwolves and Fenrisians will adapt with their speed as needed and likely help overwhelm a target or respond to a threat, acting as the Hammer. Inflitrators help keep backfield or a flank secure with their 12" bubble of deep-strike denial to keep the midfield boys from being outflanked/surrounded.
On the down side, this list probably auto-loses to Mortarion + Death Guard, but that isn't really a problem for Great Crusade as Lords of War aren't allowed. It also has an extremely limited shooting presence, really relying on Melee and fighting on Primary Objectives to grind the points out here.
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Post by Jack Shrapnel on Mar 4, 2021 10:34:34 GMT -5
very aggressive and thematic list... I like it.
Great crusade is meant to be a narrative style event (hence the requirement of a special character) so top tier competitive is certainly not required (or expected). I'd rather see a fun themed list than anything else!
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Post by Frosty the Pirate on Mar 9, 2021 13:07:12 GMT -5
The Cult of the Red Claw
2000 Points, 10 + D3 CP at deployment
Faction: Cult of the Four Armed Emperor
Battalion Detachment
HQ: Patriarch - Warlord: Biomorph Adaptation (+1 Str/Attack), Relic: Amulet of the Voidwyrm (+1 to saves vs ranged, no overwatch), 1x Familiar, Power: Mass Hypnosis, Power: Might From Beyond - 150 Primus - Broodcoven: Inscrutable Cunning (+D3 CP, 1 command-reroll to nearby unit once per game), Extra Relic: Sword of the Void's Eye (+2S, AP-3, DD3, Reroll all hits and wounds) - 80 Jackal Alphus - 75
Troops: 10 Acolyte Hybrids - Cult Icon, 4x Rock Saws - 130 10 Acolyte Hybrids - Cult Icon, 4x Rock Saws - 130 10 Brood Brothers - Lasguns, Chainswords - 60 10 Brood Brothers - Lasguns, Chainswords - 60 10 Neophyte Hybrids - 8x Autoguns, 2x Mining Laser - 80 10 Neophyte Hybrids - 8x Autoguns, 2x Mining Laser - 80
Elite: 5 Aberrants - 2x Power Pick, 2x Heavy Power Hammer, Hypermorph with Improvised Weapon - 180 Kelermorph - 80
Fast: 2 Achilles Ridgerunners - Heavy Mining Laser, 2x Heavy Stubber, Flare Launchers - 140 2 Cult Armoured Sentinels - 2x Autocannon - 90
Heavy: Cult Leman Russ - Battle Cannon, 3x Heavy Bolter, Track Guards (movement speed does not degrade with profile) - 195 Cult Leman Russ - Battle Cannon, 3x Heavy Bolter, Track Guards (movement speed does not degrade with profile) - 195 Goliath Rockgrinder - Heavy Mining Laser, Cache of Demolition Charges - 105
Transport: Cult Chimera - 2x Heavy Flamer - 85 Cult Chimera - 2x Heavy Flamer - 85
Battle Plan: Hammer & Anvil
Example Secondaries: Engage On All Fronts - Battlefield Supremacy Grind Them Down - No Mercy, No Respite Raise the Banners High - Shadow Operations
Despite this being a Genestealer Cults army, this list is designed to play a little bit like Catachan Astra Militarum. Vehicles form a battle line pounding away at targets, with lots of combat-counter-punch to break out tanks that might be threatened or bogged down by enemy infantry. Both Acolytes and the Kelermorph units go underground to arrive via Perfect/Cult Ambush and relieve pressure or kill a key target, Aberrants and Primus go in the Rockgrinder as the suicide-misson-spearhead, supported by the Chimeras/Brood-Brothers, Ridgerunners and Sentinels. Jackal Alphus hangs behind the forward line with the Cult Russes and Patriarch to provide support and boost BS army-wide in the early game with Integrated-Vox-Comms, and mid/late game with Priority Target on whatever the Russes are targeting. Neophytes hang out on backfield objectives and screen/do-actions and throw Mining Laser blasts wherever possible.
This is a scaled-up-to-2000 version of the GSC list I'd bring to Great Crusade at 1500 if I suddenly came into a pile of extra hobby money. I'm already slowly accumulating the core of the list, but it likely won't be table-ready at this point level until at least the late-summer/early-fall under my normal army-build rate.
Leaning towards this being what I go with for a pitched-battle test against the Droids this week on TTS.
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Post by Jack Shrapnel on Mar 9, 2021 14:51:08 GMT -5
well that much armor should do a number on the droids for sure!
The list hits some of the high points of GSC (rock saw acolytes are their hands down best unit).
I'd consider swapping the primus for a broodcoven magus with the same extra warlord trait. Gives you more spells, especially with familiar - letting you switch the relic for the crouchling. You can drop your track guards to pay for the difference.
I sure wish Aberrants were worth bringing... but currently they're just too expensive for 5 models that die so easily, and their output can be pretty underwhelming (I realize as I say this they're likely going to steamroll my list JUST because I said they're lackluster). I do have hope that they will be improved come next codex of course. There's only so many nerfs they can repeatedly give a unit right?..... right?
But as a style pick, it's not like they're terrible... you're just paying about 60 points too much for the squad... and like I said, they're the most likely to change with the next book, so it's probably not terrible having them.
Having 19 units which are less than sturdy (other than obviously the T8 tanks) means grind it down is often a poor choice, unless you're shooting DE paper planes or something. I'm thinking more in terms of marines, where you often have to trade two GSC units to kill one of theirs!
Ridgerunners are pretty awesome so a good pick there.
It does seem a lot more imperial guard than GSC in a lot of ways, but I know that's what you were kinda aiming for.
Should be a fun list to get wrecked by tomorrow..lol
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Post by Frosty the Pirate on Mar 9, 2021 16:37:13 GMT -5
I actually did consider Primus vs Magus, I went with the Primus for this test version so I have someone who can try and challenge a Jedi-master to a duel to the death. Emphasis on the 'death' part. Gotta' figure if this guy can actually do more that just stand there and look-cool to earn his roster spot.
I don't think a single character can have 2 relics tho? The amulet of the voidwyrm feels really must-take to me so far for the Patriarch not to get shot to bits and avoid overwatch so he can actually charge stuff, or help Acolytes get into combat by turning off overwatch for them. It seems like a lot to give up.
The Aberrants are a rule-of-cool choice, I have a pretty nifty modeling idea for these guys. Do hope they get some love in the new dex tho, whenever that is. I would love for them to feel similar to Ogryns or Wulfen and get the T5 treatment and a point reduction. Will they suck until then? Maybe. Will I laugh maniacally any time they kill something even remotely close to their points cost? You bet.
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Post by Jack Shrapnel on Mar 9, 2021 17:20:36 GMT -5
I just don't find the primus does all that much to contribute other than the aura bonus to hit (which is why mine always has the extended aura). When you're T3 with a 5+ armor and no invul sinking the relic into him trying to be a duelist vs. characters has always led to disappointment for me. "yay I did 2 wounds!" "Boo, now I'm dead" - mainly because anyone you're dueling if they're a character normally has an invul. But the void's eye is the closest thing you can get to making him killy. And I can admire the thought of this plucky guardsmen trying to take on a chapter master because the star gods said he can do it!
characters can only have one relic. If you ever try twisted helix do the combo on a patriarch of the elixir of the prime specimen and biomorph adaptation... it's super fun... I mean he still dies to a stiff breeze (4+/5++ is only so survivable) so have some fodder to sacrifice for the greater good... but man he can blend.
Also have tried the bladed cog abominant with mark of the clawed omnissiah for max survivability - 3++, 5+ FNP, heals D3 wounds a turn, -1 damage... he's pretty fun, especially if you're trying to make aberrants work. Him having only 3 attacks as a solely combat character with -1 to hit with his weapon and a base WS of 3+ is GW at it's cruelest though. What exactly is he supposed to be able to fight?
Aberrants need to be 3 wounds and T5, retaining the 5+ FNP and -1 damage. That would make them worth their points. I have 20 painted Aberrants. I desperately want them to be good.
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Post by Frosty the Pirate on Mar 11, 2021 14:30:11 GMT -5
First test for the Cult of Red Claw did not go so well.
Things I learned:
- The Patriarch is an absolute blender against objective holder units but he's just completely outclassed by better pure-fighters. You 100% must have a screening unit to follow you in to combat to use Unquestioning Loyalty to pawn off wounds. I'm even considering taking a Locus as a dedicated wound sponge.
- Jackal Alphus is actually a really great BS boost, but he only affects one target, and a lot of GSC squads are equipped in such ways they generally need to split fire to be effective. He's likely staying in the list as long as I have Ridgerunners in it as well, but I'm questioning 75 points for this.
- A Primus is a great buffing character, but he does nothing other than stand there and make a fragile unit hit slightly harder. You would likely do better to simply field more models in a unit than use his buff.
- Aberrants are cool, but if you want to take them you need a delivery system. This pretty much means reserving 4CP for Perfect Ambush + Charge-Reroll, as Goliaths just aren't going to handle the types of dedicated anti-vehicle firepower that are proliferating the meta game atm. Will likely try subbing out a Rock Saw Acolyte unit for Aberrants at some point, and will likely immediately regret it.
- There's a reason every guard player is taking nothing but Demolisher Tank Commanders these days. None of the other Russ Variants compare. This makes me wary that the Demolisher Tank Commander will get a significant nerf/rework in the next codex or chapter-approved through. I may try out a Leman Russ Punisher or Exterminator for the lols, but I'm 10000% magnetizing these.
- A Wvyern in a Guard Patrol Detachment is worth the CP investment by itself for it's anti-infantry potency. GSC struggle with gunning down MEQ infantry, and anything tougher just shakes off the firepower. S3 weapons like Lasguns and Autoguns just can not carry the day, even in volume.
That's a lot of things to improve for one test game, but at least planning for next time is the GSC strong suit.
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Post by Jack Shrapnel on Mar 11, 2021 14:52:26 GMT -5
Alphus becomes more efficient with the buff she gives when it comes to having multiple units to take advantage of it, however relatively short range and only affecting <CULT> (so no brood brothers) means you need multiple units getting the buff - generally she's most effective with multiple ridgerunners with mining lasers... 3+ of them... for only a small benefit, you're generally better off just bringing another unit that can add to the weight of fire, obsec camping etc.
Anything important and scary (aberrants for example) is not safe inside a goliath. They're just far too easy to pop. Poor save and only a 6+ FNP is not survivable when the meta has to be ready to kill things like imperial knights etc. A single transport is just too easy a target.
Rock saw armed Acolyte squads are better than Aberrants hands down. You get far more bodies, they're obsec, way more attacks, and can take an icon for rerolling 1's. I take them over aberrants every time now and never regret it. Someday my mutated babies will hit the table again... but not til they get a new book. Too many points. Too easy to kill.
The GSC version of the russ sucks. It just does. No orders, no tank commander, hitting on 4's with a non-scary gun is just not worth the points. I have one all painted up too. He gets to sit on the shelf as well.
GSC isn't a shooting army. Pretty much every other army (even nids) does it better. People experimented in 8th with shooty builds but they tend to fall flat, especially once the jackal bomb list fell by the wayside (repeated FAQ kicks to the head for GSC lost a lot of builds). The sole exception is ridgerunners with mining lasers, and a cheap neophyte squad with a mining laser thrown in is a cheap "maybe" choice. But GSC is all about combat, which is why the acolytes shine. If you want shooting with your GSC bring a detachment of guard (they just do it better) or nids.
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Post by Frosty the Pirate on Mar 14, 2021 10:08:59 GMT -5
Alright, first of two lists I've been cooking up since my through butt-kicking at the hands of the Droids.
This one is an Elder Crusade attempt at 1500, this is more of a "what I wish was good" instead of "what's actually good" for Craftworlds in their current state, but it makes for a very highly-thematic list, and would be fun to play.
Assassins Striking From The Shadows
Aeldari Craftworlds - Battalion Detachment - 11CP, 1497PTS
Faction: Custom Craftworld - Expert Crafters, Headstrong (+1 to charges)
HQ: Pheonix Lord Karandras - Warlord Farseer Skyrunner - Doom, Executioner, Ghostwalk, RELIC: Blazing Star of Vaul, Witchblade
Troops: 10 Dire Avengers - Exarch with 2x Avenger Shuriken Catapults, Bladestorm 10 Rangers 10 Rangers
Elite: 9 Striking Scorpions - Exarch with Scorpion's Claw, Exemplar of the Shrine: Sustained Attack & Scorpion's Bite 5 Wraithguard - Wraithcannons
Fast: 6 Shining Spears - Exarch with Laser Lance, Swooping Dive
Heavy: 2 War Walkers - 4 Missile Launchers Wraithseer - Witch Strike, Quicken/Restrain, D-Cannon
Battle Plan: Rapier Strike (all or nothing Turn 1 alpha-strike targetting Warlord + key support) Secondaries: Linebreaker, Cut Off The Head, Deploy Scramblers
Tons of deployment tricks here, Karandras, Scorpions and both Rangers probably all start off-table, War Walkers possibly outflank as well depending on terrain. Wraithseer with Wraithguard Body-Guards, and Farseer goes with the Shining Spears, and it's likely the Dire Avengers will be dropped in via Webway Strike since there's a ton of CP with not many outlets.
The fun starts when Karandras and the Scorpions arrive on T1 via Masters of Stealth, Farseer will drop Ghostwalk and Wraithseer can chip in with Quicken to strike hard out of reserves. The Scorpions and Karandras will be fun when they hit, it's kinda hard to do the math here since it's really spikey, effectively with all the buffs stacked up and Supreme Distain popped, they'll have ~16 Chain Sword and 7 Power Fist attacks, and all of them triple-explode on 6+, which is 5+ if they trigger the plus one for targeting a unit in cover. Mandiblasters will also be wounding on 5s every fight phase for additional mortal-wounds.
Shining Spears will have enough movement to likely charge T1 as well as I've taken Swooping Dive. This will basically be an all-or-nothing T1 with 4+ charges going off, and either winning basically immediately, or bouncing off the target(s) and the fight devolving into a battle of attrition as my units arrive over and over in the opponent's deployment zone trying to max line breaker and drop scramblers to max out Secondaries.
This should be hilariously fun dice rolling for about the first 5 minutes, possibly netting as much as 17 secondary points if I managed the first-turn Warlord Kill + Linebreaker, but the game will likely go directly in the toilet from there.
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Post by Typhus on Mar 14, 2021 10:46:36 GMT -5
The fun starts when Karandras and the Scorpions arrive on T1 via Masters of Stealth, Farseer will drop Ghostwalk and Wraithseer can chip in with Quicken to strike hard out of reserves. Unfortunately, units can't arrive as Reinforcements on turn one. Nor can units which have been set up as Reinforcements be affected by Quicken, as the only types of move they're eligible to make when they arrive are charge, pile-in, and consolidate moves.
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Post by Frosty the Pirate on Mar 14, 2021 12:51:29 GMT -5
The fun starts when Karandras and the Scorpions arrive on T1 via Masters of Stealth, Farseer will drop Ghostwalk and Wraithseer can chip in with Quicken to strike hard out of reserves. Unfortunately, units can't arrive as Reinforcements on turn one. Nor can units which have been set up as Reinforcements be affected by Quicken, as the only types of move they're eligible to make when they arrive are charge, pile-in, and consolidate moves. You are correct about Quicken, I'd forgotten that was removed. My plan was to use that on the Shining Spears anyhow but it does mean the Scorpions would have to make an 8" charge, and 9" for Karandras and only one of them can have Ghostwalk for +2. But if possible can you show me the text that prevents me from using Masters of Stealth, Appear Unabidden or Scout Vehicle during the first battle round? By the rules of Strategic Reserves (quoted below) there's no clause in any rule I can find preventing them from arriving during T1. The rules all explicitly say I can arrive on any battle round. I didn't consider this type of list was even possible until I noticed that this block in the Strategic Reserves section. I checked the codex, 9th update for the codex, faq and psychic awakening FAQ and couldn't find the usual 'you can't arrive during the first battle round' text anywhere.
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Post by Typhus on Mar 14, 2021 13:03:33 GMT -5
Unfortunately, units can't arrive as Reinforcements on turn one. Nor can units which have been set up as Reinforcements be affected by Quicken, as the only types of move they're eligible to make when they arrive are charge, pile-in, and consolidate moves. You are correct about Quicken, I'd forgotten that was removed. My plan was to use that on the Shining Spears anyhow but it does mean the Scorpions would have to make an 8" charge, and 9" for Karandras and only one of them can have Ghostwalk for +2. But if possible can you show me the text that prevents me from using Masters of Stealth, Appear Unabidden or Scout Vehicle during the first battle round? By the rules of Strategic Reserves (quoted below) there's no clause in any rule I can find preventing them from arriving during T1. The rules all explicitly say I can arrive on any battle round. I didn't consider this type of list was even possible until I noticed that this block in the Strategic Reserves section. I checked the codex, 9th update for the codex, faq and psychic awakening FAQ and couldn't find the usual 'you can't arrive during the first battle round' text anywhere. It's in an odd place - it isn't a core rule, but a component of mission structure. This is because this restriction is only an implicit part of Matched Play and Crusade, and isn't assumed in the rules due to the existence of Open Play and (non-Crusade) Narrative Play. A couple of excerpts: "In Eternal War missions, Strategic Reserve and Reinforcement units can never arrive on the battlefield in the first battle round." "In Grand Tournament 2020 missions, Strategic Reserve and Reinforcement units can never arrive on the battlefield in the first battle round." If you're playing Matched Play, it'll be using one of these mission packs.
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Post by Frosty the Pirate on Mar 14, 2021 13:08:11 GMT -5
Ah. Well. Back to the drawing board on this one then. Thank you for showing me where the rule was.
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Post by LizardTau on Mar 14, 2021 13:11:12 GMT -5
its under the match play rules under declaring reserves and transports.
edit:
never mind in the time it took me to look it up, and i didn't refresh lol
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Post by Frosty the Pirate on Mar 15, 2021 10:45:46 GMT -5
Ok, well with the Elder Crusade list sent back to the drawing board, moving on to the 2nd list I've been cooking up after my butt was kicked by the droids, this is a revamp of my GSC attempt that's closer to the lists I toyed with earlier in the winter in January. With this attempt I finally feel like it's time to attempt a Twisted Helix list rather than Four-Armed-Emperor, because things can't really go much worse than the last list.
Cult of the Red Claw - 9CP, 2000PTS
Battalion Detachment - Genestealer Cults
Faction: The Twisted Helix
HQ: Magus - Mass Hypnosis, Might From Beyond, The Cult's Psyche (-1CP) - 85 Patriarch - Warlord: Bio-Alchemist, Relic: Elixir of the Prime Specimen, Might From Beyond, Mutagenic Deviation - 135
Troops: 10 Acolyte Hybrids - 4 Rock Saws, Cult Icon - 130 10 Acolyte Hybrids - 4 Rock Saws, Cult Icon - 130 10 Neophyte Hybrids - 8 Autoguns, 2 Mining Lasers - 80 10 Neophyte Hybrids - 8 Autoguns, 2 Mining Lasers - 80
Elite: 7 Abberrants - 6 Power Picks, Hypermorph with Improvised Weapon - 230 Clamavus - 60
Fast: 2 Achilles Ridgerunners - Heavy Mining Lasers, Heavy Stubbers, Flare Launchers - 140 2 Achilles Ridgerunners - Heavy Mining Lasers, Heavy Stubbers, Flare Launchers - 140
Transport: Goliath Truck - Twin Autocannon, Heavy Stubber - 75 Goliath Truck - Twin Autocannon, Heavy Stubber - 75
Patrol Detachment - Astra Militarum
Faction: Brood Brothers
HQ: Tank Commander - Demolisher Siege Cannon, 3 Heavy Bolters - 225 Tank Commander - Demolisher Siege Cannon, 3 Heavy Bolters - 225
Troops: Infantry Squad - Lasguns - 55
Heavy: Wyvern - Wyvern Quad Stormshard Mortar, Heavy Bolter - 135
Battle Plan: Hammer & Anvil Secondaries: Engage On All Fronts, Raise The Banners High, Attrition
So, first Twisted Helix version (+1 str for all models, and +2 to advance rolls). I've been relly looking forward to playing with this sub-faction as I just like the name and iconography, and the mad-scientist lore just speaks to me on a level the other sub-factions don't. So I have really high hopes here.
Again, still hoping this might work a bit more like Catachan Guard than GSC, but this time things are actually broken out into an actual Guard detachment accompanying the GSC, which means I have access to Tank Commanders and the all-important Wyvern. I've minimized the presence of brood-brothers here otherwise, the guardsman squad I'm forced to take is basically planned to be used as abilitive wounds for Unquesttioning Loyalty.
The reshaping on the list is mostly focused on transitioning from a unit + buffer based list to a volume of attacks based list, with a refocus realizing I can't toe-to-toe with other factions and have to "fight dirty", so by making units a bit more self-sufficent and then using Might From Beyond and Mutagenic Deviation as key enhancements to really buff up into blender-mode. The biggest changes are in the core of the forward-group, changing from a mix of one-off units to a very streamlined setup of Goliaths, Acolytes and Ridgerunners. This is to reduce CP outlay for Perfect Ambush from two-uses to one and placing the Acolytes in Goliath's while the Abberrants will arrive via Perfect Ambush.
I've optimized the loadouts a bit with the Abberrants focused on killing heavy-infantry/MEQs with a power-pick/stop-sign loadout for a huge volume of S7 attacks, S8 with Might From Beyond, and the Acolytes leaning on Str 9 Rock Saws to pickup the all important 3s to wound vs T8, and S5 on Rending Claws from Twisted Helix. This was all part of the thinking of a bit more self-sufficent units, and helps ensure they are going to trade for whatever they touch.
Psyker loadouts are in a place I'm unsure about right now, Might From Beyond is by far the most important thing to have in the right place at the right moment, so I took it on both psykers as redundancy, but that feels a bit wrong. The Magus can cast both powers while the Patriarch can only cast one, and I feel like a utility power like Psychic Stimulus would be better suited on the Magus. Perhaps all these problems are solvable by using a Familiar or two. Would appreciate input here. Ideally I'd like to be able to drop Might From Beyond, Mutagenic Deviation and then a choice of Mass-Hyponsis or Psychic Stimulus. But I don't think that's possible in this loadout without a Familiar or two.
Only "new addition" is the Clamavus, figured his buff will help ensure the Aberrants make combat on the Perfect Ambush turn as I don't have 4AE for +1 to charges on arrival, and he has some utility as deep-strike denial in certain matchups. Not sure he's worth it yet, but he seems a LOT better than the terrible Biophagus.
I'd love to take this out for a spin on TTS at some point in the next week or so.
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