Post by trantos01 on Sept 11, 2023 9:54:17 GMT -5
So with the (once again) revamped points I figured I'd take a quick poke at figuring out a list and what I'm missing to make it work. Also since the codex doesn't appear to be appearing anytime soon I'll be working with the index rules for a while (unless the next dataslate ****s things up again).
Here's the initial build:
1 Grimnyr w/ Appraising glare + 10 Warriors with bolters, auto rifle, missile launcher, thayn with plasma pistol
1 Iron-master + 10 Warriors with bolters, auto rifle, missile launcher, thayn with plasma pistol
5 Hearthguard w/ teleport crest and Kahl w/ Rampart Crest + Long List to add JP to new unit if unit's target killed (deep strike)
5 Hearthguard w/ teleport crest and Kahl w/ Rampart Crest (deep strike)
3 Pioneers w/ [IGNORES COVER], +1 to hit versus stealth and HYLas rotary cannon
6 Pioneers w/ [IGNORES COVER], +1 to hit versus stealth, +5 to gain CP when strat used on unit, x2 ion beamers
1x Land Fortress w/Rail cannon, bolt cannons and 3 Graviton blast cannon Thunderkyn embarked
1x Land Fortress w/Rail cannon, bolt cannons and 3 Graviton blast cannon Thunderkyn embarked
1x Land Fortress w/Rail cannon, bolt cannons and 3 Graviton blast cannon Thunderkyn embarked
The Iron-master doesn't have lone operative etc so if he wants to survive to repair the fortresses, he needs meatshields (and I can sacrifice the Cogs since they give nothing now).
Grimnyr unit can toss out pseudo-JP for enemies standing near an objective.
I tossed the Kahls with Rampart onto the Hearthguard to give them lethal hits and a 5+ invul. Thinking against volkite weapons since lethal hits won't trigger devastating wounds (at least I think GW patched that?).
The pioneers can be 3 squads of 3 or a big and little squad running around to do whatever.
The Land Fortresses and Thunderkyn would be the hammer of this list. Transport gets them close enough, anti-vehicle 2+ means the grav weapons can rip vehicles apart even at s5 (d6 shots with -2AP and 2 damage)
Also the Fortress's fire support ability (pick a target hit by the Fortress, until end of phase a unit disembarked from Fortress rerolls wounds against said unit) appears to trigger for each Fortress so I can pick 3 units I really need to die.
Yes I wouldn't have the Kahls tossing out a JP first turn but with the new detachment rules, it's less important.