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Post by Jack Shrapnel on Nov 11, 2012 22:11:11 GMT -5
hmmm... this seems pretty solid... but there's no way to grab a rhino for those thousand sons eh? they seem kind of expensive to sit back and hold an objective or something... are they still SNP? if so, they're not going to get that far without a ride....
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Post by calitom on Nov 12, 2012 0:33:40 GMT -5
But SNP gets to move 6'' every turn, and I'll generally deploy them as far up as possible and have them shooting all game at 24'' until they eventually get into rapid fire range. With the sorcerer supporting them and just generally being annoying (Likely going tele so I can get gate of infinity and/or invisibility) so really they're going to be more of a mid-field presence unit then anything, which was why I didn't really want the rhino for them. I could instead shift the rhino from the plasma squad, but I feel the 4+ invul and AP 3 bolters being effective still at 24'' makes them a better choice for foot slogging.
Just gotta remember that SNP only means I can't run, overwatch or sweeping advance now. No more random movement.
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Post by Jack Shrapnel on Nov 12, 2012 8:21:12 GMT -5
yep for sure all good points... my thoughts would be if they're footslogging they're a prime target for any AP3 firepower given how deadly their AP3 firepower is to MEQ... but if they're going to gate around or be invisible... well that's a totally different story now isn't it?
seems really solid... can't wait to see the bats done!
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Post by Frosty the Pirate on Nov 12, 2012 9:37:20 GMT -5
Gate of Infinity Tksons just sounds rude.
I actually agree that foot flogging it is the way to go for Tksons, they are so durable that they can draw fire for his other threats and survive quite readily. As long as they don't get rapid fired by Tau or the like, they will be a tough unit to remove. Not to mention the fact they score.
I feel you'll miss the mid strength shooting, but I think you've got enough CC and Backfield with 6 oblits to not care.
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Post by calitom on Nov 12, 2012 9:57:06 GMT -5
I feel you'll miss the mid strength shooting, but I think you've got enough CC and Backfield with 6 oblits to not care. My thoughts too on the heavy changes.
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Post by calitom on Nov 19, 2012 12:12:54 GMT -5
Gonna be moving points around to put terminator armor and the burning brand on my sorcerer to help fortify the TKsons as a threat.
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Post by calitom on Nov 22, 2012 21:56:19 GMT -5
Changing the list to this for models I have easily accessible currently :
2012 Night Lords
HQ Chaos Lord Mark of Khorne Axe of Blinding rage Juggernaut Sigil of Corruption Melta bombs Veteran of the long war
Terminator Sorcerer Force Axe Mastery 3 Sigil of corruption Mark of Tzeentch Melta bomb Spell Familiar
Troops 15 Cultists 10 CSM 2 Meltaguns, veterans of the long war in a rhino 10 CSM 2 Plasmaguns, veterans of the long war in a rhino 9 Thousand Sons (Force Axe)
Fast attack 5 Chaos Spawn Heldrake with Baleflamer Heldrake with Baleflamer
Heavy support 5 Havocs with 4 Missile Launcher 2 Obliterators 2 Obliterators
I lose the two oblits for 4 missile launchers and shift some points around for terminator armor on the Sorcerer since he'll be on foot with the TKsons anyways. I like it... Now if only I can squeeze 40 points out for flakk missiles I'd be really happy with it.
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Post by danydaigle24 on Nov 22, 2012 22:28:09 GMT -5
what do you think of cutting the cultist for having your misilles... anyone that run 2-3 flamer in his list knows that they gonna stay back and will flamer them...
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Post by calitom on Nov 23, 2012 0:21:13 GMT -5
Then I only have 3 scoring units- you have to remember I don't have combat squads so I have to keep 4 selections in my list. If they kill my cultists I'll gut whatever it is with the rest of my list. It's all about threat saturation for this list, if someone's killing the cultists I'm happy.
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Post by Frosty the Pirate on Nov 23, 2012 7:44:47 GMT -5
Yeah, pretty much everything is a threat here, so even if your opponent takes out 2 or 3 units, you still have serious remaining threats.
I'm curious to see how the Spawn + Khorne Lord work out, they are fast and nasty.
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Post by danydaigle24 on Nov 23, 2012 8:21:53 GMT -5
Im not saying the cultist will be the first target dont worry.... Anyways nobody is playing flyers so you are safe... Im pretty sure Spawn and Khorne will be awesome... not a lot of list can handle two dragon coming and wiping devastator/LF/platoon and Khorne moving fwd and kill the rest...
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Post by Jack Shrapnel on Nov 23, 2012 9:53:49 GMT -5
Tom's playing two flyers.... so yeah, someone is playing flyers...
I'm playing a FMC... I've seen other helldrakes, a couple storm talons (I own one), and I know some people have stormravens... plus Dave's got the necron flyers too....
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Post by danydaigle24 on Nov 23, 2012 10:19:11 GMT -5
Yeah I know but Tom is the only one playing two flyers so far and his flyers can VC so he already got some anti-flyers....
Im not saying to have no anti-flyers I have my Dreadnought just for that and all my TL Melta.... I was just saying its a good choice to keep the cultist instead of missiles
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Post by Jack Shrapnel on Nov 23, 2012 10:24:43 GMT -5
yep... agreed cultists seem like a good choice...
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Post by thesanityassassin on Nov 23, 2012 14:22:27 GMT -5
I think Ian might be playing 3 dragons as well once he gets back up and running. I have a Storm Talon in my list. And I've seen Connor have Dakkajets or whatever they're called on the table I'm pretty sure.
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