Post by Joelercoaster on Apr 29, 2018 17:40:26 GMT -6
Want to give these guys another try or two.
Poison Tongue Kabal - 1250 Battalion
Archon - Huskblade (Djinn Blade), Blaster, Phantasm Grenades - Soulthirst
Archon - Huskblade, Blaster, Phantasm Grenades
Mandrakes x8
Kabalites x10 - Splinter Cannon, Shredder x2, Sybarite w/ Rifle & Phantasm Grenades
Kabalites x10 - Splinter Cannon, Shredder x2, Sybarite w/ Rifle & Phantasm Grenades
Kabalites x10 - Splinter Cannon, Shredder x2, Sybarite w/ Rifle & Phantasm Grenades
Scourges x5 - Blaster x5
Raider x3
Ravager x2
Bet you can't guess what the plan is. But I'll tell you anyway.
I want to give Poison Tongue a shot as the core idea is keeping the Archons buffing as much as possible with the aura, while the poison/CC re-rolls are functional all game (unlike Flayed Skull's "while in vehicles" bonus). The "slow" skimmers will allow Archons to Advance on foot, supporting with a still-hits-on-a-3+ blaster, using the vehicles as a 'human shield' (yay character status). In a perfect world, my Lances will all re-roll 1's to hit, and my poison will re-roll both hits and wounds of 1.
To boot, PfP plays awkwardly with Kabalites, as it's 70% combat buffs, and they don't really do combat "well" - but again, a focus on "lots of kabs" benefiting from the aura's mean re-rolling 1's to hit and to wound, and taking larger squads makes the fearless benefit late-game more meaningful (and gives more credence to the "boost PfP for this unit" strat).
Ultimately the hope is that all of these re-roll'd ones + various PfP bonuses will hopefully make this a "shoot first, stab as necessary" list instead of "oh crap why are my kabalites in combat" - which will ultimately be a bit more interesting for me than a pure shooty force.
It's still "lots of vehicles with lances, and lots of dudes with poison", but at least I'm taking Shredders. They're actually great anti-infantry weapons, and can point at a vehicle in a pinch.
Poison Tongue Kabal - 1250 Battalion
Archon - Huskblade (Djinn Blade), Blaster, Phantasm Grenades - Soulthirst
Archon - Huskblade, Blaster, Phantasm Grenades
Mandrakes x8
Kabalites x10 - Splinter Cannon, Shredder x2, Sybarite w/ Rifle & Phantasm Grenades
Kabalites x10 - Splinter Cannon, Shredder x2, Sybarite w/ Rifle & Phantasm Grenades
Kabalites x10 - Splinter Cannon, Shredder x2, Sybarite w/ Rifle & Phantasm Grenades
Scourges x5 - Blaster x5
Raider x3
Ravager x2
Bet you can't guess what the plan is. But I'll tell you anyway.
I want to give Poison Tongue a shot as the core idea is keeping the Archons buffing as much as possible with the aura, while the poison/CC re-rolls are functional all game (unlike Flayed Skull's "while in vehicles" bonus). The "slow" skimmers will allow Archons to Advance on foot, supporting with a still-hits-on-a-3+ blaster, using the vehicles as a 'human shield' (yay character status). In a perfect world, my Lances will all re-roll 1's to hit, and my poison will re-roll both hits and wounds of 1.
To boot, PfP plays awkwardly with Kabalites, as it's 70% combat buffs, and they don't really do combat "well" - but again, a focus on "lots of kabs" benefiting from the aura's mean re-rolling 1's to hit and to wound, and taking larger squads makes the fearless benefit late-game more meaningful (and gives more credence to the "boost PfP for this unit" strat).
Ultimately the hope is that all of these re-roll'd ones + various PfP bonuses will hopefully make this a "shoot first, stab as necessary" list instead of "oh crap why are my kabalites in combat" - which will ultimately be a bit more interesting for me than a pure shooty force.
It's still "lots of vehicles with lances, and lots of dudes with poison", but at least I'm taking Shredders. They're actually great anti-infantry weapons, and can point at a vehicle in a pinch.