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Post by Nick P on Nov 25, 2014 15:04:43 GMT -6
Alright so I digested the adepticon 40k championship army list rules and have summarized them for us here. Haven't started working on my armylist yet, but wanted to see what people's initial thoughts are:
1850 points
0-1 CaD 0-1 Allies (can be same faction as primary) 0-1 of EACH codex specific detachment 0-1 of EACH formation 0-1 LoW (if detachment allows), no more than 33% of army total points 0-1 fortification regardless of detachment
NO forge world formations or army lists NO Apoc formations NO unbound
FW models from imperial armor are 0-1
What are people thinking? We won't know the specific mission rules for a while, but based on the last few years' packets we should be able to start crafting victory-minded lists.
jeff, are you going to try to sneak lictors in there after seeing Sean crush at 11th Co?
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Post by Joelercoaster on Nov 25, 2014 15:23:05 GMT -6
It may be worth just spamming Flyrants. There's next to nothing they can't touch in one form or another, and a Flyrant + Mucolid Troop = 255. CaD - 2 Sets Leviathan Detachment - 3 Sets Allies - 1 Set Formation - Spore Cloud (90 minimum, 225 max)
So 6 Flyrants, 6 Mucolids, a maxed Spore Cloud (to help with hordes, vehicles, and anything that's hardcore hugging cover)... you have points for a Malanthrope (for T1 2+ cover saves) and 10 leftover.
Focus on destruction scoring via Maelstrom, and point-denial to the enemy. Spores distract the enemy... pretty much all game. If you must, you can land Flyrants to score. I'd try to hold off on this unless you're pulling a Dominion or whatever to claim all 6 at once.
How would you beat it?
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Post by jefferestinpeace on Nov 25, 2014 15:40:39 GMT -6
You would beat 6 Flyrants by scoring objectives and destroying them when they land. As powerful as they are, you aren't going to table everyone, much less Adamantine Lance or even one Land Raider.
I might do Lictors simply because our Deep Striking options have increased SO MUCH. Granted, the intertial guidance on the pods doesn't necessitate exact placement, but we have so much more in the way of board control now, which is how you win games. Two Flyrants does me pretty well, but it'll be hard to say no to that third. Also, the idea of two Sporocysts and the Spore formation gives me chills. It'll offer just so much board coverage with such a small investment.
I have to think about it and play a lot more Tournament-level 1850 games. I'll bring something nasty to Wanderer's on Sunday, that's for sure.
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Post by Joelercoaster on Nov 25, 2014 15:45:16 GMT -6
Show me anything in our codex that can hope to deal with the Adamantine Lance. A few days ago you were talking about E-Grubs being our best anti-Knight weapon, and now 6 of them on highly maneuverable platforms aren't enough to deal with one land raider?
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Post by jefferestinpeace on Nov 25, 2014 16:00:44 GMT -6
Ok then... guess the whole e-grubs thing slipped my mind for a minute. Very sorry sir. I'll be taking a Barbed Hierodule for anti-Knight.
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Post by Nick P on Nov 25, 2014 16:22:03 GMT -6
I think flyrants and spores for distraction is key, and using some drop pods for board control is a no brainier. Here's my first list, combining old and new Nids so to speak with a focus on being able to score maelstrom cards and secondary objectives.
CaD: Dakka flyrant, electro Dakka flyrant, electro Malanthrope 30 gants 20 devil gants Tervigon, electro Exocrine Tyrannocyte Tyrannocyte
Skytyrant Swarm: Flyrant, lw/bs, toxin sacs, electro 10 gargoyles 10 gargoyles
Spore Field: Mucolid Mucolid Mucolid 5 spores 5 spores 5 spores
1850 on the nose. Lots of mobility, lots of board control. 3 mobile haywire templates to take out av13+ and knights, drop pods with either nothing or devilgants, tervigon, exocrine popping up in the backfield. Regenerating spores infiltrating and outflanking, keeping opponent distracted (or else detonating S8 templates all over their faces). Skytyrant kitted to murder all monsters.
Obviously need to play it and test it further against some competitive lists, and who knows what terrain will be like at this thing, but this list feels like it would be solid if played smart.
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Post by Nick P on Nov 25, 2014 16:40:08 GMT -6
Joel cool your jets man, we're all friends here. Step out of your cave and play some games lol theory is fine and good, get some tabletop action to see how it works/doesn't work.
I think 6 flyrants is cool until someone can deal with flyers, then it's a turkey shoot.
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Post by jefferestinpeace on Nov 25, 2014 16:47:26 GMT -6
That list would be fun to play, that's for sure. Do you have the models to test it out? Can you come to Wanderer's this weekend?
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Post by Russell on Nov 25, 2014 16:51:04 GMT -6
Is the adamantine lance a forge world formation? Cause that shit ain't allowed.
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Post by jefferestinpeace on Nov 25, 2014 16:53:39 GMT -6
No I think it's from the Stormclaw stuff
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Post by Russell on Nov 25, 2014 17:04:46 GMT -6
Weak.
Also, who gives a shit about land raiders?
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Post by Nick P on Nov 25, 2014 17:15:42 GMT -6
All but the mucalids, tyrannocytes and malanthrope but I can proxy them up. Will try to make it to wanderers, heading back in from ohio sunday morning so we'll see how traffic is.
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Post by Russell on Nov 25, 2014 17:49:02 GMT -6
All but the mucalids, tyrannocytes and malanthrope but I can proxy them up. Will try to make it to wanderers, heading back in from ohio sunday morning so we'll see how traffic is. See ya never
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Post by Joelercoaster on Nov 25, 2014 18:38:36 GMT -6
Not trying to sound angry, just realistic. Adamantine Lance is basically model-pushing at it's finest.
Like this fig that's really hard to deal with? Take 3 and make them exponentially better for no cost!!
Jeff's got it, though - take a Barbie. That's two HP a turn on front armor, *with* the shield... so put everything else against other facings as much as you can... if you can plan it on a turn where Zoey's pod behind it (or beside, whatever), they, a Flyrant, and Barbie can down it on one turn. That even allows Barbie to aim for a easy transport 1st Blood on T1.
How many points is a Barbed Heirodule?
Mucolids may actually be a pretty decent tool vs Knights (multiple Knight lists, particularly). While the chances of a Muc actually catching a Knight are generally laughable, they can still be used as heavy board control. Say you have 4 knights plus a minimum HQ/Troops. W3 and Shrouded can actually shrug off a fair amount of basic firepower from the non-Knights, so either the player needs to just not move in that direction, or sacrifice a turn of a Knight's shooting at a spore (that's still shrouded). Granted, a full-health Knight may just run up and not care, but it has a solid chance of plinking a HP away, and every little bit helps. It's a very inexpensive way of making them choose between two less-than-good options.
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Post by Deleted on Nov 25, 2014 20:08:21 GMT -6
Not trying to sound angry, just realistic. Adamantine Lance is basically model-pushing at it's finest. Like this fig that's really hard to deal with? Take 3 and make them exponentially better for no cost!! Jeff's got it, though - take a Barbie. That's two HP a turn on front armor, *with* the shield... so put everything else against other facings as much as you can... if you can plan it on a turn where Zoey's pod behind it (or beside, whatever), they, a Flyrant, and Barbie can down it on one turn. That even allows Barbie to aim for a easy transport 1st Blood on T1. How many points is a Barbed Heirodule? Mucolids may actually be a pretty decent tool vs Knights (multiple Knight lists, particularly). While the chances of a Muc actually catching a Knight are generally laughable, they can still be used as heavy board control. Say you have 4 knights plus a minimum HQ/Troops. W3 and Shrouded can actually shrug off a fair amount of basic firepower from the non-Knights, so either the player needs to just not move in that direction, or sacrifice a turn of a Knight's shooting at a spore (that's still shrouded). Granted, a full-health Knight may just run up and not care, but it has a solid chance of plinking a HP away, and every little bit helps. It's a very inexpensive way of making them choose between two less-than-good options. All this talk of adamantine lances makes me happy my army can take Meltaguns on just about everything.
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