deviant cadaver - October 18, 2011 12:55 AM (GMT)
This is for a league we are starting soon.
3 grinders 480
3 x 6 fiends 570
4 x 5 horrors 380
1 X Tzherald 100
2 X Tzherald 220
If I can find something worth the points I can get 30 from removing might from the fiends and another 20 by takeing off we are legion. Might use it to get 3 screamers , but it is giving a lot of kill points up already. If I could find 55 some where I can get in more horrors and that is a could be a helpful thing.
What do you think ?
wisdomseyes1 - October 18, 2011 01:50 AM (GMT)
I am guessing you want everyone to understand you are using soulgrinders? Format suggests that you put them at the top so you don't forget them.
I really can't say I like the list, but I would be lying if i said i dislike it.
I am going to post tomorrow with an actual more elaborate post when i am not so tired :/
deviant cadaver - October 18, 2011 04:25 AM (GMT)
Yah ill be honest it is not the strongest list , but I am just so tired of using crushers.
I think I will be ok with the list though. I will be facing Nids, DE, sisters orks , orks , IG, tau and a SM player or two. ( Those are in order of how good the player is who is using the army.) and I will be facing all of them as this is a league.
I am open to suggestions though.
wisdomseyes1 - October 18, 2011 05:09 AM (GMT)
How exactly do you intend to deal with the DE in this list? Assuming the usually wych cult with trueborn lance teams and raiders for the wyches, venoms for the trueborn, and ravengers... I see lots of vehicles you HAVE to take out asap, and not many ways to go about it save bolt spam that I don't have the strongest feeling about... especially if you go second.
The horror units really should be bigger, as I believe you suggested to yourself. This will give them more scoring power and a lot more shots into the AV10 open topped vehicles, which will help because those vehicles need to go down fast.
deviant cadaver - October 18, 2011 06:38 PM (GMT)
3 grinders that glance on 2, 3 TzHeralds that glance on 2s. 4 horror bolts that glance on 2s and 48 warpfire shoots that glance on 6s seems like a fair amount of shooting. O and 15 demonic gazes that glance on 5s
If he goes 1st and boost for the cover save it makes it harder , but also means he is spreading out his forces. And 1st or second I always get to shoot at him before he shoots at me.
I could fit in 2 more horrors and the changing by dropping all the mights and a WaL. think it is worth it ? I think fiends and horrors should handle wychs pretty well are they I6 ?
wisdomseyes1 - October 19, 2011 03:00 AM (GMT)
Yes, wyches are I6.
I see lots of glances on 2's, but next to all of them hit on 4's (heralds 3's and phlem a blast)
I can imagine most DE players taking 6+ raiders/venoms, 3 ravengers... the extra damage is probably more important form a Vs DE standpoint, than dividing fire and making one of your fiends S6 (though the ID factor in close combat is nice)
Over here I tend to see the Baron special character, which means that DE have a +1 to the dice for who goes first. That gives them quite a chance, and they really need that ability to go first.
I shouldn't really assume how competitive you are playing... but I have no info other than the armies themselves.
Sisters i can't really say are a huge threat to daemons (save the flamers) Tau don't have a codex, they have an army list. They should be fairly predictable.
Tyranids might be tricky for this list if i am guessing double tyranid prime build... maybe even a deathstar build though I don't see that being a very good option for competitive play. Still, you put it at the top of the best player, so I guess there should be some worry.
Do you have any more information on the other players and their usual builds or should I just assume standard tournament builds?
deviant cadaver - October 19, 2011 10:24 PM (GMT)
The nids build is a 3-4 steallers units out flanking , 2 MC T6 2+ save 6 shots and good at CC trigons I think they are called, 1 gaunt spawnner and two units of ravangers.
The DE is 3 wychs's in raiders with homunculus and one with grotesque, a big unit of sky borders, A stranded CC hq and that dam flyer with missiles.
Sisters is standard rhino ans special weapons spam with Celestine.
The good ork player runs a few huge unit of boys , a unit of lootas a KFF mec and a bunch of cans.
Nids and DE are the only things I am worried about at all.
voidwraith - October 19, 2011 10:48 PM (GMT)
The nids player would be doing you a favor by outflanking his stealers. He should infiltrate them all over the board (into the best terrain not in but around the center of the board) and jump all over ya when you land. Allowing you the time to set up and shoot him with your horrors as they come on the board would be silly.
Having said that, that's what you'll want to do against outflanking stealers. Stay more than 18" away from the sides and rain warp fire down upon them. Demons honestly don't have a unit in their army that can go toe to toe with genestealers, so best case scenario you shoot them down...worst case make them assault through cover to get to ya, killing their initiative advantage (no assault grenades).
As for the Trygons, they have a 3+ save, which means your bigger shots can really do some damage. They're pretty beastly in CC, but your fiends would probably be able to down one before it got to attack (Trygon's have a base initiative of 4). Keep them away from your Soul Grinders and Heralds and they shouldn't be too much of a problem.
The Tervigon and raveners are the least of your worries in this list, but you can't really ignore them when they become threats. Remember that S8 shots will insta-kill the raveners, taking away their multi-wound advantage, and if he doesn't run them with rending claws, they can't hurt your Soul grinders in CC...at all.
Overall, do your best to stay out of assault with the genestealers and you should be fine.
deviant cadaver - October 20, 2011 08:41 PM (GMT)
Out flanking works well if he infiltrate I am going to get the 1st turn of shooting. He has a lot more models then me and is a good player it can be difficult to stay 18 " away from both board edges.
Honestly only the nids player and DE player scare me that is why I made this list, it should hold up well enough vs every thing else and fair better then other list when facing them.
I know what to match up against what the only thing I am trying to figure out at this point is if might on the fiends and WaL on the heralds are worth it or if I would be better of with 2 more horrors and a changeling and what 1 of the 4 I would keep if I do change them out.