Preparing for the 09 GT in Las Vegas
by
, January 16th, 2009 at 22:36 (508 Views)
I don't post lists much but I am starting to play-test lists for the September GT. Here is the most likely list I am going to try out next. I have tried a similar list with Lelith and have won 2 games with it so far so this is an alternative list based on it.
Archite - punisher, t-helm, plasma, combat drugs, shadowfield, t-rack and animus vitae.
Dracite – agoniser, s-pistol, plasma, combat drugs and t-rack
4x Wych Squads – 6 wyches total, ww, plasma, 2 blasters, succ/agoniser
Raider w/fex
1x Wych Squad – 6 wyches total, 2 blasters
Raider Squad – 5 total, cannon, blaster, syb/p-blades, xeno
Raider w/fex
2x Reaver Jetbike Squads – 3 bikes, 2 blasters
2x Ravagers – 3 lances
1x Ravager – 3 disintegrators
I should explain how some of these work as the list may look puzzling.
Starting on the board – distraction units
Archite & Dracite will join the wyches either together or separately. When facing non-Meq armies they can probably just join the Raider squad as a “launching pad”. If a wych squad does start the game then mostly likely both will join it.
Raider Squad – placed aggressively and advanced forward as a distraction. I am very big on pinning and nothing causes more attention than having your units pinned. I got no problem sacrificing these guys to take the load off the wyches and the raider can be used in the 5th turn (if its still floating) to snatch & contest enemy held objectives.
Reaver Jetbikes – nothing inherently dangerous about them really, people naturally want them gone. Something about the bikes that make people “freak” so they have been very good at drawing attention away from the wyches and attract fire. I have used them very aggressively going “flat-out” (or is it turbo-charging?) on the first turn just to provoke the enemy, I use them sacrificially and if a bike survives the first or second round then they become a candidate for the 5th turn objective grab.
Starting in Reserves – not necessarily in every game, some may start on the board.
Wych squads on a Raider – I can easily say that at least 2 of them if not 3 will start in reserve. Their mobility makes coming off their board edge easy and the enemy should be worrying about the distraction units. There are times where I do put all the wyches on the table (like when I know I’m moving first) and I got no problem with them entering the game in Dawn of War deployments to just enter the game on the first turn.
As for the size of the squad I will admit this is new for me as making wyches “scoring units” puts the squeeze on the points. In the 2 games I have used wych squads of 6 I have had decent luck with them. I am more inclined now to throw 2 wych squads at a single marine squad and even though there are few wyches the additional agoniser from the 2nd wych squad makes a difference. I used to play 8 wyches so 6 wyches is new to me and the idea of having more raiders (all with fex’s) on the table makes for the “too many targets” with the choice of either using the lance or the fex and then going “flat-out” to contest.
The one Wych Squad that doesn’t have a raider is definitely going into reserve and their mission is simply claim the closest objective. If I need them mounted I usually have 2 to 3 empty raiders floating around and can easily pick these ladies up and use them on the raider as a “mini-ravager” or “super-gunboat”. In 2 of the objective missions I think they will be alright and if I fear for their safety I think I can avoid fire by putting them anywhere along the 72” board line. Or, just boot the raider squad off their raider (or find an empty one) and have the raider waiting for them at the 6” mark. Of course, careful placement of the objectives should have these ladies in mind as well as the terrain that I think I can hide them behind completely out of sight.
2 Ravagers of the 3 lance setup can either start on the board or in reserve. I do like putting all my ravagers in reserve but sometimes there is always something I would like to try and take out in the opening turn. I will admit though that if I do end up with the 2nd move of the turn they all will most likely start in reserve – I hate losing them early in the game. To date, I have been having plenty of worthy targets to go after while most of my list is geared for “crowd control”. The ravager makes excellent an excellent tank hunter and the two work together in case I fail to “silence” the enemy. On occasion I have used them to contest objectives but that is usually when the game goes to the 6th turn and I have ran out of empty raiders to use.
The single Ravager with the 3 disintegrator setup is used for super HQ retinues, hordes and heavy weapon teams that the wyches just can’t reach. Since the wyches/ lords both compete with the 3 dissy ravager for targets is the main reason I am only using 1 of these set-ups. So far, having it come from reserves from the bottom board edge works well as the enemy usually moves forward letting me pick the unit I want to disappear - I get my points worth on the opening volley with this technique. Of all the ravagers this one catches the most attention and find it being a natural distraction unit.
As for Kill Point games - I got no idea. 18 kill points isn't terrible but still my list is looking rather fragile. If someone has an idea of what to do in killpoints please let me know.



Email Blog Entry