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Old November 6th, 2009, 09:13   #21 (permalink)
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It's starting to look very good. I still see 2 things though. Your Astropath is only benefitting a unit of sentinels and Marbo. Since your list is not dependent on either one (they are both kind of throw-away distraction units) I feel you could better use that 30 points elsewhere. The Astropath is great when a list is built around several key units held in reserve for outflanking or deep striking, but that's not what your list does. The second issue is very small. The searchlights and smoke launchers on your fast attack choices are not needed. Getting rid of those things gives you 135 points.

Now I have something for you to think about. If you drop Marbo, that gives you an even 200 points. With that, you could get a second infantry platoon equipped like your first, except with lascannons. Or exactly like the first and have 20 points to spare. The question is would you rather have Marbo or another infantry platoon, or maybe something else entirely. You have a lot of options with 200 points


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Old November 6th, 2009, 10:33   #22 (permalink)
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This is the part where it gets tricky. You've got a very strong list Canew, we're just picking at it now.

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Sacrilage! How could you even contemplate getting rid of Marbo? That guy is immense!

Slobulous does have a point though. This is where you have a choice to make. Personally, looking at what Slobulous said, I'd agree to get rid of the Astropath. So presuming Slobuous has done his math right you've got 135 points to work with. I'm thinking another hellhound here, to make a squadron of two. This gives you more anti-horde, as well some moderate anti-light-vehicle firepower.

If you do choose to get rid of Marbo *shudders*, you will have a lot of options. I'm looking at another platoon here, for the sheer sake of getting more bodies on the table.
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Old November 6th, 2009, 10:33   #23 (permalink)
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That list is looking mighty ship shaped. 92pts is a weird number to play with though.

-Well you've got ==ME==s advice for the Inquisitor and mystics. I've never used them nor needed them but gaming groups are different and i don't play many daemons. So i can't really give advice on them. However if you take them give the INQ a Psycannon or something. Otherwise if your opponents don't have deep strikers he's useless.

-I don't think you need that astropath. Marbo coming on earlier is a curse and a blessing sometimes. In my games i find i want him on later rather than sooner especially against all these Mech armies now kicking around. The Scout sentinels are an oddity. The only real use is to outflank and take out behicles side/rear armour but when they come on in turn 2 or 3 thats a bit too late. Keep them on the board and kill transports from turn 1. That frees you up 30pts from the Astropath.

So.... 123pts. If you sqadroned the Hell Hounds you could grab another unit of Sentinels with Autocannons. Or....You could grab 2 more Infantry units for your Platoon.
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Old November 6th, 2009, 13:09   #24 (permalink)
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An Astro isn't just for Rambo and Chicken legs, it allows you to hold your army in reserve if need be with a greater degree of reliability. Flexibility is key for him.
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Old November 6th, 2009, 17:56   #25 (permalink)
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Ah true I hadn't thought of that. Reserves are dodgy though so i generally don't use them. Having your army or decent parts of your force not on the table for one or even two turns can be hurtful.

I can see the logic behind it but some duff roles can leave you reeling. My Drop pod marines have lost games just by certain units deciding they'd rather be down the pub than participating in the game.
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Old November 6th, 2009, 19:18   #26 (permalink)
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It can be a risk, but a 3+ to come in turn 2 with a 2+ afterwards is pretty reliable.

The whole point of reserving would be to prevent yourself from getting hit hard early. If your opponent is going first and he has an army that can punch you in the jaw turn 1 and call it a day, holding your units in reserves will allow you to not only live past turn 1, but also get the drop on his units. Armies like Darkwynn's Leafblower, Drop Pods, Deep Striking armies like Daemons, Air Cav, and the like are heavily reliant on getting the drop on you early and hurting you enough that you can't bounce back. If you go into reserves, you can take away their biggest advantage and steal it for yourself.

It's not something you can or should always do, but having the option to do so and do it better than most other armies is worth the 30 points.
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Old November 6th, 2009, 21:37   #27 (permalink)
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Quote:
Originally Posted by ==Me== View Post
The whole point of reserving would be to prevent yourself from getting hit hard early. If your opponent is going first and he has an army that can punch you in the jaw turn 1 and call it a day, holding your units in reserves will allow you to not only live past turn 1, but also get the drop on his units. Armies like Darkwynn's Leafblower, Drop Pods, Deep Striking armies like Daemons, Air Cav, and the like are heavily reliant on getting the drop on you early and hurting you enough that you can't bounce back. If you go into reserves, you can take away their biggest advantage and steal it for yourself.
This looks alright on paper, but that's not how it really works. It will actually screw him over in a big way, which is why he should drop the astropath. His list is just not based around it. If he placed his whole army in reserve, that means almost everything has to move on from his board edge once they roll successfully to come on. What is an infantry platoon going to do after walking on? The ACs are heavy weapons and won't be allowed to fire, and everything else is so short ranged that they will have no targets. Same thing with the chimelta squads, the demolishers, and the hellhound and banewolf. They are going to move onto the table and sit there near his board edge for a turn. Not only will he have almost nothing to shoot at, but he will be even farther back (and farther out of range) than he would have been if he just deployed normally. This does not take into account the chance that he will come in piecemeal either. His opponent will still get to shoot at him first, and quite possibly have less targets to destroy if some of his units failed to enter play. This will severely weaken his counter-attack, probably even more than if he just deployed normally.
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Old November 6th, 2009, 22:08   #28 (permalink)
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where is the guys long range firepower? vendettas are perfect for this roll.
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Old November 7th, 2009, 07:40   #29 (permalink)
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==ME== Don't get me wrong I do agree with you and i do see the tactics and logic behind it. It's just something i don't employ myself for the reasons I said before.

NOVA: I think somewhere Canew said he didn;t want Air Cav, which is why no one has suggested it.
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Old November 7th, 2009, 14:11   #30 (permalink)
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Quote:
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NOVA: I think somewhere Canew said he didn;t want Air Cav, which is why no one has suggested it.
This. Yes, I know the whole IG community loves these things, but they cost more than a land raider and I'm broke as it is, plus they just don't fit the vision of what I want my army to be. Originally, I wanted it to be pure tanks rolling across the desert floor, and it's only after listening to this fine advice that I've grudgingly agreed to go with an infantry platoon as well.
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