Sunday, May 25, 2014

First 7th list.

   

      I've been reading over the new rules, but I'm not skimming them so it's taking a bit. I like the changes to charging, mainly how you get in there to kill things. Moving the initial charger to the closest model is standard 6th stuff, but then being able to move any model in any order with less stipulations than before? Sounds like I can maneuver well enough to target certain models with specific weapon (Initiative step) attacks if I think it through a bit...excellent. Downside is now you might be able to fail a charge no matter how close you are if you're in Difficult Terrain. Ah, well. You win some you lose some - and that's the name of the game going into 7th.
     What's the deal with everyone freaking out over Daemonology and the Psychic Phase? Spam 30 ML levels so that a select few of your guys can Summon stuff in. Sounds good - barring I kill off the few models that know the power you based the other 1,000 points on. Belakor is kind of wasted if all of his points end up going to Invisibility on Fateweaver so Fateweaver can stay alive to....not really do anything. Even if the good players aren't adapting their tactics then things will seem pretty OP. Let stuff settle, people!
     Anyways....LIST:

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HQ
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Chapter Master, Terminator Armor, Thunder Hammer, Shield Eternal

Elite
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Assault Terminators, x5 TH + SSs
/w Land Raider Redeemer, /w MM

Troop
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Crusader Squad, x10 Initiates, x2 Neophytes
x1 Sword Brother /w Power Sword and Melta Bombs, x1 Power Axe, x1 Melta Gun, x7 BP+CCW
/w Land Raider Crusader, /w MM
Crusader Squad, x5 Initiates
x1 Lascannon, x1 Plasma Gun, x3 Bolters
/w Rhino

Fast Attack
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Stormtalon, /w Skyhammer Missile Launcher

Heavy Support
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Thunderfire Cannon
Vindicator, /w Extra Armor, Siege Shield
Predator, TL Lascannon, Sponson Lascannons, Storm Bolters, Extra Armor

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I'm pretty excited over this list. It contains a lot of things I haven't used before, and a lot of beef that I am used to/want to use. I'm not sure how it'll work, but with an increase in vehicle durability (a little, at least) it shouldn't do poorly when played correctly. My initial reservations with the list is that it doesn't have enough long range pressure, but playtesting will determine tweaks. There are a few floating points left over that I just stuffed into two Neophytes in the close combat-based Crusader Squad. I'm seeing myself shooting for wanting the second turn, but Stealing the Initiative is a stupid rule and I'd rather deploy my army to accept the first round of fire (unless they have something that needs the first turn, like certain Heretical Powers).

PS: I'm not scared of people talking about suicide melta squads, because I can bunker up pretty well (and the Sternguard version costs more than the thing they are popping down to take out! Why play that way?).



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