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Regarding Local Meta

12/7/2011

2 Comments

 
For those who have followed my discussions around the Net about Black Templars and Deep Strike/Drop Pod lists, you have probably noticed that I'm not a fan of Dreadnoughts.  Well, actually I love them, but, they just don't work out that well most of the time on the battlefield for me.  So, I've moved over to the use of Terminators in the Elite slots which causes other compromises because of the difference in points.  Quite simply, Dreadnoughts with a strong CC or short range combat (MM/Ass Can) mission simply die.  Put them in a Drop Pod and they get one shot and then die.  Usually soaking up some firepower, but they don't last and other than the Ven Dread w/ TLLC & Tank Hunter stooging around my rear areas sniping, I haven't had any success in Dreadnought survival and except for the Ven Dread, I don't think I've gotten my points back out of one.I also dislike the Black Templar gunlines, they are just too fragile IMO for the points they cost.  I'm not even getting into the stupidity of Rhino body vehicles and their side armor.  If I could do it, I'd take Chimeras for my Marines.  At 55 points per Chimera, yep, I'd be running some Mech Marines.  Okay, back on topic, the point is that vehicles die like flies locally.  Yes, they can do their missions, but a lot of vehicles just die in battles.

_What does this have to do with much of anything?  Well, I did a replay with the Tau player this past weekend.  He did his Pathfinders differently and it worked out quite well.  Definitely better for him, even though I pulled out a victory.  I'd even say he was playing one of "my" games where he tried something, did an "oops" and it cost him.  However, looking over his army in general, I didn't find anything I'd consider surprising.  I've watched another couple of games and lists, including another Necron, Space Wolves, Blood Angels, !K Sons, 'Nid, & Eldar.  All of them have lots of light AT and lots of AT period. 

Lists around here are focused extremely heavily on popping vehicles.  So this might actually be one reason why I my semi-foot Necron list is doing so well so far and I don't see anything that is really going to challenge it.  Shoot it up, yes, but not enough to cripple it and the phalanx keeps marching on.  Amusing how differences in list building can crop up based on something so small.
2 Comments
Lucion
12/6/2011 11:37:29 pm

This post surprised me at first with the black templar dreadnought with 2 melee weapons you mentioned. Hopefully the next codex will give us more in terms of this.

With the locals then - is a bt foot list going to be better and if so what would it look like?

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Algesan link
12/7/2011 11:53:10 am

No, a Black Templar foot list wouldn't swing it I think. It's not like the local lists can't kill infantry, it just takes them a bit. The difference is Necron tricknology. Mostly the WBB rules.

Especially in the early turns, I identify priority targets and gun them down. If one of the targets happens to be infantry and I get the special/heavy weapon(s) early, then I usually don't care about the remnants in the first three turns, I'm just smashing combat power. Generally, I move on to another target.

For Necrons, the WBB ("Reanimation Protocols", I'm sorry, RP = Role Playing) roll acts like a super surprise invulnerable save that you almost always get to use. Now you have to kill every last one of the suckers OR hope they blow a Ld10 morale check in the shooting phase and fall back (abandoning their potential WBB comrades). If not, they start getting back up. If the Ghost Ark(s) are there (and they should be supporting a large foot squad acting as a bumper) then 1D3 more can be added back in per Ark (up to original max).

The solution? Assault, win and the Necrons fail the modified Ld test, but even that can be problematic against a Necron lord leading 20 Warriors. If you don't have a handy CC rock unit you must add in some prep fire (accounting for a 4+ WBB, that NL has an orb I'm sure). Even more trouble if two turns are Night Fighting are on the Necron's opponent. It interrupts their shooting while if Solar Pulses are being used, the Necrons have free reign on shooting back as they close.

It's just not as easy as "infantry out of vehicles just die anyway".

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