Episode 72: Oh Yeah, I Play In Tournaments Sometimes

Man I have not had much to post about 40K in awhile! I have played some games but nothing that motivated me to write about it. I did have a loss in there with my Cultist oriented list, quite a bad one as I played like shit. It was at that point I started thinking that there are just too many moving parts in that army, especially for tournament play where a clock in involved. I regularly make major mistakes with that army despite a lot of games with it and trying to take my time. With the FAQ coming down the pipe pretty soon I wanted to play something that was simpler and definitely not going to be nerfed so.....

Back to Plagueburst Crawlers.

Today I played in a 17 man RTT with some of the best players in my state. I decided to take my version of Plagueburst Crawler Spam as I'm a tad rusty with 40K (haven't played in almost a week) as well as the reasons I mentioned above. My goal for this event was to go 2-X out of three rounds, I think it's always good to go in with a goal and a realistic one at that. Here's my list:


Supreme Command Detachment - Nurgle Demons

Epidemius
Horticulus Slimux
Poxbringer
Poxbringer
Poxbringer


Spearhead Detachment - Chaos

Ahriman

Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler


Spearhead Detachment - Death Guard

Chaos Lord w/ Balesword, Combi-Bolter

Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler
Plagueburst Crawler

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I have only tested this list a few times ever and I'll get to my thoughts in the wrap up at the end of this. The point is just to spam a criminally under-priced model and then enable it with various models. All three games I took Fugaris' Helm and Arch-Contaminator for the Warlord Trait/Relic on the Chaos Lord. The more pure spam is to take 10 Crawlers and trim some support but I wanted the Gnarlmaw for some matchups, so a bit more support.

Just to preface, I was not able to take a ton of pictures for these games but I will go round by round and give kind of an overview followed by what pictures I have. Sounds good? Good.



Round 1 | Chaos vs. Craftworld Eldar

This game was against Andrew, one of the more casual players in the local group who attends pretty much every event. Here's what he was running:


Farseer Skyrunner
Farseer Skyrunner
Warlock
Warlock
Autarch

10 Guardians
10 Guardians
5 Rangers
5 Rangers
5 Rangers
5 Rangers

Wave Serpent
Wave Serpent

3 Shadow Specters
3 Shadow Specters
3 Shadow Specters

3 Dark Reapers w/ Tempest Launcher
5 Dark Reapers w/ Tempest Launcher
10 Dark Reapers w/ Tempest Launcher


Mission and Deployment
ITC Mission #4
Search and Destroy

Chaos Secondary Objectives
Old School, Kingslayer (Skyrunner), Headhunter

Eldar Secondary Objectives
Old School, Big Game Hunter, Headhunter



Pregame

Well this is a good Mission for me and probably a middle of the road deployment. Because my list is bad at Objectives I'm happy to stay even on those and then see what I can do with the other ways to score points.

All of the Eldar are Alaitoc, because of course they are. This means most of my guns will be useless this game and I have to close the distance to let the Plaguespitters do their work. Fortunately there's no Ynaari element for the Dark Reapers so while they're harder to kill they don't have as good of an output. There's not much to get my Tally going up quickly unless I can get to the Rangers with the flamers.

Deployment had two of the Shadow Specters go into Deep Strike via Strategem and all of the Rangers. The big Reaper unit went into one Wave Serpent and the others with the ground Characters went in the other. Everything else pretty much hides behind the large building. I did a pretty even spread so I could get to the Rangers unless they went really far away, most of my Characters hid behind my building as well.

For the Rangers one went into the building Andrew controlled, one went center, and two on the right flank from my perspective. This will allow me to flame some of them on Turn 2, not ideal but not terrible. I won the roll off and took first turn because there's no consideration for Objectives and I want to start moving up before I lose tanks.



Game Overview

True to my plan I started moving out, blocked a bit by there being all buildings on the table. Some of the Characters came out of hiding, this will expose them to Rangers but I need them in the game. Ahriman continued to hide but I needed the Chaos Lord.

Shooting was fairly ineffective since I needed 6's and had a lot of Line of Sight issues. I managed to kill 8 Guardians between Mortars and Morale, I also got into Flamer range of one Ranger unit and wiped them out. Andrew answered back by disembarking everything and getting into fire positions, also pushing the Wave Serpents up. Both the Specter units stayed in Deep Strike for now. All the Reapers and other shots managed to kill one Crawler and wound another, I also lost a wound on the Chaos Lord. All in all a fairly even turn where I'm staying even which is exactly what I needed.

I started moving three Crawlers up the right flank to handle the Rangers and unclog my bottleneck because of terrain, the rest kept going left. Ahriman came out and hid as did my Chaos Lord, I also put the Gnarlmaw down in case the Serpents felt frisky. Shooting wiped out a Ranger unit and left another with a model, I also started killing guys from the smaller Reaper units because Andrew layered all kind of defensive powers on the big unit. This removed most of the threat to my Characters but I'm still not killing much.

As per usual for Eldar nothing but the Wave Serpents came forward and the Specters dropped into my backfield which was I was fine with, they do very little against my list. Once again pretty much every defensive buff in the game goes on the big Reaper unit and I lose another tank as well as a few wounds on Characters from the Specters. Both Wave Serpents charge me but I'm in range of the tree, they take some wounds for their troubles. Next turn I'm hoping to start getting kill more finally.

I continue moving up, using the center building to keep the Rangers off my Characters. Both Wave Serpents die and I've pretty much gotten all the small Dark Reaper units down as well. I finish the last Ranger from the one unit and finish the Guardians. This makes the Tally go crazy, I also moved Slimux and a Poxbringer back to handle the Specters, now that I'm Toughness 6/7 on the Characters they're no threat. Combat drops one unit of them, maxing out my Tally.

Having not much left to battle back with Andrew goes in with the Autarch but flees with most of the other Characters. I lose another tank after the defensive buffs go up once more, the Shadow Specters that didn't Deep Strike go in on Ahriman and a Poxbringer. I take a few wounds there and another few on Slimux but nothing major. The Autarch tries to charge a Crawler and dies for his trouble.

My Turn 4 I'm in cleanup mode, both my back line Characters position to finish the Specters and I keep pressing forward, getting into Flamer range of the big Reaper unit. My Psychic Phase takes care of all but one Specter and heals a bit while Shooting finishes the smaller Reapers off completely and about half the big unit. Charges kill off the last Specter.

From here Andrew does very little, I think just finishing off a Crawler to max out Big Game Hunter. We go all 6 Turns and I manage to kill the Skyrunner Warlord for Kingslayer as well as two Warlock to max out Headhunter. I also maxed out Old School but wasn't ever able to get score more and I think 3/6 Turns we split on kills. In any case this gave me a good win, twenty something points while Andrew got around thirteen.
















Post-Game

This went how I figured it would, a low score win. Eldar are one of the armies, along with Marines, that just give up no points in ITC Missions. Usually you can get Characters but it's hard to get those sometimes, fortunately the Mortars not needing Line of Sight is a help. -1 to Hit is really hard on my army though, I think it's easier for me to handle the Ynaari version of Reaper spam because they fall over so much faster.

There's not much Andrew could have done, Reapers just don't beat this list. Even with Guide you're looking at ~4 shots getting through per turn which is only 8 Damage after Feel No Pain. Once any of the Reapers start dying it just goes south and you struggle to kill even one tank. This makes Doom mandatory but I have good odds at stopping that after Turn 2-3 via Ahriman. Also if there's easy stuff to kill like Guardians the Tally can rack up too fast, Toughness 9 tanks completely ends the game in any situation.

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Round 2 | Chaos vs. Dark Mechanicum

After a quick lunch I'm against Derek, someone I've played a few times before. Derek is known for purposefully playing Factions no one else does so he can shoot up the ITC Faction Rankings, I believe he's Rank 1 Imperial Knights and has his eye on Corsairs after this.


Demon Prince w/ Malefic Talons and Wings [Warptime]
Chaos Lord w/ Lightning Claw and Combi-Bolter
Sorcerer w/ Jump Pack, Combi-Bolter, Force Axe [Prescience, Warptime]

10 Cultists w/ MoS
10 Cultists w/ MoS
10 Cultists w/ MoS

3 Obliterators w/ MoS
Quad Heavy Bolter Battery
Quad Heavy Bolter Battery

Fire Raptor

Renegade Knight Porphyrion


Mission and Deployment
ITC Mission #3
Search and Destroy

Chaos Secondary Objectives
The Reaper, Recon, Old School

Dark Mechanicum Secondary Objectives
Old School, Big Game Hunter, Headhunter



Pregame

So I had to do a lot of clarifying about what the Titan does, which was pretty horrifying. Derek also insisted he can use the Chapter Approved Knight Strategem for a 4+ Invulnerable against shooting, which I'm 90% sure you can't, but we played it as is.

Early on I decided that I had to just ignore the Titan and kill everything else. It's going to kill a tank a turn without issue and my math against it is pretty bad because of Toughness 9. Most of the army is super easy to kill and does almost nothing to me so that seems to be the way to go. A possible alternate plan is just to rush the Titan and prevent it from leaving Combat with two Crawlers, the math on it in melee is awful. However that's extremely dependent on how Derek plays the model.

Overall the Mission is good for me, Deployment is bad though as I want more room to be upfield and threaten the other army elements. I'm also going to need two models minimum on any of the Objectives because the Titan will remove a tank.

The Sorcerer and Obliterators went in Deep Strike while everything else stayed pretty tucked away, especially the Titan which was in the very back corner. I jammed as far forward as I could, intentionally leaving the Characters open for the Obliterators. The last thing I want is them in Cover all game and shooting, I'd rather lose a Character or two and just remove them.




Game Overview

This game was a series of highlights with mostly nothing in between, which is kind of what I expected. I managed to Seize the Initiative which is a huge deal, I started rolling out with the tanks to get in position. Shooting killed a few Cultists and one Heavy Bolter with mostly bad rolls but at least I was on the board, after Morale the Cultists had two left. I also put one Mortar into the Titan which caused Derek to buff the Invulnerable Save, I counted that as a victory because we both had practically no Command Points.

Derek leaves the Titan where it is and moves the Fire Raptor up. He recycles the Cultists into my back line, the Sorcerer and Obliterators also come down there. I'm able to stop Smite and Warptime from the Sorcerer/Demon Prince but Prescience goes off on the Obliterators. Shooting kills two tanks just from the Fire Raptor and Titan, fortunately the Obliterators hugely whiff and roll 1 for their Damage even after a re-roll. This allows Ahriman to live with one wound, the Cultists also shot into a Poxbringer with Veterans of the Long War but only did two wounds. This meant Derek was on 2 Command Points and got nothing to show for it, a huge win for me.

Finally the Demon Prince Charges Slimux and a tank through the wall, leaving Slimux on 3 wounds, but I swing back and kill the Prince from full! This is a big swing because it meant Derek didn't score for killing more units and I removed a serious threat for really no cost. I was able to hold two Objectives to Derek's one as well because the Cultists got recycled off of it.

I keep moving up on Turn 2 with some tanks, staying still with others for the accuracy. Between Psychic and Shooting I kill all the Cultists, one Obliterator, put a few wounds on the Fire Raptor, and remove another Cultist unit via their Morale check. Charges go out from a Poxbringer and Epidemius into the Obliterators where I kill one more. I'm also in firm control of two Objectives but Derek will be able to hoof the two former Quad Bolter gunners onto it and keep things even.

Bottom of two Derek flies the Fire Raptor in to try and finish some Characters while the Chaos Lord and two gunners move towards the Objective on the left. The Obtlierator falls back as does the Sorcerer who Intervene'd, flying over to Ahriman to finish him off. Smite kills Ahriman but Perils and does 3 Wounds to the Sorcerer, I also lose a tank and some damage on another to the Titan. Fortunately the Fire Raptor whiffs the Characters as it split fire so they're just wounded. At the end of the turn I killed more and we tie on Objectives, another win for me.

Turn 3 I mostly hold still, just reinforcing on the right Objective. Smites finish the Sorcerer while also putting some damage on the Fire Raptor which I then bring down with two Crawlers, freeing me up to shoot at other things. I'm able to kill both gunners on the left Objective, again getting Derek off that, and I kill a few Cultists but not enough to make them run. A last Charge from Epidemius puts the remaining Obliterator down.

Derek now moves the Titan onto his Objective, seeing the end of his Cultists, and Advances the Chaos Lord onto the left Objective. The Quad Bolter moves down as well, we both know the game is all about Objectives at this point. I lose another two tanks from the Titan which I just can't stop but there's nothing else to threaten me. Once again we tie on Objectives but I killed more units.

Turn 4 I kill the Chaos Lord by pushing up a Crawler for some Flamers, I also remove the Quad Bolter and the last Cultists. This means Derek has to use the Titan to get two Objectives, which I can contest, as it's just that model and two gunners versus my list.

Once again Derek does what I expected, moving up with the Titan but not close enough to the Objective. He also splits fire and doesn't kill a tank, only badly wounding two of them. This gives me points for holding more and killing more, again huge, because I probably won't be able to kill anything for the rest of the game.

From here I just move my tanks around and score Recon twice, doing no further damage while I hide most of my Characters. The Titan completely whiffs on Turn 5, rolling minimum shots for its guns which Derek split again, and I lose no models. On the last turn the guns go crazy, killing two more tanks. Some big moments were the Titan failing a Charge by 1" to contest the right Objective and then failing to kill a Poxbringer on Turn 6 in Combat to net another point.













Post-Game

This ended up being super close, I think I won by 4 Points. I believe if I'd gone for the Titan I would have lost easily, Toughness 9 is just a deal-breaker. A lot of things didn't go Derek's way this game, I think he should have killed two more Characters on more average rolls but he also made some questionable plays. Not moving the Titan up right away was a mistake, he needed to recognize I was playing for Objectives but didn't until about Turn 3.

My only real mistake was putting Ahriman in a questionable position, it was difficult with the tanks dying so much though because they Explode on a 5+ and Mortal Wounds are very bad for Ahriman. I probably should have taken his healing spell, this really just wasn't a game for him to shine once the Sorcerer was dealt with. I would have liked having Smite and other Mortal Wounds on the left Objective though, it would have made it much easier to clear it off whereas sometimes I was down to my last shots just hoping to remove the units on it.

As I told Derek I think if we play 10 times he's a 60/40 winner, I just cannot handle that Titan. Luckily the list isn't very good in the ITC as some armies can handle the Titan, which is the whole army, and it just has so many other weaknesses to exploit.

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Round 3 | Chaos vs. Aeldari

At this point I'm playing for Top 2 and up against Herb, an extremely well known local who usually mains Dark Eldar. I had not played Herb before but he had a pretty interesting list with a mix of Dark Eldar and Ynaari:

Yvraine
Warlock
Warlock

5 Kabalites
5 Kabalites
5 Kabalites

3 Dark Reapers w/ Tempest Launcher
5 Dark Reapers w/ Temptest Launcher
10 Dark Reapers w/ Tempest Launcher


Archon
Archon

5 Kabalites w/ Blaster
5 Kabalites w/ Blaster
5 Kabalites w/ Blaster

Venom
Venom
Venom

Tantalus


Farseer

5 Rangers
5 Rangers

Wave Serpent



Mission and Deployment
ITC Mission #2
Vanguard Strike

Chaos Secondary Objectives
Old School, Head Hunter, Recon

Aeldari Secondary Objectives
Old School, Big Game Hunter, Headhunter



Pregame

This is more what I expect from Eldar, stupid Dark Reaper and Ynaari shenanigans. I wasn't aware of what the Tantalus did and should have looked that up before we got into the game. However I felt favored once I saw the list, I can kill the Dark Reapers pretty quickly since there's only offensive enables for them (Guide, Doom) and there's not much else to kill tanks. I do need to hide Characters from all the Poison though, wounding on 4's kills demons super fast.

I deployed very fanned out, ready to get up field, with my Characters all behind. Most are kept 6" away to dodge early explosions, those can quickly kill off Ahriman and the Chaos Lord.This time I wasn't so afraid of the Rangers, two units is unlikely to do much so you play the odds.

Herb put all the Blaster Kabalites in the Tantalus and Deep Struck it very Strategem, the big Dark Reaper unit and some Characters started in the Wave Serpent while everything else hid out. The Rangers went center and in a building to the top right which I thought was just poor placement because I can Flamer them easily while doing other stuff. Each Venom had the bare Kabalites in it which also started in the Ruins that Herb controlled.





Game Overview

Herb won the roll off and went first, which is going to hurt but this Mission is very centered around going second because you can dictate who controls the center and thus who holds more. All of the Dark Reapers got out and/or moved into position while the Venoms zoomed around, one on the far left and two more centered. The Tantalus also dropped in in the left, just barely in range for Blasters (intentionally).

Between all the guns I lost two tanks, which is quite a blow to my offense. I was also out of range for the Flamers now so I decided to just ignore the Tantalus for a turn, it's a harder to kill target than the Reapers and I'm going to have to fully remove it to make a realistic dent in its offense. On my turn I moved up and started shelling the big Dark Reaper unit so as to make the Psychic Powers less useful, killing a few. I also removed a Venom and the Kabalites in it from the center Objective and killed four Rangers from the unit on the right. My intention was also to be on the center Objective, which I was, but when we went to measure it I was less than a quarter inch out. Herb wouldn't agree that the model had likely gotten bumped so I didn't get the points and made a mental note to establish anything I did from then on but the game definitely took a downturn in my mind.

Turn two the Venoms basically play leap-frog, one going back to the center while the other hides behind the nearby ruins. The Wave Serpent also came up, along with the Tantalus, dropping another two Crawlers between the Guided/Doom'd Reapers and the Tantalus itself. At this point I was getting worried as losing two tanks a turn is not a viable pace for this list but I hadn't been able to do a ton of damage on Turn 1 and my saves were pretty cold.

Bottom of two I decided to get pretty aggressive with my Characters, pushing most of them up into the center just to get extra attacks as it was obvious this is where the action would be. Via Psychic and Shooting I dropped the center Venom and killed 4 of the Kabalites, finished off the Rangers, and reduced the large Reaper unit to ~3 models. I also managed to put ~6 Wounds on the Tantalus with Flamers which should set it up to get finished off next turn. Unfortunately Herb insisted that the last Kabalite was in range of the Objective after Ahriman failed a Charge into it, because of the crater, even though the models position was ambiguous. Continued bad taste in my mouth.

Turn 3 the Aeldari offense is slowing down so Herb decided to go for Characters. The Tantalus zooms up to get close to Slimux, as does the last Venom. At this point I realized I made a huge mistake in not putting the Gnarlmaw down, if my tanks get Charged then I'm probably going to lose because I won't have enough offense next turn. Shooting mostly goes into Slimux, who dies, but the anti-tank shooting sputters and I lose no Crawlers due to denying Doom and the requirement for 4's to Wound kicking in. Herb however does no Charges, which was a gigantic mistake, meaning I can hit back next turn.

At this point I feel like if I don't make a big play I lose. Via Psychic I'm able to finish off the last Venom and the lone Kabalite as well as reduce the Tantalus by one Toughness and put a few more Wounds on it. Mortars take out effectively the last of the Dark Reapers, leaving maybe 2 on the table along with Exarchs. I then finish off the remaining Kabalites except one, again. Finally I charge with two Crawlers, Epidemius, and a Poxbringer into the Tantalus and finish it off. Unfortunately I wasn't able to tie up the units that fell out and only one model died, Herb also held the center again which I couldn't remove him from.

Herb is now going for Characters all out as the score is pretty even but he has the edge in Secondaries because I've had trouble getting Recon done and haven't been able to get at any Characters. All the Blaster Kabalites and the Archon move up to shoot my Chaos Lord, the Wave Serpent also gets on the center Objective as Yvraine and some of the Characters back off (after some hmmm'ing and hawww'ing). Shooting mostly goes into the Chaos Lord, only doing two wounds as the Blasters have a miss parade, and the Exarchs contribute a few Wounds on my Crawlers. Two Kabalite units then Charge the Chaos Lord who takes a wound but cuts three down.

On my Turn I'm playing very fast because there's barely 15 minutes left and I feel behind. I get a Poxbringer to Charge the Kabalites and reinforce the Chaos Lord while Ahriman and my other Characters get ready to Charge whatever they can. Psychic kills the Archon with a 6 Wound Smite and beats up the Wave Serpent a bit which I then finish off along with all the Rangers and the remaining Reaper Exarchs. The last Kabalites who couldn't Charge also get flame'd. Combat kills more of the Kabalites, only leaving three or so.

At this point we have 8 Minutes in the Round so we agree to talk through the game. This is where I had big problems with Herb and honestly label him as a bad sport. To me talking through the game means the remainder of the game, not just one turn, but that's all fine and good. Herb rolled out trying to kill the Chaos Lord in Combat, which failed, and otherwise ran away with his Characters. I rolled out killed a Farseer with Psychic Powers and a combo-Charge from Ahriman, Epidemius, and other Characters, which I did, and then trying to kill Yvraine, which I failed. However Herb pointed out that I didn't have something on the center Objective, which was complete bullshit because I wasn't positioning my models and we were just talking the turn out. I easily had the movement to do this with at least two models who did nothing during the talk through but he wouldn't budge.










Post-Game

In the end I won the game 17-13, which we then figured out was 18-14 as Herb forgot to record that we each had an additional Headhunter point. This was the first competitive game that really left a bad taste in my mouth and I wouldn't voluntarily play Herb again. Besides the issues I raised there was a lot of slow play going on, particularly in the last two turns when he had very few models left and very few decisions to make. There is no reason our game shouldn't have gone six turns, which would have likely resulted in the death of Yvraine and the remaining non-Archon Characters, netting me another 3 Points plus a Recon score.

Overall I made some huge mistakes this game, not dropping the Gnarlmaw being a big one, but I did what I needed to from Turn 3 on. I think letting Slimux get killed was a bad move, if he'd taken some anti-tank shots that would have been one thing but he just died to Poison shooting. It did let me kill the Tantalus which probably won the game but there's really no reason that should have happened. Herb played very poorly, never charging my Vehicles, losing the Tantlus in a bad trade instead of constantly needling me with it at exactly 18", and focusing on my most defensive Character at the end instead of going for one of the demons who just melt to Poison weapons.

I did learn a valuable lesson that some people just deserve no slack. Once the tone of this game was set early I should have been hyper-specific about all of Herb's movements, put a lot of pressure on him to play faster, and just generally gone tit for tat. Normally I play very laid back, I'll allow people to redo things, remind them of rules (which I did numerous times even in this game), and just generally try to be nice about the game. But sometimes that's just not the right thing to do.

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Tournament Retrospective

Fortunately for me I ended up getting 2nd Place, 1st Place beat me by ~20 Points so the very questionable outcome of my last round didn't cost me anything. The person above me was also playing Plagueburst Crawler Spam and is the person who generally popularized the list online. His road went through two Flyrant Spam armies, which he completely demolished, showing the power of the list. Flyrant Spam is something I've seen brought up a lot as a list that beats Crawlers, it really doesn't as their shooting/combat is worthless against Toughness 8. The army also has to play a ton of Spores which you can easily kill and get to a maximum Tally on Turn 1. Flyrant Spam also gives up a lot of Secondaries but has a hard time getting its own done, it's probably an 80-20 matchup for Crawler Spam.

Overall I'm probably going to continue with the list for Competitive play, it just has all the features you want in that environment. It plays fast, which is a huge deal in the ITC because more turns played gives you more points. It doesn't mind going second or first and counters a lot of the popular lists right now with proper Deployment. Conversely my Cultist list takes a lot time to play and can lose to random jank like someone just taking a load of Inceptors. Crawlers are also frankly safe from the Spring FAQ because no one has placed well with them. The guy who plays in my meta got 13th at LVO and wins a good amount of the local events with it but there's just not enough pilots yet on the national stage to get the attention of Games Workshop. Unfortunately that shows a lack of play-testing on GW's part, it doesn't take a rocket scientist to see that a Plagueburst Crawler being cheaper than a Bloat Drone or Blight-Hauler is a huge problem with the game as they're strictly better than those models.

I'm certainly going to re-tool my list based on what I learned from the event. While the Gnarlmaw wins some matchups, such as going against Blood Angels, Demon Bomb, etc., it's too niche to justify 215 Points. I'd much rather drop that package and upgrade the Chaos Lord to a Demon Prince as this gives me huge benefits:

* Picking up another melee Character
* Another use for Warptime
* Able to pivot my Relic/Trait choice effectively
* Much more resilient to Mortal Wounds
* Adds to and benefits from the Tally
* Another Psyker which also turns on my third Poxbringer more (Virulent Blessing)
* Helps kill Fliers

Beyond that I'm not sure what to add, I need to see where the meta goes after the FAQ. I'd like something that I can Deep Strike to take out back line shooting and may experiment with some Plaguebearers/Bloodletters. I don't think there's a point to trying to win the mirror match in the list building phase, it sadly comes down to who gets Turn 1 in many situations. Instead I want something that can deal with Tau, Dark Reapers and just generally tie stuff up while being a nuisance. While Bloodletters are generally better they're also a bigger investment and less resilient.

Hopefully I'll get some more games in, I don't know if there's been a slow down locally or what. Fortunately there's a local GT that should attract some players from surrounding states, people like to practice for that kind of stuff.

2 comments:

  1. I literally can’t wait to hear what you have to say on the new FAQ now...

    ReplyDelete