So with the tournaments all done and dusted, its time to have a look at my list and see what sort of changes I might make to it. It’s not just about making it more competitive, it’s also about removing units that proved to be useless or over costed for what they managed to achieve, and unfortunately there were quite a few of these units.
There is little I can do with certain elements of the list, such as the detachment or enhancements, as I’m still restricted by what’s available for me to use.
So, what would will remain unchanged and what would be dropped?
Detachment: Combined Regiment
+ Character +
Cadian Castellan: Bolt Pistol, Grand Strategist, Power Weapon
Cadian Castellan: Plasma Pistol, Power Weapon
Commissar: Plasma Pistol, Power Weapon
Platoon Command Squad: Platoon Commander: Death Mask of Ollanius, Plasma Pistol, Power Weapon, Plasma Gun, Master Vox, Medi-pack, Regimental Standard
Primaris Psyker
Primaris Psyker
The HQ section of the list worked pretty much as expected. The Castellans spread out across the board and the Platoon command squad anchored the centre, as planned. I think that some extra orders might have been worthwhile, as there were a few occasions that I would have liked to have one or two more orders to dish out but on the whole it wasn’t a problem. The psykers also proved their worth with their psychic powers, however, they would be something to drop if I needed a few extra points for the list change.
+ Battleline +
Cadian Shock Troops (10): Grenade Launcher, Plasma Gun
Cadian Shock Troops (10): Grenade Launcher, Plasma Gun
Cadian Shock Troops (20): 2x Grenade Launcher, 2x Plasma Gun
Cadian Shock Troops (10): Drum-fed Autogun, Grenade Launcher, Plasma Gun
Cadian Shock Troop (10): Bolt Pistol, Grenade Launcher, Plasma Gun
Cadian Shock Troop (10): Bolt Pistol, Grenade Launcher, Plasma Gun
Death Korps of Krieg (10): Medi-pack, Grenade Launcher, Meltagun, Plasma Gun, Plasma Pistol, Power Weapon
Infantry Squad (10): 2x Grenade Launcher, 2x Grenade Launcher. 2x HWT Autocannon
The battle line units also worked as planned, although I would make a few changes. The main one is removing the 20 man Cadian squad, as this was a mistake in the first place. I would probably go for another unit of DKoK, as their medic ability was useful, when i actually got to use it! I would have liked more Cadian but I am at my max number of units. As for special weapons, i would keep the Plasma gun but I am tempted to drop the grenade launcher for possibly a melta gun, but it does reduce the utility of the units.
+ Infantry +
Heavy Weapons Squad: 3x Mortar
Heavy Weapons Squad: 3x Mortar
Heavy Weapons Squad: 3x Missile Launchers
Tempestus Scions (5): Plasma Pistol, Power Fist, Hot-shot Volley Gun, Plasma Gun, Vox-caster
Tempestus Scions (5): Plasma Pistol, Power Fist, Hot-shot Volley Gun, Plasma Gun, Vox-caster
Tempestus Scions (5): Plasma Pistol, Power Fist, Hot-shot Volley Gun, Plasma Gun, Vox-caster
The other infantry units also proved themselves during my games. The mortars were not the greatest at taking out power armour but against lower save units they absolutely proved their worth. The missile launchers were equally as useful, although both suffered from the unpredictability of the dice. The scions also proved themselves and were useful both for scoring points, forcing my opponent to split their force and gave me a lot of movement options.
+ Vehicles+
Valkyrie: Hellstrike Missiles, Lascannon, Heavy Bolters
Valkyrie: Militarum Multi-laser, Heavy Bolters, Multiple Rocket Pods
This is where there is going to be a lot of changes. The planes, while useful and fun to play with, really didn’t do anything for me. The MRP equipped Valkyrie was more useful and did do some chip damage, but the other Valkyrie was pretty much useless. The single shot lascannon and hellstrike missile was basically useless, missing far more than they hit and wounding even less. I was not even able to remove a rhino in one turn of shooting even when both actually hit. The heavy bolters were the best weapons on both platforms. Even though I took these because just because I wanted to, both of these will be dropped from the next iteration of the list as they just don’t do anywhere near the damage or provide anything that justifies their points.
+ Allied Units +
Imperial Navy Breachers: chainfist, demo charge, heavy shotgun, power weapon, Navis las-volleys, Bolt pistol and power weapon
Imperial Navy Breachers: Meltagun
Inquisitor: Bolt pistol, Inquisitorial melee weapon, Psychic gifts, Warlord
Vindicare Assassin
The dropping of the Valkyries also means the dropping of the Navy Breachers, which isn’t a bad thing as they didn’t really do much in the game, the bleacher with demo charge was fun and did do some damage, it still didn’t justify the 105 point cost of the unit. Even if the Valkyries weren’t being dropped I would drop the navy breachers anyway. The Vindicare also failed to live up to expectations. I think this is mostly because it’s taken a real hit in this edition and is no longer the character slayer it once was. I would probably look at switching this out for the Eversor assassin for its combat abilities. The Inquisitor was the best choice out of this lot, even though it didn’t do masses, it did enough to justify itself in the list, plus its all part of my fluff to have an inquisitor in my lists.
So, if i remove the Valkyries, the Breachers, Vindicare and 10 cadians, I would currently have 730 points to play with. With these points I would look to add a Tank commander and additional Leman Russ, with an Enginseerer in support. I would add in an Eversor Assassin as well. I would then use some points to up the number of Scions in the units to 10, doubling the number of troops and special weapons. This means that I would be using 690 points of the 730, leaving me 40 points spare for the moment, to either adjust for points adjustments or to add extra units nearer the time.
I’ll have to try this list out at some point to see just how it might fare but I suspect that there will be a number of changes points wise before next years tournament.
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