1000 pts tzeentch / unmarked tell me what Is obviously flawed ::) - Wargaming Forum and Wargamer Forums
 
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post #1 of 3 (permalink) Old 11-09-12, 08:12 PM Thread Starter
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Default 1000 pts tzeentch / unmarked tell me what Is obviously flawed ::)

HQ
Sorc + mot + Soc + Burning brand

130

Troops

10 thousand sons + GoM + Mb + Rhino

315

9 Thousand sons + GoM + Mb + Rhino

292

10 cultists

50

Heavy support

3x oblits

210

997


Sons and sorc getting in close will be the hardest part, theyr going for the contested objectives, sorc and ksons sorcs all rolling for doombolt to anti-TEQ, sorc keeping brand to give some ranged anti-horde / anti-MEQ hitting power. cultists for some random objective crossing my fingers they dont get shot down and flee. Oblits for anti-vehicle support, hoping to get high ground and pinch some enemy artillery.

I see that it all really falls apart without atleast 1 doombolt in each ksons squad as transports and close quarters vehicles can then go up to them most likely unmolested (really aiming to get the oblits firing for enemy artillery).
The chance of rolling DB however is 1/2 so lets hope for it

on a side note: id like to keep GoM for giggles and fun
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post #2 of 3 (permalink) Old 11-09-12, 08:43 PM
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There isn't much room to work with considering the 1000 point cap, but one change I'd consider making is splitting the obliterators into 3 individual units, or at least 2 units (2 oblits and 1 oblit). Kill points only comes up in only one out of the six missions now, so it won't usually hurt you, and should make them a lot more versatile.

Good luck!

The first casualty of war is neither innocence nor truth.

The first casualty of war is always subtlety.

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post #3 of 3 (permalink) Old 11-09-12, 09:32 PM Thread Starter
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Thanks alot I didnt think of that !
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