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post #1 of 4 (permalink) Old 01-04-13, 08:10 AM Thread Starter
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A pretty simple gun line. I try to force the enemy to come to me, then strengthen the flank they approach by repositioning the noise marines and counter assaulting with the mounted lord.

Lord of Slaanesh - Steed, lightning claws - 130
Chaos Spawn - 90

8 Noise Marines - 6 sonic blasters - 164

Havocs - 2 lascannons - 115

Company Command Squad - Lascannon, 2 sniper rifles - 80

Veteran Squad - Lascannon, 3 sniper rifles - 105

Platoon Command Squad - Autocannon, 2 sniper rifles - 50
Infantry Squad - Autocannon, flamer, commisar - 100
Infantry Squad - Autocannon, flamer - 65

Aegis Defense Line - Quad-Gun - 100
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post #2 of 4 (permalink) Old 01-04-13, 08:19 AM
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Just not a fan of gunlines in 6th. They are too static, especially with how many objective focused games 6th has.

How do you plan to force them to move with a static line?

http://i.imgur.com/aPfHUHy.gif?1




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post #3 of 4 (permalink) Old 01-04-13, 12:55 PM Thread Starter
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I'm honestly not sure how I can force the enemy to come to me. I haven't been very successful. Ever since LatD was discontinued I've been struggling to find a play style that suits me. I would always field a few blob squads then infiltrate the rest of my army, attempting to win with superior positioning and angles.

I used to play my LatD like this:
Cult: Alpha Legion

Infiltrating Speed Lord
x2
p.fist wielding doombolt slinging champion w/ 30 mutants, icon
x3
daemonettes
x1
Infiltrating tank-hunter havocs w/ autocannons
x2
Infiltrating Traitors w/ lascannon
x2

I'm still struggling to find a list that plays remotely like it. Infiltrate to get good angles and pop all the armor early while marching a few giant blobs up the field insulating buried p.fists and doom bolts. Infiltrating most the army sually allowed me to overload a weak flank for the easy win. None of these tools seem to be available to me anymore and I'm... stuck.

So... here's my attempt at making a list in that spirit. Since you are right, I cannot make the enemy come to me. I would need to add artillery or something to force that.

Sorceror of Tzeench - Level 3, spell familiar - 140
20 Cultists - 2 flamers - 100

Sorceror of Tzeench - Level 3, spell familiar - 140
20 Cultists - 2 flamers - 100

Havocs - 3 lascannons - 135

Company Command Squad - Lascannon - 70

Platoon Command Squad - Autocannon - 40
Infantry Squad - Autocannon, flamer, commisar - 100
Infantry Squad - Autocannon, flamer - 65

Aegis Defense Line - Quad-Gun - 100
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post #4 of 4 (permalink) Old 01-05-13, 09:21 AM Thread Starter
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I just played a game with the second list vs dark eldar and was very pleased with the cultist unit, learning I definitely didn't need two. I had a problem with target priority, the havocs were too clear and painful a target. The ravager was shot down but the 2 raiders stayed in the air all game. I wasn't able to shoot down the pain engine either. Luckily one sorcerer boon of chaos'ed his way into a demon prince. With the invisibility cast on the prince from the other sorcerer, he was able to hold the archon in combat a few turns while the cultists mobbed his incubi retinue to death. WS 1 vs 9 is pretty funny to imagine.

While making this new list I tried to fit huron and a slaanesh lord in but it's too difficult to make all the compulsory troop choices while including an ally. I learned that a sorcerer is not good enough in combat so switched back to a lord. This time giving him a brand and some melta bombs to expand his utility. Outflank rocks as well, however I don't use it often. And while the psychic powers were fun, I just needed more bolters. Adding noise marines back in is my easy fix to this, plus they can march up the field behind the cultists to get into firing range. This should draw some more fire away from the IG detachment so hopefully I can do without the aegis and instead have opted add in some more autocannons in the form of a second havoc squad.

I think the IG detachment is perfect the way it is otherwise. It soaked up a tremendous amount of fire all game. Sadly I passed all my leaderships before the commisar died and didn't have to execute anyone. I now plan to use the gun line to cover the advance of the marines.

Mounted Lord of Slaanesh - Lightning claw, burning brand, melta bombs - 150
19 Cultists - Flamer - 91

10 Marines of Excess - 8 sonic blasters, blastmaster - 264

Havocs - 2 lascannons - 115

Havocs - 3 autocannons - 105

Company Command Squad - Lascannon - 70

Platoon Command Squad - Autocannon - 40

Infantry Squad - Autocannon, flamer, commisar - 100
Infantry Squad - Autocannon, flamer - 65
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