Douchey 750 point list. - Page 2 - Wargaming Forum and Wargamer Forums
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post #11 of 19 (permalink) Old 11-23-11, 04:04 PM
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The thing with them having mech or at least a 12 inch movement is they will avoid your points sink a little too easy unless you combat squad them, and detatch lysander. Even then, they shouldn't make their points back. Don't rely on deepstriking for your mobility as even if you get second turn, they stay put, and if you charged them up the board you would probibly get the same efffect at worst. With their biggest issue being no reach, I would almost say shooty termies with a CML or cannon would be better for this list especially with lysander and its lack of ranged anti armor.
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post #12 of 19 (permalink) Old 11-23-11, 05:24 PM
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This.

Is.

Awesome.

Very, very, very douchey, I agree.

And to avoid the whole mobility thing, let the enemy come to you. Hide the Scouts on an objective, and sit there. If the opponent wants a draw, then that's fine. If they don't, they'll send at least one unit then you'll win by KPs.

OR if they have little mobility DS the buggers.

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post #13 of 19 (permalink) Old 11-23-11, 06:26 PM
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I would actually say take a termie libby with Gate, or even shrike to give those termies some more manouverability against fast moving lists. Jussayin that list probably wouldn't last very long against a poison spam list as it's all infantry

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post #14 of 19 (permalink) Old 11-24-11, 02:54 PM
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What happens when I kill your two 5 Man Squads capable of holding objectives in the turn of shooting while Lysander is in Space, and then proceed to just run away shooting at you from 13"+ away?

You won't kill anything to get Kill Points, and you have no objectives of your own.



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post #15 of 19 (permalink) Old 11-24-11, 10:05 PM
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Blood angels codex gives you decent of angels and droppin lysander for a straight termie captain with shield and hammer gives you 75 points thats 15 for hammers and shields for the other termies and 30 a piece which should cover a second man and rocket launcher for each squad letting you put some bigger punch into the snipers vs vehicles and 2+ armor and 3+ invunerable whethers things pretty well. and with that your derp strikers only scatter 6 inches and you re-roll your reserves. that does mean however that your termies don't factor till tern 3 best case since they can't assault till the next tern.
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post #16 of 19 (permalink) Old 11-27-11, 05:14 PM Thread Starter
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Vaz, you just don't like me. Not that I can blame you.

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post #17 of 19 (permalink) Old 11-27-11, 08:07 PM
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Sadly terminator in the Blood Angle codex do not get the benefit of the Descent of Angle rule. Yes in the Blood Angle Codex on page 23 the Descent of Angle rule state you may re-roll failed reserves roll and you scatter on D6 but when you look at Terminators and Assault Terminators on page 86 only special rules they have is And They Shall Have No Fear, Combat Squads and The Red Thirst. Only way to gain the Descent of Angle rule if a squad doesn't come with is to upgrade with a Jump Pack page 62. Since Terminators cant use Jump Packs switching to Blood Angles Codex wouldn't help him with his mobility on Terminators. I really wish it did then I would run them more that is why I use Sanguinary Guard instead.

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post #18 of 19 (permalink) Old 11-28-11, 08:58 AM
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Vaz, you just don't like me. Not that I can blame you.
Maybe.

You still wouldn't be able to win against someone with an IQ higher than single figures.



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post #19 of 19 (permalink) Old 11-28-11, 12:31 PM Thread Starter
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Maybe.

You still wouldn't be able to win against someone with an IQ higher than single figures.
List wasn't meant to be competitive, just ridiculously douchey. Which, frankly, I entirely succeeded in capturing. But you're right, it really isn't that good a list.

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