Originally Posted by
Denzark
Herewith. Not sure if this is tactics or discussion, so mods feel free. Having picked up my new codex, I ran the following, against a BA (drop) main/ GK allied list:
Kharn + 7 berzerkers, power sword in Daemon possessed LR.
15 x CSM, VOTLW, MOK, 2 x CCW, 2 x Melta (midfield squad)
15 x CSM, VOTLW, MOK, 2 x Plasma (hold backfield)
1 x Vindicator Daemon Possessed
1 x Heldrake
it was mission 2 - so basically kill points. And, following a schoolboy error splitting my forces, and an uncomfortable lesson from something called a GK brotherhood champion or somesuch (he did 1 attack for each person in btb, and was last man in his squad, so suddenly reamed 10 CSM over 2 turns.) I got smashed.
So, whilst I am now frantically trying to rethink my CSM, herewith some thoughts on 6th in no particular order:
1. Transports. Still worth it. I think the ability to prevent the enemy shooting at the squad for a turn is worth a potential loss of first blood. This is a better defence than redundancy from a big blob if you ask me. 3 x 10 man > 2 x 15 - can fire at 3 different things, can fit in transports.
2. Melta > plasma. For 5 points less, you can get AP1, S8, assault with the weapon. Actaully let me caveat. In a tactical type squad. Actually 4 in a squad of chosen gives a different dynamic but when you can take 2 only, take melta. You will be trying to close the range to 12 to get rapid fire anyway. More flexibility, stronger, and no gets hot outweighs 2 x shots at 24" with plasma.
3. Heldrake. Brittle. Turn 2 comes on and kills 9. Turn 3 kills 7. Turn 4, gets the entire load of a storm raven in its face and dies. Maybe needs pairs for redundancy.
4. After my point at 3 above, it occurs to me, unless you are a long range shooty army with a good alpha strike - GO SECOND. Hide stuff behind terrain, draw him to you for a turn. Use your incoming flyers to toast his. Don't let a flyer with awesome anti air (ie vendetta or storm raven) go second - it will eat your flyer and then storm up and down killing stuff.
5. Berzerkers. Just seem worse. I may run Kharn without berzerkers.
6. Chaos named character warlord traits. If they are not the warlord, do they/can they still use them? Are they automtically the warlord? What if I take Abaddon and Kharn, whose trait trumps?
7. CSM. You need to think carefully how to load these guys, its easy to make them v. expensive.
8. Points. I have been a staunch 1500 fan as a quick pick up, GW own tourney level. I think now with all the toys, and the destructive nature of the game in 6th, that 1750 is more realisitc and achievable in 2hrs if yuo are not facing a 'chess player'.
9. Flyers. Whilst it is still the case that some armies can only get anti air from allies/fortifications, I submit they are unbalanced. I will revisit when every army has access to anti air.
10. Don't split your forces! Especially against in your face jump troops. Links in to the inflexibility of 15 man blobs - MSUs - who to engage decisively?
11. Spit on all necron players.
12. 11 above was a joke.
Hope that is of interest, thoughts appreciated.