Fellow journeymen. Part of the recipie for Kabal grendeur is the evolution of ones list. I would like to verse you all in the dynamics behind list tweaking and its importance. One of the most important parts of the 20 game journey is this; to tune ones list in the hope that no matter the opponent it will perform well and provide results on the tabletop.
I wanted to give you all an idea by providing the general evolution of the list that I have been using for the 20 game journey. We will start with the original list where I will also give a few notes on the reasoning behind the creation of the list. They I will note the stages of list development and will also note as to the reasoning behind each change made. Now, its important to note that there are no drastic changes for a reason. One of the mistakes that I find people make regularly is scrap a concept because of one bad game or bad showing. I see why someone would do thos, especially when you can't have very frequent games to test ideas out. I fins that making drastic changes hampers the general knowledge of use of an army as it does not accurately reflect the nature or use of all units when facing the enemy, it also drastically changes the dynamics within said list and the its overall homogeny.
And on that note we shall begin with my basic list:
Archon (PGL, Agon, splint pistol, shadowfield, combat drugs)
2 Heamies with Liquifiers
4 Incubi
Venom Dual Cannon
9 wyches, hex w/agon, 1 wych weapon, HWG
Raider FF
9 wyches, hex w/agon, 1 wych weapon, HWG
Raider FF
10 Warriors, syb, SC, bl
Raider FF
5 warriors Bl
Venom dual cannon
3 wracks
Venom Dual cannon
6 RJB 2 heatlances, champ
Ravager FF, NS
RavagerFF, NS
Razorwing, SC, dissies, FF
Total 1850
Ok, so basic notes:
The army was a basis to work on, mostly using models that I had available. The biggest driver in creating this new list was to make a switch from the baron and his hellions. I had run that list for over a year and now it wa time for a switch.
The units are geared to certain purpose and the heamies are there to of course give FNP fo the wyches. The wracks offer a cheap venom and pain token for the archon + incubi as well as deckchair potential for the army. The larger warrior unit provides some muscle and abalative wounds and the incubi + archon provide another psychological aspect of fear and have the capacity to wipe out entire marine equivalent units with ease. Which in a marine lover environment is amazing to have.
So, with these basics I set off on my journey. Dragging you all along with me. But I was quick to realize certain flaws in the list that I did not feel comfortable with. So, what was the main change going to be? Would I overcome these downfalls?
Stay tuned for the next installment(as well as more tactical reports)
Cheers!