so I was much more prepared this game id got a crib sheet for core special rules that I cant remember lol the rest was pretty much goin thru the masses of codex's need to run this mighty beast
(insert quirky meme here) as I cant find anything funny relating to getting seized on as that happened again!
and turn 1 I lost the dune crawler, ballistiri and 3 out of 5 infiltrators
id pretty much used the same list as last game against a foot eldar list
the main problem was in a modified ICT style game I struggled to wrack up points fast although it did end up with him being tabled on turn 4 making it 18-5 I think.
I did get to try out more units/combos this game though which is a BONUS!!!
first thing is infiltrators the 5 shot pistols are super gd at str2 u need 5's to wound even puny eldar but with shred its awesome mixed with high BS its great if u can take advantage !!
the main problem so far is balancing both canticles/doctrines so that they tally up with what I wana do turn 1 the only thing iv fully decided on is +1 bs doctrines and re-rolls on canticles for the first turn alpha strike
after this I need to play much more to decide which way to go
other combos the phosphopheonix is lumigen so -1 and omnispex is -1 so as long as the pistol wounds its -2 cover for the plasma culverins which makes a huge difference even a -1 means most players wont really go 2 ground as it usually not worth it
I cud have played more aggressive with the knight titan as he was hiding from a wraith knight and fire dragons
another thing that I like is the str4 hits at i10 they make the destroyers far better as I was doing 8 auto hits on each unit in combat with my destroyers with my warlord this also happens in my assault phase and his !!! so 16 str4 hits on T3 butchered his units but with cognis flamers they and grav they are scarey to charge as again re-rolls to shooting attacks means I can do this in overwatch (its something I need to check)
so 1-1 so far for the might of the mechanicum!!!
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