pretre Posted May 10, 2014 Author Report Share Posted May 10, 2014 Also could have dropped a rhino for FSR and given that squad a longer range weapon. Quote Link to comment Share on other sites More sharing options...
pretre Posted May 19, 2014 Author Report Share Posted May 19, 2014 Okay, so another game with Mauz tomorrow night. Here's my initial thoughts for a list: Uriah Jacobus3 Priests (Litanies/Power Maul, Power Mauls, Stock)BSS (5) with Flamer/HF in RhinoBSS (5) with Flamer/HF in RhinoBSS (20) with HF/FlamerDominions (5) with 2 Flamer / 2 Melta in RhinoDominions (5) with 2 Flamer / 2 Melta in RhinoExorcistExorcistExorcistFirestorm Redoubt with MMSCoteazHereticus with Psyker and Liber HeresiusHenchman (3 Plasma Cannon Servitors, 5 Acolytes) Puts me at 1830 So 20 points to play with. I could upgrade both squads of Doms to all melta or one Rhino to an Immolator. Or do something wacky. Quote Link to comment Share on other sites More sharing options...
fluger Posted May 19, 2014 Report Share Posted May 19, 2014 Liber Heresius What does this do again? Quote Link to comment Share on other sites More sharing options...
pretre Posted May 19, 2014 Author Report Share Posted May 19, 2014 What does this do again? At the start of any friendly turn, the bearer can take a Leadership test. If the test is failed, nothing happens, but if the test if passed, choose one of the special rules from the list below. The bearer of the Liber Heresius, and his unit, gain that special rule until the start of their next turn. The same special rule cannot be gained in this way more than once per game – you must choose a different special rule each time. Scouts* Split-fire Counter-attack Fear Hatred * Instead of being made at the start of a friendly turn, the Leadership test to use this special rule is made after deployment, but before the first turn begins. Basically it is just good for scout. The other rules are kinda useless or duplicate (Jacobus gives Hatred and CA already, for example.) Getting that blob squad further forward before turn 1 is pretty nice. Quote Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Author Report Share Posted May 21, 2014 So I played Mauz again last night and this time I lost during deployment. Lol Totally misplayed against his list forgetting (amongst other things) that he had scarabs and that if my fort was over or on the line it would get charged turn 1, that he had practically no long range shooting on board start of game (and hence reserved a bunch of stuff). So I lost Coteaz, Henchies and FSR on top of 1. I had us for a draw on turn 5 with possibility of keeping it on 6 and 7, and of course we went to 7. Good game though, even with my silliness. Quote Link to comment Share on other sites More sharing options...
fluger Posted May 21, 2014 Report Share Posted May 21, 2014 So I played Mauz again last night and this time I lost during deployment. Lol I did that this weekend at TSHFT too! Quote Link to comment Share on other sites More sharing options...
AbusePuppy Posted May 21, 2014 Report Share Posted May 21, 2014 Deployment is pretty much the easiest time to lose the game in one fell swoop. :P 3 Quote Link to comment Share on other sites More sharing options...
pretre Posted May 21, 2014 Author Report Share Posted May 21, 2014 Yeah, I've done it before and I'll do it again. Good on Mauz for capitalizing. :) Quote Link to comment Share on other sites More sharing options...
MauzDeadalive Posted May 21, 2014 Report Share Posted May 21, 2014 I am quite pleased with our game last night....mostly because I stuck with my game plan despite various temptations to deviate. I also feel pretty comfortable with my list now even with a few new toys for me to play with. Thanks for being a tough opponent who still makes silly mistakes like I make!!! Quote Link to comment Share on other sites More sharing options...
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