Showing posts with label Army Lists. Show all posts
Showing posts with label Army Lists. Show all posts

Sunday, 26 June 2016

Army Review: Double Trouble

The hobby continues! I'm keen to review the performances of the units within my army on the blog! Partly because I enjoy the reflective process, but I'm always interested to see what others think. Its a bit like chasing the White rabbit - it can be a deep hole to fall down!
 
Librarian on a bike (original model!) 5/5
This guy was pretty badass. In the first game he didn't do a great deal, but then tbh most of my army didn't do a great deal in the first game. Games 2&3 taught me to love the psychic power Terrify, as units left the board in both games. I'll definitely be using that more often. 

He has intrinsic value to the list in that he makes the bikes objective secured. This saves points elsewhere in the list and gives me two very fast super scoring units. Overall I would keep the librarian. 

Boltgun Scouts & Landspeeder Storm 4/5
These guys performed well, needlessly dying in the first game but in the second and third game they really put in a shift. In the second game, they helped play a part in the refused flank tactic that contributed to our successes in that game, before flying away rather swiftly.  
 
In the third game their scout and infiltrate is limited by the deployment, but they could have gone in my partners deployment zone. However! They did well, using their scout move and our first turn to "drive by" a unit of dark Eldar, rapid firing them to their doom. The objective secured landspeeder is a huge boon to the army, I would definitely take these guys again. 
 

2x Grav Gun Bikes (3 man units) 4/5
These guys are really what made my list tick. They are also objective secured thanks to the biker librarian, and have lots of grav. Whilst their shots aren't as reliable as the centurions, I really like these guys. Being able to move 24 inches in one turn is something that again really helped with securing objectives. 

The one issue for me is their size. At 3 models you only need to blink at them and the lose their effectiveness. Perhaps at next year's double trouble I'll try bigger squads, but I don't know if they then loose their points efficiency.  The funny thing is that I could broke the rules a bit by having a command squad on bikes. That would have given me three squads of bikes and been totally legit. 
 
Grav cannon Centurions in a drop pod 2/5
So these guys are badass, and i got called all sorts of things for bringing them. Spending 1/3 of my 750 points (plus the cost of the drop pod) on them is the closest I've ever come to fielding a "Deathstar" in the late 5th early 6th tradition of death stars. I was worried that I would be surrounded by fluffy, deliberately teeth less lists and look out of place, but there were some equally competitive lists, so I didn't feel bad. 

However, in the 3 games I played they didn't feel useful to a 285 point equivalent. They killed a lot less than normal, i'm not sure if that's because they are to far towards being a white elephant at 750 points. I faced a reasonable amount of armies where their grav weapons would have been useful, but they just weren't quite all that. That could be situational, we'll have to see!

Tactical Squad with missile launcher (original models!) 3/5
These guys performed reasonably, mainly just holding an objective and being in the backfield, allowing us to double up on points all the time. They were the only unit to get destroyed in the first game. In part I think that's due to them being 5 marines with a missile launcher (and therefore not a threat) but their presence meant that we always had an objective, in every turn of every game.

For me there was something very encouraging to use these models. They are "me", they're a massive part of where my hobby started. To use them where my hobby is now was a big encouragement! And I've gotta say, I got a real kick out of seeing other people's 1st time models there.

Conclusion
So there you are! my short review of something that happened 2 weeks ago. Overall, I think the army performed well, as you can see from the ratings. Nothing was that big a suprise, the faster units were really what allowed me to do so well. I'd be tempted to trade the grav cents out for maybe 2 units of something. Perhaps a bike command squad and something arriving from reserve. Maybe even wheel out the legion of the damned! Love those guys. 

The big learning point for me was how much i like terrify. I'm going to be using terrify a lot more i think! I've already fielded a librarian conclave once since. I'll be fielding it a lot more in the future! 

Wednesday, 18 May 2016

Possible double trouble lists

Dear readers! I am slightly undecided on which configuration of howling griffons to take! Having pinned my colours to the mast in terms of using an old model or two, I will of course be taking space marines. Lucky for me, the howling griffons are a succesor chapter of the ultramarines, and in this case for me it has more than one level of significance. As already mentioned, the bad boys in blue represent the first models I ever painted. 
 
As you'll see, there are a couple of different configurations of army in these pictures. Basically, I probably can only afford 1 drop pod, so I'm torn between sternguard and another squad of bikes, or simply grav cannon centurions. The grav centurions and the bikes were both massive players for me at the last 2 Blog wars and I'm thinking that actually they will have proportionally more effect at 750. 
 
There is a way that I can squeeze both in, but it does leave me with not a lot of room for much else. I have to start sacrificing my speed and that is something that this force is reliant on. Lots of bikes, with a librarian on a bike making them all super scoring is sorely tempting, considering the objective nature of the missions. 
 
Another option would be to get rid of the scouts and thunderfire cannon to fit them both in, but again I think that they bring more to the table than a squad of sternguard. If I wanted to go really left field I could run the ultramarines on foot as legion of the damned. That might be quite characterful as well, something about thier unwillingness to die coupled with a 3++ save is quite appealing. 

Anyway, these were all the thoughts rolling round in my head whilst I listened to Man U secure a mighty 5th place last night. I've done some number crunching and most of these different building blocks fit together quite well, it's just the centurions. So over to you! Which unit that I've listed would you least like to see? How speedy do you think my force needs to be? Would you take legion of the damned? I look forwards to hearing your thoughts. 

Saturday, 16 April 2016

Double trouble: 8 weeks and counting!

Double trouble is only 8 weeks away! Have you bought your ticket yet?!  f not, why not? Of course,my  potential excuse for that would be that the last time I played 40 was February, but we can't all use that. And I have bought my ticket. 

I've been musing on what to take, and I'm torn between two armies. The first, as you can no doubt geuss by this photo, is Space Marines. Howling Griffons to be exact. I really fancy some bike based shenanigans, as you could take two full bike squads and a bike command squad before breaking any of the comp rules. 

Taking a HQ on a bike gives you interesting options as you can take bikes as troops. Combined with the combat squads rules it gives you interesting opportunities to have lots of small units. You could couple this with some scouts in a land speeder storm, and maybe even throw in a thunderfire cannon. 

It would also give me an excuse to finish painting this guy, who is one of painting goals for this hobby season. I'm not sure of how competitive the whirlwind is really (it's completely not). When you compare it to the thunderfire cannon, or imperial guard wyvern it doesn't match up favourably. 

My other choice would be humanities true protector in its hour of greatest need. The Imperial Guard. I strongly believe that they function really well at lower points values. After all, for 200 points you could get 40 of them! There is however, something that we need to discuss. 

I may have a bit of an imperial guard sized problem. Which may seem trivial to you, but it really isn't to me. I mean, in a 750 point game, which heavy weapons do you take? If we pan out on the previous photo, we can see that I really do have a conundrum.

All these heavy weapons together would work, right!?!  My main problem with Guard is that they are to squishy, and don't really hit hard. Eldar and thier darker kin are both really squishy, but both hit a lot harder. Guard are much more about being the sum of the parts. Which is why I think they could be good for double trouble. 

One of the reasons they wouldn't be good for double trouble is that it's very objective based. And sure, they can swarm around, or mount up, but my guard army isn't very speedy. Unless I break out the old X-wing vendettas. Which I could, they haven't seen play in a while. But something about the fix bayonets, and "win by having more men than they have bullets" approach really speaks to me. Plus I could take mortars!

Love these guys. They're so cheap and not really that useful. 

Overall I can't decide. I really like the guard idea, but it's more characterful than competitive. I've spent my time in the trenches with fluffy lists in the past and they are fun. But I do like the bike idea. That's one I've not tried yet. So I'll see! I don't have to paint a thing to take the guard I don't think, so that would be nice! Thanks for stopping by! Until next time, Let me finish by asking; Have you bought your ticket yet?!

Wednesday, 23 December 2015

Double Trouble thoughts

After a seemingly endless procession of Star Wars related posts - you'd think that I hadn't played any 40k for months (and you'd be right!) I've written a 40k blog post. Seemed fitting to break in the 101st post with where my hobby all began. So, here we go! 

Double trouble is Alex brown's (from the fang) new tournament. You can read more about it here, but basically it's a doubles tournament with a Random partner each round. 750 each, for 1500 a side. You get bonuses for acting as a team, but prior to setting up you have no idea what you're playing with, let alone against. 

As of writing this, we don't know a lot else in terms of list construction. Is it similar to blog wars, is it different? Can you take just a formation, instead of a CAD? Can you take allies? Are you only allowed to select from the allied force org chart!? (This last one would be awesome Alex btw)

So many crazy questions. So many possible new versions of the guard codex could come out before June. So what's the point in trying  to write a list I hear you ask? Well. It helps pass the time, and it helps get my 40k mind on the go again. 

Here is my first offering:

Company Command Squad: + 1 Company Commander 60

Platoon Command Squad: 4× flamer; + 1 Platoon Commander 50
• Infantry Squad: flamer; Heavy Weapons Team (autocannon); + 1 Sergeant (power weapon) 80
• Infantry Squad: flamer; Heavy Weapons Team (autocannon); + 1 Sergeant (power weapon) 80
• Commissar 25
• Infantry Squad: + 1 Sergeant 50

Veteran Squad: 3× plasma gun; + 1 Veteran Sergeant 105

2 Wyverns 130
Leman Russ Squadron
• Leman Russ Demolisher 170

750 points

So, pretty balanced overall I think. My thoughts on this list are that it would be one that brings most things to the table. The pros for the list in my opinion are:
-50+ bodies plus three tanks. Excellent amount of board control. They are guardsmen, but it's a big amount of people to chew through. Before you even consider my partners army. 
- AP 2, in the form of 3 plasma guns and a leman russ demolisher. 
- AV 14 leman russ. I think that not all lists will be able to deal with this. 
- 2 wyverns. The real threat. People will panic against the Russ. The real threat is the wyverns. And if you shoot the wyverns then the russ is still around to take names. 
- decent anti horde. Flamers, and the wyverns have me covered here. 
- guard shenanigans. Orders to maximise my potential and a commissar to keep my bullet magnet in line to be last man. 

Bad things about this list 
- it's not got a massive punch. The main weapon (the lasgun) will struggle against some of the top tourney armies. Eg anything with toughness 5 is going to be a massive struggle. 
- low characteristics. Obv with a horde army pull get that. But in 750 points do you have enough to negate that?
- not much anti armour. As I type, I realise there is no lascannons, only 1 weapon with strength 8 or above. That probably needs to change. 
- space marines. I don't know how this army would do against marines. If my oppenant tools them out, it should be fine, but going toe to toe with 25-30 marines could be tricky. 
-flyers (in general I just ignore them in 40k now)

I think is a good first draft. I'd want to pull something with anti Armour, or something with a combat unit. I'm wondering if I need to specialise a bit and take the power weapons out. Just admit I'm going to die in combat and add more guns!

What do you guys think? Are you planning to make it in June? Have you even considered a list yet? What would use to destroy this list? Would you want to play alongside an army like this?

Sunday, 1 November 2015

Blog Wars X Unit Reviews - Darksun Life Vol 4

So, in a change to the advertised vlog (I will get to the x-wing one I promise, I’m just having more difficulties putting it together than I thought I would!) I’ve decided to vlog some of the units from my army that I’m taking to Blog Wars X!


It’s difficult to fit all of my 1850 point army into a short Vlog, but in summary it hasn’t change very much since last time. So still drop pods and Sternguard. The one change is that I’ve swapped Coteaz out for some imperial guard. Gives me a few more men, allows me to bulk up my line a bit.



My personal highlight from our practice games this weekend was Telion facing off against Ezekiel and half a tactical squad. He died eventually in combat, but because he died in my turn (after sniping Ezekiel the previous turn, resisting having his mind turned to jelly and then club a Tac marine to death in combat) Toph didn’t get the maelstrom points for that card.


Press play to enjoy! Feel free to comment below as well - is there anything you’d like to see me vlog in the future?

Wednesday, 29 August 2012

Giving in to the thoughts in my head.

So recently I've been thinking about what has is good value for points that I know of. Saint Celestine is one good example of this. I therefore propose to take her. Here is a list I have spent this evening thinking about (although its been in my head for weeks)

Nuns With Guns

Saint Celestine 115 points

Battle Sister Squad x10, 1 Meltagun 135 points

Battle Sister Squadx10, 1 Meltagun 135 points

Company Command Squad, Kell, Autocannon, Plasma Gun, 160 points

Platoon Command Squad, Autocannon, Plasma Gun, 55 Points

Squad A Lascannon, Plasma Gun, 85 Points

Squad B Lascannon, Plasma Gun, 85 Points

Squad C Lascannon, Plasma Gun, 85 Points

Squad D Autocannon, Plasma Gun, 75 Points

Mortar Team 60 Points

Autocannon Team 75 Points (freaking cheap!)

Lascannon Team 105 Points

Storm Troopers x8, Double Plasma Guns, Plasma Pistol, 168

Manticore 160

So this is the list I will be maybe trying out to see how saint Celestine works. Thou its a lot of proxy, and I feel bad. I may just stick to my normal list until I have least bought all the guard bits! But I think it has a lot of potential. You basically shove Celestine down their flank/throat, and then if they don’t shoot her she gets to hit something. If they do, then the rest of your army (including a shiny new manticore! – may have to get me one of these) blow the living hell out of them.

Not even a little subtle, and it may not work long run, but I have 2 meltaguns, 9 plasma weapons, 6 Lasscannons, 6 Autocannons, and 89 models 80 of which score. Even Dan might not table that (although I'm not certain).

Wednesday, 27 June 2012

Something New Today

My New Project.

Sooooooo. In case you have been living in a fantasy shaped (or LOTR shaped – lol as if) hole for the last 2 years, you will be aware that 6th edition us upon us this weekend. To celebrate, my local store is opening at midnight, and running a tourney from next week.

Here is one of my army lists

Farseer, Runes of Warding, Spirit Stones, Guide, Doom. 135 Points

Dire Avengers (6) Exarch With Bladestorm, Wave Serpent – Shuriken Cannons 199 Points

Guardians (10) Shuriken Cannon 85 Points

Fire Dragons (5) 80 Points

499 Points

So, Eldar? Oooo Scary. I fancy a change, and have been playing High Elves. I'm thinking I might try this list, see how it plays. The Dire Avengers drive by with Farseer to guide/doom combo to hopefully maul of a unit in one turn with Bladestorm. I think I would fall down against horde armies, and maybe box armies. The problem is that I only have short range anti tank. Also, Runes Of warding (take psychic tests on 3D6) I'm hoping will be very broken in this edition!

The Guardians hold the home objective, plus being able wander forwards with the platform. I'm thinking that if 6th turns out the way I think I will, then I'm going to need snipers. Lots of Rangers. Would I buy a bastion for a silly cover save? Maybe. Maybe. I might even make a bastion with a similar footprint to look like Eldar Webway Portals.

So, What do people think? Will this list work at 500 points? Should I just take space marines to learn the new edition?

Wednesday, 4 April 2012

We could talk about God, but i'd rather do this...

In other news, here is an army list I created whilst everybody else in the room was having a massive theological discussion about the trinity.

Company Commander. Power Weapon and Plasma Pistol, 4 Plasma Vets, Officer of the Fleet, Chimera with Extra Armour.

2 Priests

Platoon A

Platoon Command Squad With Lascannon

Squad with Officer (Power Weapon, Melta Bombs) and Commissar (Power Sword)

Squad with Officer (Power Weapon, Melta Bombs) and Commissar (Power Sword)

Squad with Officer (Power Weapon, Melta Bombs) and Commissar (Power Sword)

Squad with Officer (Power Weapon, Melta Bombs) and Commissar (Power Sword)

Heavy Weapons Team 3 Lascannons

Heavy Weapons Team 3 Lascannons

Platoon B

Platoon Command Squad With Lascannon

Squad with Officer (Power Weapon, Melta Bombs) and Commissar (Power Sword)

Squad with Officer (Power Weapon, Melta Bombs) and Commissar (Power Sword)

Heavy Weapons Team 3 Lascannons

Heavy Weapons Team 3 Lascannons

This army list clocks in right on the money and 1500.

The idea is that I have more Lasscannons that you have metal boxes. Coupled with the 60 stubborn, re-rolling to hit guardsmen with lots of power weapon attacks, this army intends to advance into the jaws of hell! The Company Commander also drives by and softens up units before attack with plasma gun goodness. I don’t care what the “meta” says, plasma guns are awesome. A perfect answer to terminators. I think that the main list I will fall down against is massive horde armies. I.e. lots of Orks or Nids. But since I play competitively not a lot (expect against Dan) I think I could be ok.

Tuesday, 5 April 2011

The Shunt Punch


So, I confess, that this army list is a vague rip off of a Goatboy idea from Bell of Lost Souls. It is a 1750 Grey Knights list which I wrote on the train. An interesting point for me to make at this juncture is that actually I find I get tunnel vision with an army list. I'm really not into proxying, or trying new things. I like using the same list, week in week out and writing random army lists is a bit weird. I kinda feel like I have to put my money where my mouth is, and really live a list for a couple of months!

Shunt Punch – Mount Up!
Grand Master with Force Halberd 180

Terminators (5) with 4 Force Halberds and a Deamonhammer 200

Strike Squad (10) with 2 Psycannons, 2 Deamonhammers 240

Storm Raven with Multimelta and Lasscannon 205

Storm Raven with Multimelta and Lasscannon 205

Dreadnight with Personal Teleporter 205

Dreadnight with Personal Teleporter 205

Dreadnought with Heavy Flamer, Assault Cannon and Psybolt Ammunition. 140

Vindicare Assassin 145

1750

So the basic plan with this list is a complete alpha strike. You can guarantee that one of the Dreadnights will get Scout, and you have a 66% chance that they both will. With this army you really, really want to be going first. Its not essential, or a catch all (against DOA I would reserve) but you basically get both of your Dreadnights in combat top of turn 1 if you go first. They then become a massive pain, with the rest of your army (all mounted in the two storm ravens) follow in with the second wave, ensuring that you really push one flank over by start of turn 3.

The one exception to this is the Vindicare. He infiltrates in a sexy position and starts popping power fists, Lasscannons, pack leaders and sangquinary priests. If he is being shot, excellent! He is pretty much not important to the plan, more of a wild card. Guns aimed at him means guns not aimed at shiny grey stuff. Guns not aimed at him means he gets to keep plugging away.

In summary, w00t!

Friday, 4 March 2011

Sucking Black Blood

The Game - 1.5k Seize Ground/Spearhead
Blood Angels  Vs. Black Templars
So I took on a guy named James at Games Workshop Leicester today using what now seems to be my standard Blood Angels List;
HQ : Mephiston
Troops: 2 x Tactical Squads w/Missile Launcher & Flamer
              Razorback w/Lascannon & Twin-linked Plasma Gun
              5 man Death Company Squad w/Power Weapon & Thunder Hammer
              Death Company Dreadnought w/Blood Talons & Magna Grapple
Elite: Furioso Dreadnought w/Blood Talons
Heavy: 3 x Stormravens w/Twin-linked Lascannons & Twin-linked Multi-Melta
On to the game......
I deployed first and set up as close to the centre as possible. Our objectives were spread evenly over the battlefield, myself holding one and James guarding another whilst the rest of his army cowered on the opposite hill.
In the first turn Mephiston and the Death Company Dreadnought flew over in a Stormraven and disembarked next to the unit of Templars, the other Stormraven went flat out over to the rest of the Templar army but lost its Lascannons.
Mephiston and the Dreadnought wiped out the Templar Squad and retreated away from an encroaching Landraider. 

James then unleashed the Assault Terminators from the Landraider and proceeded to wreck the Death Company Dreadnought.


During the second turn, a Stormraven wrecked the Landraider and whittled the Terminator Squad down. Mephiston took on the remaining Terminators, only loosing 1 wound.


At turn three, the Stormraven that had lost it's Lascannon unloaded the Furioso Dreadnought and sent it into the other Templar Tactical Squad.
Mephiston continued his attack on the Terminators but lost 2 more wounds.
(The Cold One was used as an objective - NOT local wildlife!)

The Furioso bounded into The Emperor's Champion and struck a wound but lost one of its Blood Talons.
At that point (end of turn 3!) James called it a game as he only had 2 Tactical Marines left! I had only lost a Twin-linked Lascannon, three wounds from Mephiston & had a Dreadnought wrecked!
All-in-all another satisfactory win!    

More soon.........

Thursday, 3 March 2011

Cry God For England, Harry, and St George!


The Defence Of Hades Hive

So. Imagine the scene. Your home is under attack, you need to defend yourself from your most hated enemy. Following a rousing speech given by your commander, you mount up into your gunships and head for the war. Sounds like Apocalypse Now don’t it? Well, it is in fact the Defence of Hades Hive, which is this week’s army list. This list is themed around a couple of key bits of text from Armageddon Lore. These mainly include, at the Hive Gangers fought vicious tunnel wars with the Ork burna boyz and looterz as Hades Hive fought to a man during the Second Armageddon war, and that Tanks were rolling of the production line and straight into the fire fight.

So the idea is that Yarrick has gathered around him a strike force to try and breakthrough in a key position in the defences. Check it out.
Commissar Yarrick
Storm Troopers (8) 2 Plasma Guns, Plasma Pistol and Power Sword Sarge
Storm Troopers (8) 2 Plasma Guns, Plasma Pistol and Power Sword Sarge
Storm Troopers (8) 2 Plasma Guns, Plasma Pistol and Power Sword Sarge
Vendetta
Vendetta
Vendetta
Penal Legionnaires x5


The whole force has scout, representing the home turf advantage that Hades Hive gives. Where the army theme really comes into its own is the Penal Legionnaires are original Necromunda models. Beyond awesome I know. Follow that up with some vague steel legion styling on the Vendettas and jobs a good un. The main way this would work is to outflank probably most if not all the Penal guys. They are no good in your deployment zone, and so much fun with rending. Seriously, using them as though they had a death wish is hilarious.

The Vendettas all fly around together, using their speed to hunt as a pack. If I were to try this army, I would consider swopping Plasma out for Melta, but it depends. I rather like the idea of cracking the plastic boxes open with lots of lasscannons and then jumping out and shafting its juicy insides with a small white hot sun. If I decide not to take the Custodians to the GT, then I would take something like this, because it is so different to anything I have. Plus there is a theme, which is really important for me this year. I want to have models that people look at and actually go “wow” or “neat idea” so its gotta be good, you know?

Saturday, 26 February 2011

Tanks fr th Mmrs

So. Tanks. That isn’t a misspelling, although its a slight homage to a Fall Out Boy song. I just really wanted to see how many tanks I could fit into 1500 points of Imperial Guard. 8 is the answer on this occasion. More importantly 6 of these are Leman Russes. Considering the maximum you can fit in a force organisation chart is 9, I’m pleased with that although im sure you could fit a couple more in if you really went for it. As it is, this is a little bit more balanced for me.

Drive By Lightning and Fire

HQ
70 Psyker

Troops
150 Veterans, 2 Flamers, Chimera with Extra Armour
150 Veterans, 2 Flamers, Chimera with Extra Armour

Heavy Support

Squad Mortarion
165 Leman Russ Tank with Battlecannon and Lasscannon
245 Leman Russ Executioner With Lasscannon and Plasma Cannon Sponsons

Squad Alpharius
165 Leman Russ Tank with Battlecannon and Lasscannon
220 Leman Russ Demolisher with Lasscannon and Plasma Cannon Sponsons

Squad Curze
165 Leman Russ Tank with Battlecannon and Lasscannon
245 Leman Russ Vanquisher with Lasscannon

1500 Points




So, how does this army list work? Well. It shoots stuff. The plain Leman Russ tanks are there to take the hits in theory for the other ones. They are sprinkled around with the “rarer” variants to allow balance. Specifically, the Vanquisher pairs off with its partner and hunts armour. That’s why every tank has a hull mounted Lasscannon. Not the cheapest option, but it gives me 6 mobile Lasscannons. These two hang in the backfield slightly and just shoot stuff.

The executioner fulfils the anti infantry role and that pair works together to nail large mobs of Orks, or other things. This squad is paired with the Demolisher’s squad in an aggressive role, with Squad Alpharius being able to fulfil both anti infantry and anti tank roles, with none of the main guns lower than strength 9, and a pair of plasma cannon to boot. These four Tanks choose where they want to be and control that bit of the field.

The Chimera Veterans don’t get out. If they are out of their tanks, then they are probably dead. The only instance which comes to mind is when both squads plus the psyker get out and jump one squad, toasting it to death rather appropriately with Lightning and Fire. In the main, the chimeras will fit in behind the main body of the Alpharius and Mortarion, protecting them from infantry with heavy bolters and multi lasers.

Overall, I think that this would be a fun list to play. It wouldn’t necessarily win many games. Really you can choose to hang back and just blast away or really try and ram a lot of Armour 14 down your opponent’s throat. Av 14 is one of the major bonuses of this list, that coupled with a large amount of large blast templates. The main thing I can see as being a weakness is being outflanked or taken apart from the sides. This is why the chimeras nestle in behind, just near enough to react and shore up a flank. Only slightly behind them Curze picks of threats from afar. The easiest way to secure not being outflanked is to start on a flank. Deploying second and rolling up one side allows you to almost turn the battle into a lengthways engagement, something that would play right into my hands.

Next time: The Defence of Hades Hive