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"...generalship should be informing list building." - Sir Biscuit

Saturday, August 13, 2011
Comp Failure - DaBoyz GT
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I'm going to link it. You're going to break it.
Your minimum score MUST be 30 or it's not allowed and then the judges can tack on further points if they wish. This score will comprise over 25% (26.7%) of your total score for the tournament.
Now the missions...
Mission 1 - Kill Points with a special rule where you basically cast the Eldar psychic power Doom on any unit for the whole game...this helps MSU as they don't care if one of their squad dies and MSU is something you've tried to kick in the balls with your crappy comp. It's 2 KP though so yay! Objectives for secondary but player placed and I'm not sure how many there are.
Mission 2 - ...so it's like Kill Points but vastly benefits the player who kills things last. Pro tip: don't go first in this mission. Oh and KP are the secondary, awesome.
Mission 3 - Good solid primary there, well done. But 3/3 missions with spearhead deployment (advantage shooting armies) and 3/3 missions with Kill Points as Primary or Secondary. Naughty.
Mission 4 - Ask Fantasy how random terrain effects are working? Poorly? Hmm, so why are we using them here? Not a good idea and then you slap shooting lists for keeping units in their deployment zone. As annoying as this is, Spearhead makes it dumb since I can deploy on the wings of the deployment zone and still affect the tabletop very well and then simply step out of the deployment zone Turn 5. Oh and impassable anything = bad.
Mission 5 - Finally, non-spearhead deployment (though your Deployment says spearhead and then tells me to deploy using Dawn of War...). There shouldn't be impassable terrain for objectives to ignore and WHY ARE THEY MOVING and why is the WHOLE game night fight? Shooting army = yay the objectives moved into your deployment zone *shoots you dead with minimal retaliation*. Assault army = yay the objectives moved into your deployment zone, goodluck shooting me! Bad, bad, bad. Random is not good for a tournament setting beyond what the game lays out for us such as Random Game Length and the dice.
To the actual tournament...
Random match-ups for first three rounds. Bad. Three seal clubbings, awesome! Where's the 6th mission? Where's the 5th edition emphasis on Troops? Most of your missions do not require actual Troops as scorers and there's a heavy emphasis on killing and random factors rather than actual tactical play. You can play a perfect game and lose because of random mission factors. Add in a comp system, which is meh and what edition of 40k are you playing?
Anyway, let's see what you guys can come up with in terms of breaking the comp system. I'm off to play with my Tyranids again and try and keep in mind the missions. I'm looking to Black Templar to abuse the hell out of it =D.
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Comp Failure - DaBoyz GT
2011-08-13T06:17:00+10:00
Unknown
Analysis|Comp|Nerdrage|Tournaments|
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abusepuppy 121p · 716 weeks ago
Erm, Necrons are completely boned by this. No duplicates? Great, I usually only have two units (if I'm lucky!) in each slot anyways!
Requiring you to fill one of each slot before taking a second of anything is stupid.
Also apparently transports are the devil and if you take them you are literally worse than Hitler. So BA, DE, SW, and SM Bikers are basically the only viable armies in this comp.
When they talk about "squadrons," I assume they mean vehicle squadrons, not... you know, squads.
Alright, so if you're looking to maximize comp, SM Bikers are out, as they rely on HQs extensively and don't have good options in most slots. BA... meh, you could do okay, but pure jumpers isn't going to be at its best. GK... I dunno, I'm not sure what a GK foot list looks like exactly. I think you could do it, though? Loganwing is possible, but you're taking a 30pt hit straight off the bat there, so that's gonna be tough. I think DE are the clear winners here.
...Wait! Wait! If mech isn't viable, Tyranids are! Okay, so your FA selections are gonna be kinda weak, but other than that you can do pretty well (and even FA has some good stuff, so...) Alright, so DE and 'Nids are our two obvious choices here- we could also maybe try a DA Deathwing army, but that has a very similar problem to Loganwing, so I think we'll avoid it. Both DE and 'Nids have all-foot lists with good units in every slot and no need for special characters.
In DE, you basically can run basic Webway Portal (one or two Raiders/Venoms, maybe a Ravager or three, Reavers, Beastmasters, Harlequins, Trueborn, etc) or try something goofier, which is certainly possible (Grotesque spam, etc.) With 'Nids you're basically just hitting the all-star list; Primes are probably your best HQ choice to save points, and you can take a pair for some fun with Fexstar. Ymgarl are kinda an automatic in the EL department, and then Hive Guard and then possibly Zoanthropes or whatnot afterwards. Troops are obviously Termagant/Tervigon setups; it should be easy to avoid duplicates. FA means making some choices, but Raveners, Gargoyles, and Shrikes all seem worthwhile. HS gets a little tricky, but there are actually a lot of good choices, we just have to make sure to stay focused; Trygon + 2 Carnifexes (to go with our two Primes) seems handy, but don't discount triple-Biovore, as virtually everyone will be on foot. Hrm.
abusepuppy 121p · 716 weeks ago
1 Tyranid Prime (Whip/Sword, Toxin, Regen)
8 Ymgarl Genestealers
3 Hive Guard
10 Termagants
11 Termagants
1 Tervigon (Adrenal, Toxin, Cluster, Catalyst)
1 Tervigon (Adrenal, Toxin, Cluster, Catalyst)
3 Warriors (Strangler, Boneswords, Toxin)
3 Warriors (Strangler, Boneswords, Adrenal)
3 Spore Mines
3 Biovores
2 Carnifex (2 TLDev, Regen, Frag Spines)
That's 2000pts right there (or a hair under, actually.) If the Termagants don't count as differentiated for squad sizes, give one of them Spike Rifles or something. This is kinda really banking on there not being much heavy mech there, but if there isn't, you will shred most people AND have full comp. I suspect the list could be improved- for example, drop one Tervi/Terma for two more Warrior squads, as it becomes a really big deal to have a ton of large blasts flying around. You could also try to maximize that and take comp hits to have more Biovores or Ymgarl, both of which will devastate most foot armies, or add in Shrikes, Stranglethorn (on Tyrants or whatnot), etc to further punish folks.
SageoftheTimes 77p · 716 weeks ago
And honestly, for FA? Take Gargoyle Squads for bubblewrap, they're not that bad (a Harpy or two could help with assaulting as well).
SageoftheTimes 77p · 716 weeks ago
abusepuppy 121p · 716 weeks ago
SageoftheTimes 77p · 716 weeks ago
DE list would probably work out to a mix of everything (Two Wyches & Warriors, one Trueborn, one Reaver squad, one Beast squad, and so on) and would be highly dependent on weither choosing multiple Haemons meant choosing the same HQ choice, even if one was Ancient and one wasn't. A Chronos would probably also work well here, along with a Razorwing fighter.
SkinnyPuppyAteMy · 716 weeks ago
But why did you label this comp fail. you seem more annoyed at the mission over anything else.
SageoftheTimes 77p · 716 weeks ago
SkinnyPuppyAteMy · 716 weeks ago
What they are trying to do is get people to take different lists. i guess there is little tolerance for different.
abusepuppy 121p · 716 weeks ago
SageoftheTimes 77p · 716 weeks ago
Itspug · 716 weeks ago
Priest with Eviscerator
Ratlings (6)
Psyker battle Squad with 2 additional psykers
Veteran Squad - 3 plasmaguns, Autocannon, Chimera
Veteran squad - 3 meltaguns, Chimera
Veteran Squad - Demolitions, 3 flamers
PCS - 4 meltaguns
Infantry Squad - Commissar, 2x power weapon, meltagun, meltabomb
Infantry Squad - Power weapon, meltagun, meltabomb
Infantry Squad - Power weapon, meltagun, meltabomb
Vendetta - Heavy Bolters
Valkyrie - MRP's, Heavy Bolters
Manticore
Leman Russ Battle Tank
1850 points 60 on the comp score.
Priest is in the blob which goes forwards with straken, flamer vets alpha strike from the valk if possible, PCS goes in vendetta to make it scoring and provide close range anti-tank if needed, plasma vets sit back and hold objective. PBS and ratlings try to pin enemy deathstars, manticore and LRBT provide fire support.
Do I get a cookie?
timff8 · 716 weeks ago
Very cool and probably still competitive despite the stupid comp. system.
jasonwc 61p · 716 weeks ago
Space Marine Captain, bike, relic blade, storm shield, artificer armour 195
Space Marine Librarian, bike, null zone, vortex of doom 135
Bike Command Squad, 3 lightning claws, thunder hammer, 4 storm shields, 2 meltaguns 360
8 Bikes, 2 melta, multi-melta attack bike 285
8 Bikes, 2 melta, multi-melta attack bike 285
5 bikes, 2 melta, multi-melta attack bike 285
Dreadnought, 2 twin-linked autocannon 125
Dreadnought, 2 twin-linked autocannon 125 -20 points
Land Speeder Typhoon 90
Land Speeder Typhoon 90 -20 points
Total, 1975 points, 40 comp points
I'll grant it's probably not a tournament winning army, but it's probably what I'd bring to the table in a 2000 point game anyway. I guess with the dreadnoughts people wouldn't really count it as a bike army, but I <3 my dreadnoughts.
ArcadesDolor 24p · 716 weeks ago
Captain
Libby
Command Squad.
Takes you down to 25 points comp score.
BT_Templar · 716 weeks ago
Another - 30 pts then .. for (-5) pts comp total ..
Digilante · 716 weeks ago
jasonwc 61p · 716 weeks ago
EDIT: I read that again. Those bastards.
Squadron the Typhoons into one squad. That gets me back 20 points so I can take the Command Squad with a composition score of 45.
EDIT 2: Does anyone know why I keep getting 1 thumb up stuck beside my posts without anyone actually clicking on it?
timff8 · 716 weeks ago
ArcadesDolor · 716 weeks ago
jasonwc 61p · 716 weeks ago
I'm thinking I should think this out again.
First Line of Matrix
Captain, relic blade, storm shield, bike, meltabombs 185
Dreadnought, two twin-linked autocannon 125
8 Bikes, 2 meltaguns, multi-melta attack bike, power fist 310
8 Bikes, 2 meltaguns, multi-melta attack bike, power fist 310
8 Bikes, 2 meltaguns, multi-melta attack bike, power fist 310
Land Speeder Typhoon Squadron, 2 models, 180
First line, 1420, 430 to go
Second Line of Matrix
I think I'll go with Wyked here and use my Master of the Forge in order to get a rifleman in heavy support
Master of the Forge, power weapon 115 (in rhino with the Sternguard)
Heavy Support Rifleman Dreadnought 125 (also fills the hole in the first line of the matrix)
5 Sternguard, 2 lascannon, Rhino 190
That's 1850 points on the nose, and I'm fairly sure I haven't sacrificed any comp points. There's not a lot of saturation in the list, but the dreads and typhoons, along with the sternguard, should be quite good at suppressing units at long range, and the bikes will still carve things up with melta at closer range. I'm not crazy about having power fists in the bikes, but without command squads to do the heavy lifting they may be of use.
TheDuke · 716 weeks ago
FOTM · 716 weeks ago
Sure the table would be a mess of colour and shapes, and sure you'd probably place last, but it'd fit the theme of the tourny.
tzeentchling 76p · 716 weeks ago
Tastytaste · 716 weeks ago
Kirby 118p · 716 weeks ago
timff8 · 716 weeks ago
SageoftheTimes 77p · 716 weeks ago
Polf · 716 weeks ago
Capt Pwr Swd+Combi Melta 125
10 Terms Cyclone ML, Asslt Can, 1x CF 465
8 Asslt Terms TH/SS 320
10 x SM MM and Flamer 170 with a las/plas 75
10 x SM MM and Flamer 170 with a las/plas 75
5 x Scout sniper rifles and camo cloaks 90
Typhoon 90
Atk Bike MM 50
Predator AC/HB 85
Land Raider Crusader MM, Storm Bolter, Extra Arm 285
Asslt terminators go in the LRCR
2000 points, 80 Comp score
Brother Captn James · 716 weeks ago
Shrike 195 -20 comp special character 101-200
librarian null zone gate of infinity 100
assult terminators X10 4x lightning claws 6x thunderhammers storm sheilds 400
dreadnought multi melta powerfist storm bolter 105
tactical squad x10 melta gun combi melta 180
razor back twin lass 75
tactical squad x10 flamer missile launcher 170
razorback twin lass 75
scout squad x5 shotguns power fist 100
land speeder typhoon x3
landspeeder storm heavy bolter
land raider extra armor 265
land raider redeemer extra armor multi melta 265
fast mobile heavy hitting and a 60 comp special hariters are almost imposable to do with out taking a 20 point hit
you can drop shrike and take a caplin and have an extra 95 points for what ever you want, then the termies can go in the raiders instead f infultrating and fleeting libby can ride in the other raider one 5x fearless termies and one 5x ld 10 termies in raiders as one squad but can combat squad no hits. stupid comp but thats what i would talke
abusepuppy 121p · 716 weeks ago
Librarian (Terminator+SS, Null Zone, Vortex)
Captain (SS, Relic Blade, Artificer)
10 Assault Terminators (TH/SS)
Rifleman
10 Tacticals (MM, Flamer, Rhino)
10 Tacticals (MM, Flamer, Rhino)
Typhoon
Land Speeder Typhoon
Attack Bike (MM)
Land Raider Crusader (MM, EA)
Land Raider Redeemer (MM, EA)
Armor saturation without hitting the dedicated transport wall; I think it's a bit under 2K. You have two TH/SS squads to dive in with (Combat Squads) and a character striking at initiative for both of them.
cypher · 716 weeks ago
Bro_Lo 82p · 716 weeks ago
I'll do so in the morning.
BT_Templar · 716 weeks ago
Wonder what they have in mind with those squadron rule .. if that means that each bike squadron beyond the first is decreasing the comp . .that is really a joke (you want to bring that white scars army of only bikes .. oh really ?)
Ajax · 716 weeks ago
Hulksmash · 716 weeks ago
Malleus Inquisitor w/Psycannon, Psyker, Hammerhand
8 Deathcult Assassins in Rhino
3x10 Grey Knight Terminators w/8 Halberds, 2 Psycannons, 2 Hammers
Dreadknight w/Heavy Incinerator
It's 80 Comp Points. The deathcult make a hell of a hammer even if their rhino goes down. The Dreadknight is a solid choice in this format and good luck killing 30 Terminators in this system.
Shadowmancer · 716 weeks ago
pringles978 · 716 weeks ago
right... 2k biker hybrid
biker capt w relic blade, shield and digi weapons:190pts
motf w conversion beamer: 120pts
10 tac termies w 2x cyclone and 2x chainfist: 470pts
rifleman as elite: 125pts
2 full bike squad w mmelta attack bike, 2 meltaguns and combi melta: 590pts
5 sniper scouts w miss launcher and cloaks: 100pts
2 typhoons: 180pts
rifleman as heavy: 125pts
thunderfire cannon (for the lulz): 100pts
so we have a decent firebase of combat squadded termies, 2 rilemen, a pair of typhoons and the motf/scout combo and 4 squadded melta bikers... and a thunderfire for "exploring the codex..."
pringles978 · 716 weeks ago
comp really is a pain in the ass, wtf does this nonsense do for the hobby?
pringles978 · 716 weeks ago
The Machine God · 716 weeks ago
Almost every army I own has a theme to it and isn't very competative. But I couldn't field a single one of them without losing points on this stupid "Comp" system. That's just retarded. All you're goign to get from this is a bunch of miss matched armies that don't really work together and have very little ability to work together. The whole point of 40k and the army lists is to pick an intersting army that you enjoy playing. I don't think I'd enjoy anythign built with that comp crap in mind.
Again I'd like to stress that I'm not a competative player and love theme armies and I hate comp. Specialy this one.
These comp restrictions kill any kind of idea of "Theme"
-Evil suns
-Guard Artillery company
-Chaor or marine Jumpers
-Dark Eldar Haemonculi coven
-Marine Seige Army
-Bad Moons
-Death Skulls
These are all horribly restricted in what they can take. You're eventualyl forced to take somethignt hat doesn't fit the theme. And then you get penalized for it. For having a fun themed army. How is that possible?
Enforcing Comp is stupid. Rewarding Theme with prizes is a way better idea. Then people can come and play to win or to just have fun or show off their sweet paintjobs or do whatever they want and everyone enjoys themselves.
Half the fun of this game is making a balanced army with a cool Theme that is still competative. Comp systems kill that part of the fun.
#^@& Comp
SageoftheTimes 77p · 716 weeks ago
Prometheus 101p · 716 weeks ago
1850 Pts - Grey Knights Roster - Copy cat, GT comp optimized list
Total Roster Cost: 1850
HQ: Grey Knight Grand Master (1#, 215 pts)
1 Grey Knight Grand Master, 215 pts = (base cost 175 + Psychotroke Grenades 15 + Rad Grenades 15 + Servo-skulls x2 10)
Troops: Grey Knight Strike Squad (11#, 280 pts)
1 Grey Knight Strike Squad, 20 pts + Psybolt Ammunition 20
1 Justicar, 20 pts
2 Grey Knights, 60 pts = 2 * 30 (base cost 20 + Psycannon 10)
7 Grey Knights, 140 pts = 7 * 20
1 Rhino, 40 pts
Troops: Grey Knight Terminator Squad (7#, 330 pts)
1 Grey Knight Terminator Squad, 0 pts
1 Terminator Justicar, 40 pts
1 Terminator, 65 pts = (base cost 40 + Psycannon 25)
1 Terminator, 40 pts
1 Terminator, 40 pts
1 Terminator, 40 pts
1 Terminator, 65 pts = (base cost 40 + Brotherhood Banner 25)
1 Terminator, 40 pts
Troops: Grey Knight Terminator Squad (5#, 225 pts)
1 Grey Knight Terminator Squad, 0 pts
1 Terminator Justicar, 40 pts
1 Terminator, 65 pts = (base cost 40 + Psycannon 25)
1 Terminator, 40 pts
1 Terminator, 40 pts
1 Terminator, 40 pts
Fast Attack: Stormraven Gunship (1#, 205 pts)
1 Stormraven Gunship, 205 pts
Elite: Venerable Dreadnought (1#, 190 pts)
1 Venerable Dreadnought, 190 pts = (base cost 175 + Psybolt Ammunition 5 + Assault Cannon 10)
Heavy Support: Dreadnought (1#, 135 pts)
1 Dreadnought, 135 pts = (base cost 115 + Psybolt Ammunition 5 + Twin-Linked Autocannon 10 + Twin-Linked Autocannon 5)
Heavy Support: Land Raider Crusader (1#, 270 pts)
1 Land Raider Crusader, 270 pts = (base cost 255 + Multi-melta 10 + Psybolt Ammunition 5)
The Dark Angel · 716 weeks ago
Warmaster Primus · 716 weeks ago
abusepuppy 121p · 716 weeks ago
SageoftheTimes 77p · 716 weeks ago
ManusCelerDei · 716 weeks ago
Toxin sacs, bone swords, scything talons
Tervigon-195
Cluster salvo, adrenal glands, toxin sacs, catalyst.
3 hive guard-150
10 ymgarls-230
3x 30 termagaunts-150
3x Tervigon-195
Cluster salvo, adrenal glands, toxin sacs, catalyst.
21 gargoyles-170
Toxin sacs, adrenal glands
shrikes
Tyrannofex-265
rupture ball cannon, 2+ to wound flamer thing, exploding spine launcher
Trygon-200
2345
80 points, i cant be arsed to check how much shrikes are, but use the last 155 on them.
ManusCelerDei 53p · 716 weeks ago
Jump pack, blood lance, unleash rage
Honor guard-285
4 melta guns, 2 storm shields, 1 power fist, 1 power sword
2x Sanguinary priest-90
Jump pack, power sword
10 assault marines-225
2 melta guns, power sword sergeant
10 assault marines-225
2 melta guns, lightning claw sergeant
10 assault marines-235
2 melta guns, power fist sergeant
10 assault marines-240
2 melta guns, thunder hammer sergeant
vanguard veterans-215
-2 storm shields, power fist sergeant.
5 devastators-120
3 missile launchers
1850
80 points
Wyked · 716 weeks ago
Warboss: Big Choppa
Big Mek: KFF
Elite Nobs x10: Completely wound allocated, with a painboy, battlewagon w/ deff rolla, stikkbomb chukka, big shootas
Troop Nobs x10: Completely wound allocated, with a painboy, battlewagon w/ deff rolla, stikkbomb chukka, big shootas
Troop Boyz x20: Nob, PK
Troop Boyz x25: Nob, PK, Shootas
Troop Boyz x25: Nob, PK, Shootas
FA Stormboyz x20: Nob, PK, Bosspole
Heavy Support: Battlewagon w/ deff rolla, stikkbomb chukka, big shootas
70 Boyz, 20 Fast Boyz, 20 Nobs, 3 Battlewagons. Excellent amount of power(for orkz) headed forward, and you can easily camp a 25 man boyz unit on an objective if needed as well.
Oh, and it's the full 80 comp score, which is worth it I think, given the rating break down and the fact that I don't think many top scoring battle mission lists will also be perfect comp scores.
~dy
abusepuppy 121p · 716 weeks ago
Badger · 716 weeks ago
Wyrmnax · 716 weeks ago
Not just it works inside the stupid rules, but it also breaks them - they made their point to have armies with very limited mobility, and little protection from small arms.
pringles978 · 716 weeks ago
shame dual command is out, but hybrid can be done well.
abusepuppy 121p · 716 weeks ago
pringles978 · 716 weeks ago
Wyked · 716 weeks ago
Captain, bike, relic blade
Master of the Forge, bike, power weapon
Elite Rifleman
Troop Bike squad, power weapon, meltabombs, double melta, MM attack bike
Troop Bike squad, power weapon, meltabombs, double melta, MM attack bike
Troop Tac squad, combi-melta, meltagun, plasma cannon, rhino
Troop Tac squad, combi-melta, meltagun, plasma cannon, rhino
Fast Attack Attack Bike Squad, 2 MM Atk Bikes
Heavy Support Rifle dread
Heavy Support Dev Squad with 2 missiles
1850 on the nose.
Full 80 points comp score thanks to MotF making the 2nd dread a Heavy instead of an elite (I find tricks like this hilarious in my sleep deprived state). Good back field with 2 plasma cannon tac combat squads and 2 rifle dreads. Awesome mid field with 5 bike squads/combat squads hitting midfield accompanied by 2 rhinos and 2 HQ's. The assault leaves something to be desired, but with the amount of firepower that can be put out, target squads can be definitely weakened before assaulting.
Does that break comp enough while still being a good list? (It seems like a good list to me, but I don't have much space marine experience.)
~dy
Wyrmnax · 716 weeks ago
The nicest part is that you loose no comp at all. And you pretty much break all the restrictions in place.
Fast, everything in transports, a crapload of vehicles in field.
It lacks a bit of anti-transport, but since we actually expect less vehicles on the field it should work very well.
It does lack a bit of CC though. And i usually dont like the plasma cannons on taticals, but again, since we are expecting less vehicles on the field, it might be very good.
Garnet · 716 weeks ago
HQ:
'El w/AFP, MP, TA, HWMT, 2 x SD
2 x XV8 w/ 2x PR, 2 x MP, 2 x TA, 2 x HWMT
Elites:
3 x XV8 w/ 3 x PR, 3 x MP, 3 x MT
3 x XV8 w/ 3 x TLMP, 3 x F
3 x XV8, 3 x TLMP, 3 x F
Troops:
6 x FW & DF w/SMS, TA, DP, MT
6 x FW
6 x FW
11 x Kroot
11 x Kroot
FA:
2 x Piranha w/ 2 x FB, 2 x TA, 2 x DP
6 x PF & DF w/SMS, TA, DP, MT
8 x GD - 96
HS:
Hammherhead w/RG, SMS, MT, DP
2 x XV88 w/2 x ASS, TL, HWTL
Total: 1996
COMP:
- 35 for 3 elites
Garnet · 716 weeks ago
SageoftheTimes 77p · 716 weeks ago
Garnet · 716 weeks ago
And hey, don't knock gun drones. 8 twin-linked S5 shots can really ruin the day of any kind of back-armour they happen to deep strike facing, and with I4 (and 4+) they're arguably even better in close combat than kroot, especially since they can fire and then charge (rapid fire guns on 'assault' troops, pfft).
SageoftheTimes 77p · 716 weeks ago
As for unarmoured bodies, they'll have 4++, the same that FWs get. They have the same T.
As to Gun Drones, BS 2 is shit even if twin-linked. 44% of shots will hit, so at best 2-4 shots hit, then MAYBE you get something. I4 is equal with marines, and striking at the same time with WS 2 S 3 means they'll suck.
Finally Kroot aren't assault troops, they're there to take an assault that your pathfinder, Suits, and/or Broadsides could have taken, maybe take some bodies down, then get slaughtered, thus allowing you another turn of shooting.
Garnet · 715 weeks ago
So, you can semi-reliably count on half the drones to hit, which is about what Tau can ever count on, and you consider this shit? And hey, they're pinning too, which doesn't often help but sometimes you just get lucky with them. Plus, they're particularly good screening elements if you don't deep strike them, since they can cover a lot of ground to interpose themselves between an enemy and a threatened ally, and again, no need to hug cover.
Eh, I've never personally bought into the bubblewrap philosophy. I know plenty of Tau players swear by it, but I'd rather trust in my mobility and wring the most shooting from my points total, rather than 'wasting' points on units whose only real purpose is to die in a mostly-pointless fashion.
Ajax · 716 weeks ago
SageoftheTimes 77p · 716 weeks ago
Ajax · 716 weeks ago
I was actually told by a GW Store assistant manager that my army was "cheesy" and "too strong." o.0
Silverstorm · 716 weeks ago
Libby - Jump Pack, Sanguine Sword, Shield - 125
Honor Guard - Jump Packs, 4x Melta - 205
1x10 ASM 2x Melta 1x Infernus 1x TH - 255
1x10 ASM 2x Melta 1x Infernus 1x PF - 250
1x2 Sang Priest 2x Jump Pack, 1x PW, 1x LC - 180
1x Fusioso Dreadnought Blood Talons, Heavy Flamer - 135
1x6 AST 4x TH/SS - 260
1x Storm Raven MM, ACannon - 200
1x5 ASM Razorback Las/TLPlas 155
1x Baal Predator Flamestorm 115
1x2 Land Speeder 2x MM 120
Total: 2000
Comp Score: 80
No bonus points for me seeing as how i changed a fist into a hammer, and a power weapon into a claw but ohh noes!!
Seeing as how thanks to their missions a person doesnt really need to max out their troop choices that means more room for fun toys :D
Adam · 716 weeks ago
HQ-
Runepriest w/ Living lightning and tempests wrath
Wolf Guard battle leader in Power Armor w/ Thunderwolf mount, melta bombs, runic armor, frost weapon, stormshield, and saga of the hunter
Elite
Wolf guard pack in power armor w/ combi melta power fist x3
Wolf scouts w/ meltagun and melta bombs
Troops
Grey hunters x9
Meltagun, wolf standard, mark of the wulfen, rhino
Grey hunters x5
meltagun, Las/plas razorback
Grey hunters x5
meltagun,wolfstandard, Las/plas razorback
Grey hunters x10
Meltagun, flamer, wolfstandard
Blood claws x5
melta gun
Fast
Speeder w/ MM and HF
T wolf cav x2
1 w/ TH and SS
1 w/ SS and melta bombs
Heavy
Longfangs x6
5 Missile launchers
Longfangs x6
5 Missile launchers
PhantomPhoenix · 716 weeks ago
Emperor's Champ - AAC
Marshall - TDA, Bionics, TH, SS
--Terminator Command Squad - 2x CML, Tank Hunters, Sarge w/ TH, SS, Auspex
Terminators x5 - 2x CML, Tank Hunters
Assault Terminators x5 - 3x TH/SS, 2x LC, Furious Charge
Initiates x5 - Plasma, Lascannon
Initiates x5 - Plasma, Frags
Initiates x5 - Melta, Razor TL-Lascannon, PotMS, smoke
Initiates x5 - Melta, Frags, Razor TL-Lascannon, PotMS, smoke
Landspeeder - HB, Typhoon
Predator Destructor - HBs, smoke
Phantomphoenix · 716 weeks ago
tzeentchling 76p · 716 weeks ago
Shas'el, MP, FB, MT - 79
2 Bodyguard, MP, FB, MT - 128
Shas'el, MP, PR, MT - 87
2 Bodyguard, MP, PR, MT - 144
3 Crisis, TLMP, flamer - 141
6 Stealthsuits - 180
6 Fire Warriors - 60
6 Fire Warriors - 60
- Devilfish, Disrutpion Pod - 85
10 Kroot - 70
10 Kroot - 70
8 Pathfinders - 96
- Devilfish, Disrutpion Pod - 85
2 Piranha, Fusion Blasters, disruption pods, targeting array - 150
3 Broadsides, ASS, Team Leader with HW target lock, HWDC, 2 shield drones - 280
Hammerhead, Ion Cannon, Burst Cannons, Multitracker, disruption pod, target lock - 135
Total: 1850, and an 80 on the comp score if I'm right. Bit unorthodox (Stealthsuits and Ion Cannon), but mostly standard. Still 9 suits, all with at least one MP. Note that there's nothing that officially would keep you from going MP/PR on both HQ units (drop say a Stealthsuit to get the points), but in keeping with the "theme" of the tournament they're armed differently.
Garnet · 715 weeks ago
tzeentchling 76p · 715 weeks ago
Garnet · 715 weeks ago
I can't say I've ever had the opportunity to field a 5-strong piranha squadron. The amount of blocking that many 4"-dispersed wide-fronted AV11 4++ hulls could accomplish....
tzeentchling 76p · 715 weeks ago
Also, it's even better if you give the Piranhas Flechette Dischargers. ;)
InquisitorLordAki · 716 weeks ago
HQ: Primaris Psyker
Elite: Marbo
Troops 1: Vet squad, chimera (HS, HB, ML), 3 melta
Troops 2: Vet squad, chimera (HS, HF, ML), 3 melta
Troops 3: Vet squad, chimera (HS, HB, ML), 3 grenade launchers
Troops 4: Vet squad, chimera (HS, HF, ML), 3 flamers
Fast 1: Banewolf chemcannon w/multi-melta
Fast 2: Banewolf chemcannon w/multi-melta
Heavy 1: 2x Leman Russ Demolishers w/ Lascannon
Heavy 2: Leman Russ Battle Tank w/ Lascannon
Heavy 3: Leman Russ Battle Tank w/ Lascannon
120 points, which puts me at a -40 on their scale since you start at 80 and deduct points based on how awesome your list is.
Frak comp score - I just want to play.
fester40k 73p · 716 weeks ago
That's right, they score 220 points. Oh, and thats 1750. I have another 250 pts to bring it up to 2000 pts, so i am sure i can get it further down again :)
Grand Master Raziel · 716 weeks ago
HQ: Librarian: The Avenger, Null Zone
Elites 1: Rifleman Dread
Elites 2: Venerable Rifleman Dread
Troops 1: Tac Squad: 10 Marines, multimelta, flamer, Sergeant with combi melta, Rhino
Troops 2: Tac Squad: 10 Marines, multimelta, meltagun, Rhino
Troops 3: Tac Squad: 10 Marines, lascannon, flamer, Sergeant wt combi flamer, lasplas Razorback
Troops 4: Scout Squad: 5 Scouts, sniper rifles
Troops 5: Scout Squad: 5 Scouts, pistol+ccw
Fast Attack 1: 2xTyphoon Land Speeders
Fast Attack 2: 2x MM Attack Bike
Heavy Support 1: Devastator Squad: 8 Marines, 4x missile launcher
Heavy Support 2: ACLC Predator
Grand Master Raziel · 716 weeks ago
Comp-wise, this list is only giving up 10pts, so it's scoring 70pts minimum, but it's still fielding 8 vehicles.
Kirby 118p · 716 weeks ago
Do we get it yet people? Stop using comp.
Grand Master Raziel · 716 weeks ago
Grand Master Raziel · 716 weeks ago
Rav · 716 weeks ago
My paladin death star army scored a perfect 80 though.... wtf?
NChomsky3d · 715 weeks ago
Grand Master
-3x Servo Skulls
-Rad Grenades
-Blind Grenades
Purifier Squad x10
-4x Psycannons
-5x Halberds (JC)
Strike Squad x10
-2x Psycannons
-Psybolt Ammo
Strike Squad x10
-2x Psycannons
-Psybolt Ammo
Strike Squad x10
-2x Psycannons
-Psybolt Ammo
Purgation Squad x10
-4x Psycannons
-Psybolt Ammo
Interceptor Squad x10
-2x Incinerator
-1x Daemonhammer
-Psybolt Ammo