Have gotten 2 3k games in since my last post, both victories.
Vs Rulebook Marines I won 3-0 on turn 3 (BTS, T&H, Blitz)
The Marines took, IMO, a list containing many sub-par units(at least using the updated rulebook stats) but specifically units I'd have trouble dealing with i.e Land Raiders, Preadators, lots of AV. The BTS ended up being a Dev detachment with attached Land Raiders which was easily dealt with once I broke enough of his force to turn my attention to it. I had the intention of doing a batrep for both of these but kept forgetting to take notes/photos; I do have some photos but will try to do it properly next time.
Vs Rulebook Steel Legion I won 2-0 on Turn 3 (T&H, Blitz) List from Memory Reg Hq + Hydra Mech Inf + Hydra Russ co + Hydra Artillery battery Artillery battery Vulture Squadron Warhound Pack
Soroitas Convent + Heroine +Supreme Commander + 4 Rhinos Soroitas Convent + Heroine +2 Imolators(Justice) + Dominions + 4 Rhinos Retributor Convent Repentia Confessional + 3 Rhinos + Immolator(standard) Exorcism Battalion Seraphim Convent + Heroine Seraphim Convent Redemptionist Crusade + Penitents Fraternis Militia BTS + Russ + Flak Lightning Squadron
Descriptive Batrep(apologies if this isn;t what you're looking for)
Against the guard I managed to get an early turn 2 assault between a pair of Warhounds intermingled with his Regimental HQ, using my supreme comander to call in a FM of seraphim and the FM of redemptionists; I also had support from my larger sisters fm and another seraphim fm. I destroyed all but the SC himself, leaving the warhounds with a hit apiece and no voids. This opened up the entire right flank allowing the supporting units pretty much full access to his back field and artillery batterys. This alone pretty much won me the game. My garrisoned retributors were busy holding the left flank against a mech co and a russ co praying to make it dificult for them. The russ just ignored them pushing past to get to my cowering BTS militia, which by end of turn 3 were broken but not destroyed. Turn 3 I pushed his artillery off his blitz and took one other objective with some seraphim assaulting his Vultures, the guard didn't have enough unbroken/fast units to respond.
Thoughts I feel I've got a decent idea of how to wield the army now, I try to lure the opponent into a forward position using the units that are just asking to be shot at (redemptionists, exorcists, repentia, militia) leaving the sisters fms till last to get them into position for an early turn 2 assault. I have been quite lucky with this lately managing to get at least 2 FMS intermingled in the early assault, something my opponents will likely cotton onto the more they play me and this list.
Neither of my opponents think the list as a whole is overpowered and quite enjoyed their games, we discussed the list afterwards and what they'd change, I'll try to summarise the thoughts below.
Penitents: These are terrifying for their cost, I know comparing accross lists is asking for trouble but they are hands down the best cc walker of their type. Our thoughts were, they either need to be re-costed or toned down. I'm actually working on converting some more of these and considering converting some penitents as the redemptionists are a bit crap.
Exorcists: for what they do and how vital they are our thoughts were they're overcosted but ranged AT is a weakness by list design so I know where you're coming from here. Against the guard army above they were annihilated by the vultures in 1 salvo.
Hunters: My guard opponent suggested that making Hunters available to more/all Soroitas units might ease the AT problem and allow me to take a titan without worrying too much about air cover provide by the lightnings.
Priest: I personally think this overcosted.
I'm glad you're looking at list design, I'll wait to see what the planned added WEs do but I still feel the 1/4 is too harsh.
Sorry, that kinda turned into a monster post...
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