Throne of Skulls is in April.

APRIL.

That's less than 80 days.  Must get the metal men painted.  As I've changed colour schemes I can't even use my older troops (painting over silver is rather annoying when you're using black as a secondary colour).  I refuse to do another caffeine-fuelled week of pain as I paint the whole force - the come-down migraine after the event hurt too much to consider doing that again.  I doubt my performance at work was particularly good that week either.

The list is progressing though, even if the painting isn't and after about a dozen battles this is what I'm looking at:

Mars Hungers, 1500pts


HQ
Overlord, Warscythe, Mind-Shackle Scarabs, Command Barge - 195
3 Harbingers of Destruction, Harbinger of Transmogrification, Solar Pulse, Harp of Dissonance - 180

Troops
7 Immortals - 119
7 Immortals - 119
9 Warriors, Ghost Ark - 232
9 Warriors, Ghost Ark - 232

Fast Attack
5 Scarabs - 75
5 Scarabs - 75

Heavy Support
Annihilation Barge - 90
Annihilation Barge - 90
Annihilation Barge - 90

Straight up and honest.  There's few tricks here, focusing more on weight and positioning.  We've got six AV13 vehicles (well, until that first penetrating hit, which usually destroys them anyway) providing enough vehicle cover to keep the heavy hitting weaponry off our troops.  We've got our assassin-style Overlord skimming about on his surfboard taking out anything proving difficult for the ranged fire power and providing a lovely distraction.  The Scarabs give us something to threaten high-AV vehicles with or to surprise and obliterate stationary vehicles.  If nothing else the Scarabs provide a high-threat unit that keeps vehicles away from them and their large charge distance makes them pretty good area denial while they last.  If the Triarch Stalker kit gets released before ToS I might consider swapping him in and them out, but I'll have to think long and hard about that.

Then my favourite part - the Annihilation Barges.  Oh, baby.  As you can see, we don't have much anti-vehicle fire in this list - mostly the load falls on the Scarabs and the Harbingers of Destruction, which doesn't add up to much (if you've faced down Long Fangs before then only three S8 shots per turn seems like Christmas).  This is where the Harp of Dissonance and the Barges come in.  Averaging a little over five hits per barge with their S7 weapon, the barges are a good anti-infantry platform (along with a little bonus from their unreliable "arc" rule), but they really shine if you can get a point or two off an enemy vehicle with an Entropic Strike.  That's the Harp's job, along with the Scarabs.  Just knocking a point off an AV12 vehicle can double the effectiveness of the Barges against that target.  Don't rely on the Harp too heavily though as it only gets (on average) around two points off per game.  Anything that can't be dealt with using the Barges should be the top priority of our Overlord.  The Harp is our best bet for stripping the armour of Tyranid MCs and similar, though this is a lucky shot when it occurs - we must assume we're going to have to overwhelm their save, not circumvent it.

Keeping out of close combat but within range of the Barges is the difficult proposition here.  Enemies allowed within that 24" bubble must be defeated in detail before they can close further.  We cannot allow half-strength infantry units to sweep us off the board, which they will do if they make close combat.  Even if not wiped out we lose a portion of our all-important shooting.  Position well, de-mech the enemy early, keep them within the sweet spot and you've got everything but the dice wrapped up.

(Next time I might even use photos of my Necrons.  If you're lucky.) Related Posts Plugin for WordPress, Blogger...