Nooch'un wrote:Unfortunately we have been very straight told 1 commander no getting around that
Nooch'un wrote:So, the reason I went CiB commander is because in this type of points list with the restrictions on detachments hes only most likely going to be effective as a QFC for about 1 Unit, No big scary stuff will be there and he is by far my most effective unit due to his 2+ and the lack of overall markerlights, I wont have a lot of command points and I wont be able to just go nuts with the uplinked markerlight so I need that commander pegging down significant portions of there most effective units.
Nooch'un wrote:Darkstrider destroys the nids and I am going to have at least 2 players I think there and dropping hoards with stealth suits just seems to work well.
Nooch'un wrote:Ghostkeel becomes a distraction carnifex the moment it damages the one thing I most likely need it to and those now mostly un needed fusion blasters don't need to be support and thats another 10 wounds to get through to the commander who will be pegging people off every turn.
Nooch'un wrote:I really appreciate your feedback and would do cib Xv8s but they just get to beat up by overcharging and misses I tend to stick with Cmdrs
Nooch'un wrote:The commander thing falls under the 1 of any units and no varients of the units thus 1 type of dreadnought, 1 type of captain, 1 type of deamon prince, etc. the rules are pretty laid out to make is so you literally cannot spam anything really.
Nooch'un wrote:I just find the keel becomes a hard to hit distraction he keeps going and going I love um cause so much damage.
Nooch'un wrote:Dark is dropping T3 to T2, again eldar and nids and hords are mostly T3 and wounding on 2s is a lot better than 3s ive just had it effective and also I don't have room for more stealth suits if I could of I certainly would
Users browsing this forum: No registered users and 3 guests