![]() But I’ve found that building a list and putting in a few games with it before changing anything, is always better for helping to get the hang of things. I want to try get up the board and deny Joe some of his amazing re-deployment abilities early and keep my home objectives safe for my Banners and Primaries so these secondaries seem like a good choice.Įxperimenting with a new codex always makes you want to change every thing at the drop of a hat whenever something goes wrong. Either way it’ll be an interesting game! I've gone for Mutate Landscapes, Engage On All Fronts and Raise The Banners. Otherwise, its going to be a battle of powers and I'm pretty sure Grey Knights do better without theirs than Thousand Sons do, whether my AP -2 shooting can tip the edge back is yet to be decided. Still he’s a Terminator and if he at least gets Swelled by the Warp off he should pick up units of Grey Knights very quickly. Also the upgrade to give him Multiple combat Relics is for an Exalted Sorcerer. It feels a bit clunky, the Cult of Mutation only allows this to be put on a Sorcerer model, who now can’t take Discs, and you want them to be fast. I’ve taken the “smash sorcerer” With the Prosperine Kopesh and the Exalted Mutation. ![]() And Grey Knights, although they don’t deny on a 5+ they do have some pretty nifty tricks in denying my spells. I’m a bit hesitant going into this, my last games was vs Sisters and that went… not so well. So I’m taking Cult of Mutation this game and am trying something new.
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