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Post by Permutation Servitor on Mar 7, 2017 3:01:27 GMT
This is where I'm going to start:
War Room Army
Convergence of Cyriss - Axis double TEP
Theme: Destruction Initiative 5 / 5 Free Cards 75 / 75 Army
Axis, The Harmonic Enforcer - WJ: +30 - Inverter - PC: 15 (Battlegroup Points Used: 15) - Inverter - PC: 15 (Battlegroup Points Used: 15) - Diffuser - PC: 6 - Corollary - PC: 6 - Cipher - PC: 16 - Galvanizer - PC: 5
Transfinite Emergence Projector - PC: 19 - Permutation Servitors Transfinite Emergence Projector - PC: 19 - Permutation Servitors
Reflex Servitors - 3 Reflex Servitors: 0 Reflex Servitors - 3 Reflex Servitors: 0 Attunement Servitors - 3 Attunement Servitors: 0 Attunement Servitors - 3 Attunement Servitors: 0 Attunement Servitors - 3 Attunement Servitors: 0
Optifex Directive - Leader & 2 Grunts: 4
THEME: Destruction Initiative ---
GENERATED : 03/06/2017 21:55:46 BUILD ID : 2037.17-02-13
I know I can put in a third Inverter and upgrade(?) The Galvanizer to a Diffuser, but I find rough terrain on demand to be too awesome. The Galvaniser can be used to Bulldoze. With a boost, a flare and a re-roll the Diffuser can be remarkably accurate even with Axis' RAT 2.
Just need to finish painting the TEP's and Axis.
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Post by the4d6 on Mar 7, 2017 5:02:58 GMT
Looks fine to me. Those boots are made for walking, and that is what they'll do if you let them. Your choice of servitors is odd, though. I would have gone with Elimination servitors instead of Reflex, but I agree with the minefield complex that goes on with all those counter-chargers.
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Post by PiperMacB on Mar 7, 2017 8:55:58 GMT
Solid list. But why so many Attunements? IMO the TEPs do not need so many attack roll assistance.
I found out that even a couple of Elimination Servitors can be very helpful.
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Post by Permutation Servitor on Mar 7, 2017 14:48:50 GMT
Solid list. But why so many Attunements? IMO the TEPs do not need so many attack roll assistance. I found out that even a couple of Elimination Servitors can be very helpful. Attunements can be a huge help for TEPs even though the TEP can boost. With a Flare, then the TEP might have the option for either another shot or boosted damage instead of having to "waste" a servitor on a boost. Looks fine to me. Those boots are made for walking, and that is what they'll do if you let them. Your choice of servitors is odd, though. I would have gone with Elimination servitors instead of Reflex, but I agree with the minefield complex that goes on with all those counter-chargers. Mostly I'm playing against armies without 1-wound infantry. It's either multi-wound or beasts, so Elimination aren't all that helpful to me. Flare+Reflex can put the hurt on.
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Post by javaman21011 on Mar 10, 2017 2:52:56 GMT
Most games you only need 1 Attunement group. By the time they move up and get into position you are ready for the alpha and likely only need to hit 1 or 2 key enemy models. I usually station 1 next to each TEP and then 1 in the middle of my battlegroup. If you are bringing the Cipher as well then 3x is over kill. You should maximize the Reflex servitors and then bring Eliminations for the rest.
That said I think Axis does better with more Galvanizers. They are tough little bots that can jam and survive 1 or 2 punches from a heavy.
I don't know about the Diffuser though, the SPD boost from feat is probably enough, but if you've had experience with D and need more distance, go for it.
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Post by colobos on Mar 10, 2017 9:24:55 GMT
Great list mate
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Post by Permutation Servitor on Mar 10, 2017 15:32:32 GMT
Most games you only need 1 Attunement group. By the time they move up and get into position you are ready for the alpha and likely only need to hit 1 or 2 key enemy models. I usually station 1 next to each TEP and then 1 in the middle of my battlegroup. If you are bringing the Cipher as well then 3x is over kill. You should maximize the Reflex servitors and then bring Eliminations for the rest. My regular opponent has, unfortunately, realized what Attunement servitors can do and makes a point of trying to kill them. As such I usually need more than one unit to have Flares available over the course of the game. The list of Servitors isn't fixed, that's just what I threw in so I could account for all the free stuff. I'll probably change it to be 2x Reflex, 2x Attunement and 1x Elimination. You're right in that I could Flare with the Cipher, but I'd prefer to have him in Melee beating things up if possible. Ultimately, I wanted to take double TEP and then I built the rest of the list around that.
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Post by javaman21011 on Mar 10, 2017 18:38:14 GMT
Awesome!
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