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Post by ziggyqubert on Oct 21, 2017 15:39:10 GMT
What lists have people been running with two TEP's?
I've tried Mom with two + prime axium and have Ben looking at Lucant lists, wondering what other people have had success with
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bundeez
Junior Strategist
Posts: 325
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Post by bundeez on Oct 21, 2017 16:15:24 GMT
I prefer to play TEP's with Lucant or Axis.
They enable them to get the alpha and survive the retaliation.
Something like:
Lucant/Axis
- Conservator
- Conservator
- Cipher
- Inverter
- Corollary
Optifex Directive
TEP
TEP
Feat once they engage. Preferably when they spray at a heavy.
I think they might be interesting with Orion as well, but he does not protect them. So in that case, they have to kill whatever can kill them the turn they get close. In my experience they need to get more than 1 turn of sprays for you to get even/ahead on attrition.
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spideredd
Junior Strategist
Summer Gamer
Posts: 588
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Post by spideredd on Oct 22, 2017 15:20:56 GMT
My wife has been proxying them with Orion. On feat turn, they are great fun... for her.
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Post by rustedgear on Oct 22, 2017 15:42:37 GMT
If you're going to run dual TEPs, I'd suggest Axis over all the other casters. His feat means they can maximise their spray, and then be protected from charges, which is basically the only real way to kill them, so they can get a second round of sprays.
Throw in some Galvanizers, Conservators and Inverters and run a trio of Attunement servitors for each tower, and a unit of Optifex Directive and you're good to go.
Also Eilish is pretty fun on TEPs for the puppet master re-roll.
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Post by phantomsig on Oct 22, 2017 22:36:04 GMT
I run Lucant with twin TEPs and a PA. Other critical models are the Corollary, a diffuser (a 10" threat range is a weakness, you need the additional 2"), Optifex Directive. You can flavor the bot combination as you see fit. It may not be the optimal list combination but i enjoy them for the following reasons:
* Automatic anti ranged list (more so than other Destruction Initiative lists) * Less models mean quicker than normal turns (something i struggle with) * 3 huge bases mean push tech is negated (something high in my meta)
The trick is identifying what this is weak against (there is much more i am sure, i am not too experienced at this game) * Armour cracking * Greater threat ranges than you (especially armor cracking, Legion Flyer threats don't have too much of an effect) * Blind will cripple you * Stranglehold?
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