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Old 01-05-2007   #1 (permalink)
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Default lysanderwing! huzzah.

okay, keep in mind that this is NOT my army list, i saw it in a forum somewhere by a person named "honoryourwargear"

but, since i'm thinking of lysanderwing and he said he's had 11 wins, 1 loss, and no ties with it, i decided to run it by you all and see if you had thoughts on it.. :]

IMPERIAL FISTS

HQ
Captain Lysander: master crafted thunder hammer, storm shield, purity seals, terminator armour, teleport attack, rites of battle
170 pts
Terminator Command Squad: 4 terminators
160 pts
(the 'combat' squad, teleports down and charges anything in sight, with no heavy weapons.. who wouldnt?)

second captain: power weapon, storm bolter, terminator armour
105 pts
Terminator Command Squad: 4 Terminators, assault cannon
180 pts
(another 'combat' squad but this one is also focused on ranged anti troop)

ELITE
Terminator Squad: 5 terminators, 2 assault cannons
240 pts
(ranged anti troop)

Terminator Squad: 5 terminators, 2 assault cannons
240 pts


Terminator Squad: 5 terminators, tank hunters, 2 cyclone missile launchers, 2 chain fists
275 pts


TROOPS
Scout Squad: 5 scouts
65 pts

Scout Squad: 5 scouts
65 pts


1500 pts in total


~~~~~~~
okay, i just noticed that there are no teleport homers in the entirety of this list...does lysander's special rule over ride the need for them ?

just wondering :]
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Old 01-05-2007   #2 (permalink)
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lysander's abilities simply allow any and all termie squads to make a single reserves roll... (so either they all come or none of 'em do!)
teleport homers would still be a good idea to prevent alot of needless scattering!

overall, i've seen *much* worse versions than this one... the main thing it lacks is;
a) decent scoring units.
at only 5 men, each squad need only suffer 3 casulties before they lose their scoring unit status... 2 IC's doesn't help matters either!
b) not enought troops to start with.
with only 10 scouts, the enemy will have a field day spreading out and making any mutually supportive deep striking nearly imposible...

i'd lose the 2nd hq altogether you only already have a Ld10 with lysander, and a chappy isn't going to help a termie squad with power fists that much!

some more ground troops and better numbers in those scout squads would be ideal... the list really lacks numbers and relies alot on the psycological effect of having 25 termies land at the same time!
i might even say lose the termie squad with cyclones to get some better anti-tank troops like devies.

at least the guy didn't totally over do it with the assault cannons!

cheers!
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Old 01-06-2007   #3 (permalink)
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so many terminators its almost scary. thankfully though ive gotten rid of my heavy bolters and got a whole bunch of lascannons with the marksmenship doctrine. still termies are still deadly especially that many
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Old 01-06-2007   #4 (permalink)
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I have also seen other versions of the "Lysanderwing" on other forums. To be honest, I'm not impressed. Although I have yet to face one, I have faced Deathwing armies before. The lack of numbers really hurt this type of army. The Lysander special rule is nice and can be effective, but overall these types of lists require a lot of practice and patience to run. My first recomendations would be:

First, I'd drop terminator squad #3 and bump up the others to 6 terminators each. As experiment 626 stated, with 5 man units, loose 3 men and the unit is no longer a scoring unit. In a 6 man unit, loose 3 men and the unit is still a scoring unit. Try to keep the number of men in the unit (excluding IC's) even.

Second, If you intend to make Lysander's unit an "assault" unit, I'd add a pair of heavy flamers. Toasty!

Third, I'd replace the assault cannons from one of your normal terminator squads with a pair of cyclone missile launchers. This would give your army 4 assault cannons, 2 cyclone missile launchers and 2 heavy flamers. pretty ballanced if you ask me.

Finally, If you have the points, I'd add some sniper rifles to the scout squad. It couldn't hurt.

Just my 2 cents...


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