#Iron Hands COBI

42 messages · Page 1 of 1 (latest)

pure shale
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<@&877302968955850772>

dull folio
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Auto simulacra is kind of a waste of points

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Too much risk in your land raider blowing up

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Could be worth it on a super heavy or a vehicle with a flare shield tho

marble cliff
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Definitely an odd list, but I don't hate it. I disagree with idunno tho, I'd say the land raider is fine, especially with all round 14

simple lily
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Power Swords on Destroyers also feels like a bit of a waste of their use. You scoring is also easy to kill if everyone besides the CS is footslogging

dull folio
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Iron Fathers are already an expensive upgrade, giving him a thunder hammer is even more expensive. Might be worth just keeping him stock and using the machinator array for all the killing instead. Your call here

dull folio
marble cliff
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What makes them the worst?

simple lily
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No synergy from Rad Grenades, Rending won't happen often, and otherwise they get no bonus into MEQ besides AP3

dull folio
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With power lances and axes you get +1, which combined with rad grenades mean you'll wound on 2s

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And with power mauls you get +2, which combined with rad grenades will inflict ID

marble cliff
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Makes sense. I'd say AP3 is a big difference but that's an opinion lmao, I'm not too well versed on all of the power weapons. Aren't axes two-handed tho?

simple lily
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They're all AP3 base

dull folio
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Axes are AP2

simple lily
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Axes are just unwieldy so hit at I1

marble cliff
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That's what it was lmao

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Woops

dull folio
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Which is usually worth it, but on destroyers I think they're a bit too fragile to risk it

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Anyways for the veterans, charnabal glaives are not good. If you want charnabal weapons go for sabres instead

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Otherwise I'd stick with a power weapon personally

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Maybe make one squad of tac marines into inductii. Phosphex bombs are very very fun

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As for some more general recommendations I think that a bit of speed would be nice to have. The fast stuff you've got are the assault destroyers, with the command squad being sorta fast if their land raider doesn't blow up

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Maybe try to find the space for some speeders or javelins

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Also veterans in a rhino is a bit annoying. If you can afford to take a land raider in a HS slot, then maybe try to take on

marble cliff
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Here's my thoughts. I agree with charnabals sucking, get those outta there. There's a lot on your list that seems a bit much, the veterans in general, the recon squad, and the arcus. I wouldn't say take all of them, they're 200 points that would probably be best spent elsewhere. And for your speedy things like the other guy said, predators are good all-round, decently fast options, land raiders can pack a punch and bring something with them, like your Immortals especially

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Though I clearly play very differently, so take anything I say with a grain of salt lmao

pure shale
dull folio
pure shale
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this list has seen about 4 games and hasn't been doing poorly but i figured it needs some tweaking

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I think I'll switch the rhino over to a tac squad tho

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also i won't be switching the weapons on the vets since that's what they're built with

gentle turtle
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Thoughts include:
-Foot slogging MSU troops isnt going to get objective.This goes for Tacs and Immortals
-MSU vets are just going to die
-ML HSS might be disappointing
-Destroyers need better PWs and Rad missiles are too expensive for a melee unit imo
-Honestly CoBI isnt being used enough to justify the RoW. I think its often a trap option with IH being meh at melee

still flicker
gentle turtle
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Still have to build the list well to make it good

still flicker
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100%. But it's defs a great row

pure shale
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also i do want more transports, i just don't own them yet lol

dull folio