Received today as it reminded them of me. Lol the cap fitz, I shall wear it

Quick update for everyone. I Have played two games with my first test  Tantalus list , one vs Iron warriors codex marines including a pimped Contemptor and then a game VS Crons, both were wins , but we’ll get to that.

How does the Tantalus shape up so far , well admittedly my dice have been failing hard (first game syndrome ?) so my current opinion my not be a true picture of how it  actually goes.

In the first game it dropped down allowing the quins to pop out and melt his pred annhilator after that it’s involvement was limited, I did mangage to pop the thunderfire with the failintegrators and then a master of the forge after which it blew up when he landed an Ironclad on its bum (in a tourney game this would not have happened as he would have had to drop it first turn but forgot,  how would you play that in a tourney ? in theory ‘forgetting’ can work to your advantage  ? so I was underwhelmed  with it’s first outing. Note:I have recently been convinced to give Agonisers another go and this game confirmed I still cannot roll fours on demand , to hit or to wound I had a wych squd with FNP charge a damaged unit of marines and get its ass kicked, agoniser killed one man in three rounds… (first game syndrome ?)

Second game was a lesson in frustration, necrons are NOT fun to play against, same as last time , dropped down from the sky, Quins melt a monolith, good start , I had messed up the quins disembark and half the squad got hosed by immortals D’oh , they then charged some scarabs , failed to do a single casualty (20 attacks ?!) and got eaten by them in the following turns , even with me hitting and running for more shooty/charge , total flubbage, quins are stupidly frail , if you bounce they die , Doom and fortune is certainly missed, if the melta did not seem to be paying it’s way I would definitely  consider dropping them , I may yet , pending more games.

tantalus did a flyover into a tank shock, the flyover got two hits on the scarabs I overflew I then rolled two ones …. in theory I had a good chance of wiping all four bases there as its str 7 , apparently not , on the flip side the five man unit of crons I hit on the other side took one look at the tantalus and decided to leg it , little did they know that all those blades were just painted nerf-foam…

A Dark Glance ? oh the irony.

later I overflew those immortals , dropping five of them, four got up (from this point in the game he  completely refused to fail WBB rolls) one of the character types made 8 wbb rolls…

Can someone please explain why they do not stand straight back up into combat if killed in combat ? or is it just the usual Wardex BS  ?

in the same turn the character in from the immortal squad got up again and the stormlord got back up on full wounds. I was tearing my hair out three modles lef on the table for 2-3 turns taking everything I could throw at them getting up over and over, in the end the Tantalus gave stormie an AP2 bath and he died, it was significantly cheapened by the fact I had had to do something like ten successful wounds to him and dedicate such a disproportionate amount of my army/game to get rid of him, apparently it could have been worse, he could have been running res-orbs ??!?!?

I hindsight I won comfortably but this has to be one of the most frustrating games I have played in recent memory. Shockingly the Tantalus did survive the game, again it did not do much and it only got to have a go at killing the swarmlord because he is a ridiculous jack-in-a-box, “I am Necron Mac leod of the clan Mc Leod and I cannot die !”

Current verdict on the Tantalus =

Right onto hot topic of the moment year , DE AT or the lack therof , Stalek was talking about Ramdar the other day , And I thought to myself,  str 10 auto hits which skimmers cant dodge ? (anyone facing many 3++ cover ravens atm ?) so I proffer for your amusement  “Dark Ramdar”.

Just a disclaimer, I am well aware this is a shitty spam list and it is in all likelihood not very good, but it will be fun seeing If it can be made to work or at least a variant of it.

Homo+ lq gun

4 Trueborn + 4 Shredders = Raider + prow+sails – 148

4 Trueborn + 4 Shredders = Raider + prow+sails – 148

4 Trueborn + 4 Shredders = Raider + prow+sails – 148

5 wracks +  Lq gun + raider+ prow+sails+ FField+ tormentors – 140

5 wracks +  Lq gun + raider+ prow+sails+ FField + tormentors- 140

5 wracks +  Lq gun + raider+ prow+sails+ FField + tormentors- 140

5 wracks +  Lq gun + raider+ prow+sails+ FField + tormentors – 140

5 wracks +  Lq gun + raider+ prow+sails+ FField  +tormentors – 140

5 wracks +  Lq gun + raider+ prow+sails+ FField + tormentors – 140

Ravager + ff+sails+ ram – 125

Ravager + ff+sails+ ram – 125

Ravager + ff+sails+ ram – 125

= 1749

 

Obviously sails give extra ram range , prows give extra str/protection and FF gives you an invuln on impact, tormentors were to use up the last points and should be helpful with tank shocks and one assumes the panic checks you will hopefully inflict with all those templates, we dont really care what happens to what is inside. As well as the (hopefully) str 10 autohit missile barrage there are quite alot of lances there, obviously the liqui / shredder spam is to deal with anything that drops out, obviously there is plenty else you can do, I think you could shrink some wrack squads to 3 mans and give the truborns some blasters, there is plenty of room to play about and whats great is the list will still work at full ram/lance capacity at 1500 points too ;o)

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