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Deceiver bomb!; Lychguard in combat by turn 1
Topic Started: Jul 18 2017, 08:55 PM (215 Views)
Blitzel
Member Avatar
Deathmark
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Hey all, I recently saw an interesting tactic I might want to exploit one day. It involves the deceiver, 2x night scythes and 2x10 lychguard with scythes.
The plan is to get 2 night scythes close to the enemy with the illusion ability of the deceiver. And directory in turn 1 drop the lychguard through invasion beams. These are not restricted by the Deceiver rule that they cannot charge turn 1, as they did not use that rule. Now they can move ánd assault.
So here is the list.

HQ
CCB-gausscannon, staff of light.
Cryptek

ELITE
Deceiver
10 lychguard
10 lychguard

TROOPS
10 immortals - tesla
10 immortals - gauss
5 immortals - gauss

FAST ATTACK
5 scarabs
4 scarabs

FLYER
night scythe
Night scythe

1995 points.
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Death1942
Immortal
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That is a very clever use of the Deceiver. I would be tempted to have another unit you could drop down using the scythes on turn 2. I don't think anyone is going to shoot down both scythes before turn 2 so that third unit should be able to drop in and help the lychguard. Maybe chuck the small unit of immortals inside the tomb world as well?

I am also curious to see if they might FAQ this.
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Quinten87
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Lychguard
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I had built a list like this and posted it a while back except I used flayed ones and monoliths. Unfortunately, it relies heavily on you getting the first turn and you have a decent amount of drops. You should look at reducing the amount of drops you have (this is the reason I used FO and Monoliths more expensive units=less drops). If you are planning on playing ITC events this strategy is far too risky, otherwise, it could work. The other issue is one of screens. Charging Lychgaurd into screens is a bit pointless.
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