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Thursday, February 26, 2015

Lists for the list god: What the Convergence is bringing to the weekend game

With a bunch of TW members going to Indy this week, It's time to whip up some lists for a few games!  Each person is bringing 2 35-point lists, so for me that means a Syntherion tier list and whatever I can cobble together for Axis. Both casters have new toys to play with, so let's see what we're capable of.


Today we'll cover Syntherion's list. Later in the week, we'll give Axis some list love.

Syntherion--Great Machine (Tier 4)

Syntherion (+6)
Corollary (3)
Prime Axiom (19)
Monitor (8)
Galvanizer x2 (3*)
Diffuser (3)
Optifex Directive x2 (4)
Algorithm Dispersion Optifex (1)

Like any Great Machine list, the idea here is to outplay and outlast the enemy. Between Field Marshal [Auto-Repair], Galvanizers, and the two Directive units, there's a lot of repairing going on, which should keep the Axiom fully operational as it gets into the fray. The Galvanizers are more than support as they can be bruisers in their own right. With a couple stacks of Synergy, they can easily drop elite infantry and harass light 'jacks/beasts. The ADO allows for an offensive Magnetic Hold, which coupled with the Diffuser's Beacon makes for some scary charges. On feat turn, that also leads to some insane threat ranges from the vectors.

The Monitor is the secondary beater in the army, but fills a niche that the Axiom cannot: solo hunting. Big targets like colossal models tend to draw a lot of fire from Gorman and Armor Piercing weapons, so having the Monitor pick these off before they shut down the Axiom will be key. With a potential 4d6 damage roll and True Sight, enemies will think twice before sneaking around.

The centerpiece of the force is the Prime Axiom; at least it better be at 19 points! As I briefly covered before this vector has a pretty impressive threat range with its P+S 20 fists, but the utility it brings is what I hope justifies it. By pumping out servitors, the Axiom is able to compensate for the limitations of a 35 point list. Here's what each servitor brings:
  • Attunement servitors: Without a Cipher's mortar, we lose a lot of utility, especially with the ability to create flares. This option is the most sensitive to order of activations. If the Axiom creates one of these, it'll have to do it in the beginning of the turn so other models (Monitor and Diffuser) can benefit from it.
  • Accretion Servitor: Just in case the above repair isn't enough, the Axiom can spawn these behind it for cheap and easy healing. Against 'jacks, it's a good source of damage when a model is on death's door. It's only one point, though, so spawning a single model  a turn is not very attractive.
  • Elimination servitors: Without a Mitigator, taking down mass amounts of tough infantry will be hard. Luckily, these servitors can reliably take down single wound infantry and pester larger targets. If the Axiom keeps pumping these out uncontested, things can get dicey fast.
  • Reflex servitors: My favorite choice and one I hope to use a lot. Basically, the Axiom pops out a bomb that will kill most elite infantry on a direct hit. Against lighter grunts, it can clear wide swaths of infantry out from up to 9" away. Against 'jacks/beasts, it's not a bad idea to use these bombs to finish softer targets. Drag a target in and pummel with a drill vice, spawn the reflex servitor, and blow the weakened model away. The best past about this is that the half template damage cannot hurt the Axiom! This is also your best best at blocking charge lanes, as Dig In makes the servitors very resistant to damage.
Like all Great Machine lists, it's slow and prone to disruption/battlegroup hate, but since the Axiom can't be disrupted the risk of losing out on a key activation is lower.

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