After three intense rounds and my first RTT win with Houndpack Lance, I’ve had a bit of time to reflect on what went well, what can improve, and how to keep the momentum going into the next event.
What Went Well
1. Aggression and Tempo Control
Across all three games, I found that taking the initiative and dictating the pace of the match was the key to victory.
Going first in every round naturally encouraged a more aggressive play pattern - but instead of overextending, the Stalker scout moves and reactive options let me press hard without overcommitting.
Once I established early board control, most opponents struggled to claw it back.
That “controlled aggression” playstyle suits me and the Houndpack Lance perfectly — fast, punchy, and brutally efficient when momentum is maintained.
2. List Design & Meta Matchup
The event meta leaned heavily toward monsters, vehicles, and elite units, which was ideal for my Stalker loadout and unit choices.
Having multiple sources of Havoc Launchers, Daemonbreath Spears, and high mobility threat projection meant I could efficiently trade into almost every army I could face this event.
The list’s combination of volume Melta shooting, hard-hitting melee, and reactive movement gave me all the tools I needed to adapt on the fly.
It was a great feeling to see the list perform exactly as envisioned on paper (Wh40k app).
3. Utility Units Doing Work
Special shoutout to the Plaguebearers.
They were the quiet heroes of the event — sticky objectives, non-threatening enough to be ignored, yet constantly swinging the primary scoring in my favor.
Their ability to move between zones, deny space, and grab points late game was invaluable.
Stalkers - once again the standout War Dog of choice for me. Versatile, fast and hit so damn hard.
4. Mastering Reactive Moves
One of the biggest strengths throughout the weekend was how effectively I used reactive moves to control the flow of the game.
Even when opponents tried to close distance or line up key charges, the constant threat of a reactive reposition forced hesitation and poor engagements.
In every game, at some point, just knowing I could move out of harm’s way shaped my opponents’ decisions before dice were even rolled.
This ability to dictate the engagement ranges — especially combined with fight-on-death options — made the army feel incredibly dynamic and rewarding to pilot.
What Can Be Improved
1. The 5th Huntsman – Redundant Role
After testing across the RTT, I found the fifth Huntsman wasn’t pulling its weight.
While Huntsman bring solid firepower, there were times when the extra re roll to wound wasn't needed - especially compared to what another Stalker could do.
For future games, I’ll be adjusting to 6 Stalkers and 4 Huntsman, which better supports my preferred tempo: more scouting options, more front-line pressure, and stronger early objective control.
2. Managing Fatigue and Focus
By Game 3, I could really feel the day catching up to me. - on the monday, I did wake up with a horrid cold, man flu if you will. So maybe this contributed somewhat to the fatigue...
Aggressive lists demand constant calculation of movement ranges, threat zones, and charge angles — and fatigue can lead to missed opportunities.
For the next event, I’ll make a conscious effort to pace myself better between rounds: quick hydration, a short mental reset, and maybe even stepping away from the table for a minute or two, I didn't leave my table once during a game all weekend.
Staying mentally sharp is just as important as any stratagem choice.
3. Nurglings
If you have read any of my resent blog posts you will have noticed a love hate relationship with Nurglings, not once this weekend did I feel I made the most of them.
Not sure what else to say really. Swarms not walking through walls still annoys me to my core. I need to figure out a way to improve my use with this unit, if it, its a 40pt unit that can be cut, leaving me with 45pts.. maybe a go with an enchantment and play 30odd points down.
Going Forward – List Evolution
Next iteration:
6 Stalkers + 4 Huntsmen + 2 Brigands + Executioner + Nurgling & Plaguebearer support - no major changes.
This tweak keeps the list’s offensive punch intact while improving early pressure and scoring potential.
More Stalkers means stronger forward presence, better board coverage, and more flexibility to play either flank aggressively.
It also suits my natural playstyle: fast, direct, and relentless pressure.
Meta Thoughts
The current meta at this RTT was very monster and vehicle heavy, with many armies relying on elite, high-toughness units.
This environment is perfect for Chaos Knights, especially Houndpack Lance builds that can quickly swarm these big targets and trade efficiently.
If that trend continues, I think this archetype has real legs going into the next few months of competitive play.
Final Thoughts
I absolutely love playing Houndpack Lance.
The combination of mobility, aggression, and tactical depth makes every turn engaging — and every win feels earned.
This RTT was a huge confidence boost, not just because of the results, but because the list felt consistent, fun, and competitive across all matchups.
I’m already looking forward to the next RTT in a few weeks, with the updated list and a few lessons learned under my belt.
If I can keep refining my tempo play and manage fatigue better, I’m confident I can push for another strong finish.
Comments
Post a Comment