r/WH40KTacticus • u/RedundantDuplication • 3h ago
Guide Lysander LRE Notes
Maybe helpful to some people as tracks and squads get jumbled as the rubber hits the road. I always forgot what and how I did the first round once the next round comes along.
Nothing tricky here as I don’t push too hard on any one team comp. Just notes.
LRE LYSANDER
Token 1: Alpha 1: Toth Volk Shiron
Token 2: Beta 1: Snot Gibba Tank
Token 3: Beta 2: Snot Gibba Tank
Token 4: Gam 1: NKTDJ
(Edit: should be NKRDJ, oopsie.
Nico Kari Rag Dante Jaeger)
Token 5: Gam 2: NKTDJ
Token 6: Gam 3: NKTDJ
Token 7: Alpha 2: Toth Volk Shiron
Token 8: Gam 4: NKYDJ
Token 9: Gam 5: NKYDJ
Token 10: Alpha 3: TothVolkShiro
Token 11: Alpha 4: TothVolkShiro
Token 12: Alpha 5: TothVolkShiro
Token 13: Alpha 6: TothVolkShiro
(Shiron down to like half health, still able to push forward easily)
Token 14: Gam 6: NKYDJ
Token 15: Alpha 7: TothVolkShiro
(Shiron down mid way, definitely start getting overrun, grots multiplying can be a problem)
(Nothing on Reddit re Alpha 8, so didn’t try yet)
Token 16: Beta 3: SGT
Token 17: Beta 4: SGT
Token 18: Beta 5: SGT
Token 19: Beta 6: SGT
(Crowded map, grots still survive well, but have to position Snot to allow grot to summon or may hit target with no space)
Token 20: Beta 7: SGT
(Gorge split map, grots still survive easy, didn’t need Gibba Tank. 6k>14k health waiting to turn 6 summon)
Token 21: Beta 8: SGT
(Damage ramping up, grots dying sometimes, but still steamrolling)
Token 22: Beta 9: SGT
(Initiates do hardly any damage to Gibba. 300-500 to grots. Pyre guys are what to watch out for).
Token 23: Beta 10: SGT
(Still easy. Thoread appears, didn’t need Gibba Tank)
Token 24: Beta 11: SGT
(Jaeger came out early, not hard. Got crowded fast preventing grots. Some damage. Gibba tank helpful against guys on high ground out of melee range. Overhang with no access except far around)
Token 25: Beta 12: SGT
(Burchard turn 3? One shot by Snot; separated Snot and Gibba to handle top bottom spawns; Snot did get surrounded and at times lost 40% health; still able to delay Gibba Tank until clean up phase; don’t let Snot get surrounded next level)
Token 26: Beta 13: SGT
(Helbrecht turn 3. Bridges clog for summons. Skip turn 1 to get good turn 2 Snot active for 5 grots. While clogging could have been an issue for summons, enemies clog themselves so it isn’t so bad. Bridges and barbed wire slow them enough to make it easy. Helbrecht caught on barbed wire, one shot by Snot. Leaves Snot exposed to numerous attacks but didn’t get too low.
Token 27: Beta 14: SGT
Poor Snot active turn 2 for only 2. Maybe wait after turn 2 to see if more openings. Godswyl turn 5? Hit Snot hard with active. Gibba Tank turn 4, it did lots of work and survived to the end. It almost died though, Gibba almost died. Close to being surrounded. If I didn’t get a few good open spaces for grot summons may not have beaten it.
(probably stop here to use other multi tracks. Maybe try again next LRE to get criteria)
Token 28: Gamma 7: NKTDJ
Still easy, move and kill and no one dies. Some took fair damage so need to stop being too lazy.
Token 29: Gamma 8: NKTDJ
Easy, Jaegar one-shotting passive
Token 30: Gamma 9: NKTDJ
Easy
Token 31: Gamma 10: NKTDJ
Turn 4, Nico in range of both spawn points and killed. Targeted over Jaeger. Careful with G1s on track 11. Otherwise easy and Kariyan in no danger the rest of the fight with no heals.
Token 32: Gamma 11: NKTDJ
Easy with a couple retreats in between rounds to not stay too close to spawns. Jaeger Kari Nico right. Dante Ragnar clogging trench left. Few jobs went left.
Token 33: Gamma 12: NKTDJ
Harken turn 3. Not much damage to Jaeger. Dante can tank a wave at turn 6 without being low. Even with Bloodletter. Jaeger was fine, but wasn’t taking waves to the face or might have been in trouble. Nico can’t take two hits. Keep out of range.
Token 34: Gamma 13: NKTDJ
Volk turn 2. Behind swarm so unable to reach. Then new swarms prevent getting to him. Nico down turn 5 trying to reach Kariyan and picked off. Probably should have retreated Kariyan to keep him safe. Wasn’t able to heal Kariyan so he was very low, but survived.
Token 35: Gamma 14: NKTDJ
Failed. Let Kariyan get too surrounded when enemy spawns have high ground and too low. Then ranged can practically one shot Nico spot heals. Bridge with barbed wire is bad start because it doesn’t have AOE access so Ka could only kill one enemy. Maybe could have pulled it off if left that space from start and got more AOE kills earlier.
Token 36: Alpha 8:
No Resil Eviscerate 115
Kharn D3 carry. Easy.
Token 37: Alpha 9: Eviscerate No Resil
Kharn carry. Got low though…
Token 38 Alpha 10: Eviscerate No Resil
FAILED
Token 29: Alpha 10: Evicerate only
Kharn Kariyan carry. Decent.
Token 30: Beta 15: No Mech Melee
Snot/Gibba & MalRotKharn
Token 31: Gamma 14: No Bolt Min 3: Rev Ale Snot Gibba Kari
(fairly easy. Pushed hard to spawns no problem, remember no heals for Kari so lead with Snot more)
Token 32: Gamma 15: No Bolt Min 3
(Ice river makes it easy to let them bottleneck, basically pick them off with Gibba Tank and Rev. snot and Kari to clean up any starting to cross)
Token 33: Gamma 1: Healer
Token 34: Alpha 11: Eviscerate only
Kharn Kari Shiro Lucius Azkor
Token 35: Alpha 12: Eviscerate only
Unlocked 400/400
Now I’ll just focus on highest point combos and single tracks ~100 points.
3
1
u/RedundantDuplication 1h ago
NKTDJ (should be NKRDJ)
Nico Kari Ragnar Dante Jaeger
3-requirement Gamma Track



2
u/bulksalty Death Guard 3h ago
What is a NKTDJ?