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Made in ca
Blood Angel Neophyte Undergoing Surgeries




Edmonton, AB Canada

I will be having a game tomorrow 2v2, 1500 points per person, where I am likely to be facing IG or SM, I drew up this list

A. Marines 215 (Melta, Melta, M. bombs)
A. Marines 210 (melta, Melta)
A. Marines 210 (Melta, Melta)
Dante 225
Jump Priests 275 (2 P. fists)
Vindi 145 (nothing fancy just a fast Vindi)
Libby Dread (w/ blood lance and sheild of sang)
Drop pod (Locator Becon)

Everything starts in reserves

Each squad has it's own priest, the squad with melta bombs gets the priest with no fist, Dante drops with that squad as well. The Vindi just comes in from my table half I just don't want it to be the only target turn 1. The Libby dread deep strinkes Via drop pod next to as many tanks as possible and lances, the drop pod then acts as a focal point for my troops, aside from Dantes outfit who go where they are most needed with Melta and death.

Possible issues include, the drop pod and dread being the only units on the field turn one makes them a VERY likely target and I may loose that locator becon. the vindi not coming in till turn three and being two far/everything already being in combat.

If I loose the locator upsides are that I still have DoA and will still most likiely end up where I want to be.

Feedback or thoughts?

P.S. Also my Ally will most likely be SM IG or Inquisition.
P.P.S. This may more belong in the army list section but I'm also looking for tactics suggestions for the upcoming game so I put it here.

This message was edited 1 time. Last update was at 2010/12/12 07:05:31


 
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

if ur ally is mech guard ur stuff being all alone turn 1 will prolly be fine, downside is ur leaving him out high and dry t1 vs 3k pts

   
Made in us
Eternally-Stimulated Slaanesh Dreadnought





behind you!

1 priest for every squad might be too much. priests are expensive and their bubbles can overlap. 2 should be fine if you stick together.

   
Made in us
Jovial Plaguebearer of Nurgle




Either drop the vindi for another libbynaught or drop the libbynaught for another vindi. Need to keep some kind of redundancy to keep your opponents saturated with firepower/psychic abilities

The true followers of the God-Emperor will never forget their name! We are the Imperial Guard!
Now and forever serving the God-Emperor, and Him alone! 
   
Made in ca
Blood Angel Neophyte Undergoing Surgeries




Edmonton, AB Canada

jdjamesdean@mail.com wrote:if ur ally is mech guard ur stuff being all alone turn 1 will prolly be fine, downside is ur leaving him out high and dry t1 vs 3k pts

If my Ally is Mech gaurd I can leave the Vindi on the field and the deep striking libbynaught should keep them busy at least to a degree.
Nenya97 wrote:Either drop the vindi for another libbynaught or drop the libbynaught for another vindi. Need to keep some kind of redundancy to keep your opponents saturated with firepower/psychic abilities

Hmm, You think? I don't know that I'd want to give either up, the prospect of fighting MeQ or possibly blob squads makes me want the Vindi but the possibility of Mech Gaurd or Mech Marines Makes me want the Libbynaught. Any suggestions on which to drop?

Also I might cut back on one priest, but then what do I do with 75 pnts at this phase, very little costs that little and my squads are already fairly upgraded, I suppose I could go for a power fist or Infernus pistol on every sarge.
   
Made in us
Impassive Inquisitorial Interrogator





If your ally is mech guard, do you even really need the vindicator, then? I figure he/she should have most of the pie plate stuff covered.

I'd take either another libby or hell, even a AC/LC predator.

1850 12/2/4

Playin' GKs since it was an incredibly painful experience. 
   
Made in ca
Blood Angel Neophyte Undergoing Surgeries




Edmonton, AB Canada

Really? a pred? I've never had much luck with them and found that they're a little limited in their uses, why that call?
   
Made in us
Impassive Inquisitorial Interrogator





Maybe you and I have different luck with them because I find them incredibly useful. lol

And AC/LC pred, especially of the BA variety is incredibly useful at popping Rhinos and Chimeras. You can move them 6" to either get them in cover, or to just make sure your opponent has to roll to hit if they're close to assaulting it, pop a transport and use your assault squads to clean up the goo inside.

That's just my opinion, though.

1850 12/2/4

Playin' GKs since it was an incredibly painful experience. 
   
Made in us
Boosting Space Marine Biker






If you are allying with a mech force dropping the vindicator wouldn't be a bad idea, IG will be able to bring a more formidable tank force but only you can have a dread psyker stomping around the battlefield. In any case I wouldn't take a pred, like you I've haven't had good play experiences with them. As for having a dread and pod on the field in turn one you could avoid this by dropping an empty pod and having him come on the field from reserve as normal. Personally, I start all of my forces on the table and weather the enemy shooting while using my jump moves to get into combat quickly. With DS you aren't going to come in until turn 2 at best and then won't be able to assault until turn 3.

This message was edited 1 time. Last update was at 2010/12/12 17:34:22


 
   
Made in ca
Blood Angel Neophyte Undergoing Surgeries




Edmonton, AB Canada

Gridge wrote:If you are allying with a mech force dropping the vindicator wouldn't be a bad idea, IG will be able to bring a more formidable tank force but only you can have a dread psyker stomping around the battlefield. In any case I wouldn't take a pred, like you I've haven't had good play experiences with them. As for having a dread and pod on the field in turn one you could avoid this by dropping an empty pod and having him come on the field from reserve as normal. Personally, I start all of my forces on the table and weather the enemy shooting while using my jump moves to get into combat quickly. With DS you aren't going to come in until turn 2 at best and then won't be able to assault until turn 3.


True, but if you're charging up the field there's a decent chance you're not charging till turn three anyway. I think I will drop the Vindi for a second Libby dread. maybe just drop the pod as well and have them stroll up the battlefield maybe with wings instead of shield.
   
Made in us
Boosting Space Marine Biker






Awesome Christ wrote:
Gridge wrote:If you are allying with a mech force dropping the vindicator wouldn't be a bad idea, IG will be able to bring a more formidable tank force but only you can have a dread psyker stomping around the battlefield. In any case I wouldn't take a pred, like you I've haven't had good play experiences with them. As for having a dread and pod on the field in turn one you could avoid this by dropping an empty pod and having him come on the field from reserve as normal. Personally, I start all of my forces on the table and weather the enemy shooting while using my jump moves to get into combat quickly. With DS you aren't going to come in until turn 2 at best and then won't be able to assault until turn 3.


True, but if you're charging up the field there's a decent chance you're not charging till turn three anyway. I think I will drop the Vindi for a second Libby dread. maybe just drop the pod as well and have them stroll up the battlefield maybe with wings instead of shield.


With jump packs you have a good chance of second turn charges. With an 18" total charge range you can sometimes even get first turn assaults off if you go second and they rush forward. DS has bit me too many times to rely on it. I realize it is better with Blood Angels but still can be a harsh mistress. That single locator beacon is likely to be destroyed very soon after it drops. I lost a 10 man termie squad and a chaplain this way before I started dropping multiple beacons if I intend to DS anything.
   
Made in ca
Blood Angel Neophyte Undergoing Surgeries




Edmonton, AB Canada

Gridge wrote:
With jump packs you have a good chance of second turn charges. With an 18" total charge range you can sometimes even get first turn assaults off if you go second and they rush forward. DS has bit me too many times to rely on it. I realize it is better with Blood Angels but still can be a harsh mistress. That single locator beacon is likely to be destroyed very soon after it drops. I lost a 10 man termie squad and a chaplain this way before I started dropping multiple beacons if I intend to DS anything.


Fair enough, what ever works for you right? I've actually never once been bit by DS in almost a year, it'll happen eventually, but I'm very careful and hedge my bets for DS.

You can get a turn two assault by jumping but you might not and I feel that the risk of being: demolishered, plasmaed, meltaed, or just riddled with bullets is too great in this case.


Automatically Appended Next Post:
The revised list

235 Assaults SS M. bombs
255 Assaults SS P. fist
255 Assaults SS P. fist
225 Dante
180 2 PRIESTS with P. weapons
175 libbynaught WoS, BL
175 libbynaught SoS, BL
----
1500

This message was edited 1 time. Last update was at 2010/12/12 20:58:41


 
   
 
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