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2014/08/13 11:19:39
Subject: [2000] - Battle Forged Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Secret Inquisitorial Eldar Xenexecutor
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Blood Angels
Reclusiarch in power armour with jump pack
Sanguinary Priest in power armour with jump pack & lightning claw
5x Sanguinary with Glaive Encarmines, Angelus Boltguns, Chapter Banner & Death Masks
Iron Hands
Librarian with jump pack, ML2, power armour & force sword
5x Terminators with TH/SS
10 man Tactical Squad with Plasma Cannon & Flamer, in a drop pod with locator beacon and Deathwind Missile Launcher
10 man Tactical Squad with Plasma Cannon & Flamer, in a drop pod with locator beacon and Deathwind Missile Launcher
3x Land Speeders with Multi Melta & Heavy Flamer
2x Stormtalon Gunships with Assault Cannon and Typhoon Missile Launchers
Stormraven Gunship with Multi Melta, Lascannon & Hurricane Bolters
So this is just intended to be a fun list (I only play against friends, haven't done any tournies yet).
I'd start with the Raven & Talons deployed. The first drop pod would come in just out of LOS to prevent losing all units before the reserves come in.
The Speeders deep strike within range of the pods, not scattering due to locator beacon.
The Libby, Reclusiarch & Priest all arrive with the Sanguinary Guard. The libby plays a buffing role, hopefully giving the SG an invulnerable save, before they all jump in to combat and mash the gak out of everything.
The tacticals focus more on a suppressing fire / objective grabbing role.
The idea is for my opponent to be taken my surprise at suddenly having a pretty tough (albeit not the toughest) Marine force in their face, whereas they were previously some distance away.
Thoughts appreciated, have I missed anything?
Automatically Appended Next Post:
No comments?
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This message was edited 2 times. Last update was at 2014/08/31 23:42:34
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2014/08/19 11:19:47
Subject: Re:[2000] - Unbound Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Secret Inquisitorial Eldar Xenexecutor
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So I've revised the list slightly after it was pointed out that the Reclusiarch's re-roll bonus is null and void thanks to the SG wielding master crafted weapons. Would appreciate any other pointers that you guys may have where an upgrade is unnecessary. I'm also thinking of running the Librarian with Divination & Biomancy - wdyt?
Blood Angels
Dante
Sanguinary Priest in power armour with jump pack & lightning claw
5x Sanguinary with Glaive Encarmines, Angelus Boltguns & Chapter Banner
Iron Hands
Librarian with jump pack, ML2, power armour & force sword
5x Terminators with TH/SS
10 man Tactical Squad with Plasma Cannon & Flamer, in a drop pod with locator beacon and Deathwind Missile Launcher
10 man Tactical Squad with Plasma Cannon & Flamer, in a drop pod with locator beacon and Deathwind Missile Launcher
3x Land Speeders with Multi Melta & Heavy Flamer
2x Stormtalon Gunships with Assault Cannon and Typhoon Missile Launchers
Stormraven Gunship with Multi Melta & Lascannon
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2014/08/19 14:50:57
Subject: [2000] - Unbound Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Homicidal Veteran Blood Angel Assault Marine
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Interesting idea.
In a way, I prefer the second list. Why play unbound when you're one Troops choice away from getting objective secured?
But on the other hand, Sanguinary Guard and Dante aren't that good. They are expensive and die easily to AP1/2 fire.
Simply put: why do you ally with BA? What do you expect from them?
You could exchange the SG + Dante for Librarian/Reclusiarch with Jump Pack and for the same points as those 5 Sanguinary Guards, you could get 10 Assault Marines.
Fast moving troops, you can give two Meltaguns to them and kit the Sergeant to take challenges.
And as you are playing BA, consider a Objective Secured Land Raider with 5 Marines and Corbulo within. Tested and proven efficent.
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2014/08/19 17:22:50
Subject: [2000] - Unbound Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Secret Inquisitorial Eldar Xenexecutor
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Thanks for the feedback buddy
Simply put, I've opted for these guys to fit a theme; a smallish elite unit to match up against the models I have and have converted.
I've gone blood angels as one of these models is a jump pack Sanguinary priest. Whilst I could use him as a standard sergeant with lightning claw, I kinda wanted to use him as intended. Still, I seem to remember that there's a chapter where, fluffwise atleast, the sergeants are the apothecaries, so maybe I can justify it to myself that way.
Basically I'm looking to include a jump pack unit with my converted sangy priest and chaplain. The rest I have already, apart from the jump pack librarian and actual jump pack equipped unit, if that makes sense.
A land raider + unit + corbulo may be something for me to mix in to a future list, though for now I'll just be making use of what I received at Christmas that's still mostly boxed!
I haven't played a single game of 7th yet, so my understanding is a little off. Am I right to assume you mean that by swapping the Sanguinary guard for a unit of assault Marines from the blood angels codex is a non unbound army?
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2014/08/19 18:44:10
Subject: [2000] - Unbound Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Homicidal Veteran Blood Angel Assault Marine
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Either play Sanguinary Guard with Dante or not at all, because one unit shouldn't make your whole list unbound.
Dante's precision strike will help the SG as they can land behind LoS-blocking terrain to avoid casualties and charge the next turn. Adding a Priest is also good because it adds the survability of that expensive unit.
That's a 500 point combo so you must think carefully if you want them to make their points back. Anything that ignores their fancy 2+ armor is a thing they should avoid at all costs.
Strike squads of MEQ or blobs of light infantry. Dante's initiative 6 and Hit & Run means that you can't be tarpitted that easily.
Btw, I think that flyers must start in reserves. And if that's so you will not have 50% of your army in the field as the game begins.
- Dante
- Priest
- Sanguinary Guard
- Librarian
- Land Speeders
- Terminators
Those are the units that can start on the field and your plan is to put them all in reserves.
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2014/08/20 11:47:17
Subject: Re:[2000] - Unbound Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Secret Inquisitorial Eldar Xenexecutor
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D'ya know I hadn't even picked up on that... school boy error...
So here's a revised list that's Battle Forged and should, I think, get around the reserves restriction. I've written this without codex's or a rule book as I'm at work so please point out if I'm still off the point.
Blood Angels
Reclusiarch
- jump pack
Sanguinary Priest
- jump pack
- lightning claw
Assault Squad
- 9 marines, 2x melta guns
- 1 sergeant with infernus pistol, melta bombs & power weapon
Iron Hands
Librarian
- ML2
- Teleport Homer
- jump pack
Terminator Assault Squad
- TH/ SS's
Tactical Squad
- plasma cannon
- flamer
- Drop Pod
-- Death Wing Missile Launcher
-- Locator Beacon
Tactical Squad
- plasma cannon
- flamer
- Drop Pod
-- Death Wing Missile Launcher
-- Locator Beacon
3x Land Speeders
- Heavy Flamer
- Multi Melta
2x Storm Talon Gun Ships
- TL Ass. Cannon
- Typhoon Missile Launcher
Storm Raven Gunship
- Hurricane Bolters
- TL Lascannon
- TL Multi Melta
So we have a total of 8 units.
Deployed will be:
2 Tactical Squads (1 will deploy in my table half, with the empty pod to come down later)
2 Storm Talons
In reserve will be:
Assault Squad with Reclusiarch, Priest & Libby
Terminators
Storm Raven
The 3 Land Speeders
The question is, is it legal? I'm unsure due to not having the books with me as mentioned earlier. Seems ok in theory though not sure if I've forgotten something
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2014/08/20 14:12:57
Subject: [2000] - Unbound Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Longtime Dakkanaut
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You can't deploy fliers, they have to start in reserve.
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2014/08/20 15:57:34
Subject: [2000] - Unbound Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Slashing Veteran Sword Bretheren
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the 50% deployed isn't a thing anymore. You can keep everything in reserves if you want. Yay 7th edition. But also, Flyers HAVE to start in reserves.
That being said, I think you should stick with the Sanguinary guard. and were you planning on having the stormtalons escort the stormraven? Means that you only roll once but if it comes in then all 3 flyers come on.
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"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought |
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2014/08/20 18:20:17
Subject: [2000] - Unbound Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Homicidal Veteran Blood Angel Assault Marine
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Icculus wrote:the 50% deployed isn't a thing anymore. You can keep everything in reserves if you want. Yay 7th edition. But also, Flyers HAVE to start in reserves.
That so? Hmm... I think there might be a chance for DoA lists again.
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This message was edited 2 times. Last update was at 2014/08/20 18:20:50
4000p
1500p
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2014/08/21 11:25:19
Subject: [2000] - Unbound Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Secret Inquisitorial Eldar Xenexecutor
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Icculus wrote:the 50% deployed isn't a thing anymore. You can keep everything in reserves if you want. Yay 7th edition. But also, Flyers HAVE to start in reserves.
That being said, I think you should stick with the Sanguinary guard. and were you planning on having the stormtalons escort the stormraven? Means that you only roll once but if it comes in then all 3 flyers come on.
Ah good to know, thanks!
I'm a little torn now, as I remembered why I wanted to go with Sanguinary Guard. Death Masks to get the enemy down to WS1, and a Chapter banner for an extra attack, with a reclusiarch for re-rolls in close combat (as opposed to the SG's master crafted re-rolls on 1s only, though that may not be required if the enemies at WS1 thinking on...) and a Priest for FNP all adds up to what seems a pretty tasty little mix.
That having been said, for the same price as Dante & 5 SG with chapter banner (no masks) I can get a 10 man Assault Squad with 2 Melta Guns, a Sergeant with Melta Bombs, infernus pistol & power weapon, and the aforementioned Reclusiarch. Bigger squad, though it won't hit quite as hard.
Math-hammer's not my strongest point, though the SG option do seem the stronger of the 2. Factor in however that I'll mostly be facing Tau and the larger unit seems a better option. Factor in that I'll also face Nids and Orks, the smaller unit with better armour save seems a better option!
And here comes the headache
Any thoughts guys?
Separately, do you guys know how well the Vanguard Vet & Sanguinary Guard kits fit together/ Specifcally, VV front torso to SG back torso?
Cheers
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2014/08/31 23:41:15
Subject: Re:[2000] - Battle Forged Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Secret Inquisitorial Eldar Xenexecutor
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Revised list:
Iron Hands
Master of the Forge
- Conversion Beamer
Librarian
- Jump pack
- Force sword
- ML2
5 man LotD squad
- Flamer
- Heavy Flamer
2x 10 man tactical squads
- Multi melta
- Flamer
- Drop pod with locator beacon
1x 5 man tactical squad
- Multi melta
- Drop pod with locator beacon
2x land speeders (as a squad)
- Hf + mm each
2x Storm Talons
- Skyhammer missile pods
Storm Raven Gunship
- Lc + mm
Blood Angels
Dante
Sanguinary Priest
- Jump pack
- BP + Chainsword
5 man sanguinary guard
- Chapter banner
The librarian, priest, and Dante squad up with the SG (which I just got at the weekend, lovely kit!). The 10 man tactical squads and MotF begin deployed. Turn 2, anything that can arrive deepstrike in, using the beacons on the pods to negate scatter.
We have army wide deepstrike capabilities, army wide fnp, and iwnd for the vehicles.
Chose Dante in the end for the statline, debuff, prepaid death mask and ability to have SG as troops over the Reclusiarch. I'd have preferred a Rec. for the feel of the force but meh,what can you do?
LotD over hammernators was a tough choice (so want those FW salamander termies!) but again, these guys seem to fit better with the story I have in mind, and are a lower points cost. Plus I feel the flamers will be of more use to me.
I think that's it, though it's nearly 1am so I may have missed something...
Feed back is always welcome and appreciated
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This message was edited 1 time. Last update was at 2014/08/31 23:44:25
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2014/09/02 17:19:15
Subject: [2000] - Battle Forged Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Drone without a Controller
Tadcaster
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How many psychic points is this list as the toughest army at the mo seems to be Eldar if you can deny the witch I think this might be a top ranking list
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2014/09/02 18:40:15
Subject: [2000] - Battle Forged Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Secret Inquisitorial Eldar Xenexecutor
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Maximum of 8 (2 from the libbys mastery level + D6), so it's not much, enough to squeeze off a couple of powers, but nowhere near enough to dominate.
I don't think it's a tip tier list, though I do think it looks fun and different to play, not overly spammy, with some lesser seen models in there. I think.
Thinking of dropping a speeder in favour of a comms relay, though struggling to see a single speeder doing much by itself. Could swap both out for a relay and scout squad though...
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2014/09/02 19:08:46
Subject: [2000] - Battle Forged Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Drone without a Controller
Tadcaster
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I would strongly recommend a comms relay as you have a lot of focus on shock & ore ( deepstrike ) and infaltrate unit do die quick but can sometime be a big enought distraction to make the suicide squod worth wile
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2014/09/02 23:31:05
Subject: [2000] - Battle Forged Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Secret Inquisitorial Eldar Xenexecutor
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Doing so does give me an extra unit on the board in turn 1, which will get a best case 3+ cover save in your table half. Not that it's much good vs your tau of course! The speeders whilst they may not be as tough are more versatile being kitted out for anti horde and anti tank duties, and they're faster for ensuing turns... Tough call this one!
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2014/09/09 20:06:48
Subject: [2000] - Battle Forged Fast, Beat Stick Marines - Iron Hands & Blood Angels
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Secret Inquisitorial Eldar Xenexecutor
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So I'm thinking of dropping the locator beacons and MotF, and swapping out for an Ordo Xenos Inquisitor with 3 servo skulls, ml1, beamer, force sword and 3 HB servitors.
That definitely seems better bang for my buck, or am I missing something? Being hunkered down behind an aegis with everything else outside of my deployment zone means the MotF's ability to improve a cover save will be redundant, more so given that he already has a 2+ armour save. Doing so gives me an extra die in the psychic phase and 9 (?) HB shots that I otherwise wouldn't have.
Seems good on paper, what are you thoughts?
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