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[1850] - Salamander/Astra Militarum - Competitive help - What do I spend the last 20 points on?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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What minor upgrades does this list need?
Meltabombs, for facing imperial knights.
Drop pod deathwind launchers, for facing hordes.
Extra conscripts. Volume of fire vs. FMC!
A cheap scoring unit, like a special weapons squad, to take objectives.
Something else; see comments.

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Made in us
Bounding Assault Marine



Providence, RI

Hi, I just completed a local tournament in which I did pretty decently with basically the following list. I like the list but am unsure about the upgrades, and that's where you come in. As written, I have 10 points left which I used in the tournament on more meltabombs, thinking I'd be facing wave serpents or imperial knights. I didn't draw either.

Chapter master on bike, storm shield, artificer armor, MC power fist (babysit guardsmen, provide ATSKNF & LD 10 for orders, punish foe if he castles up with his OB) 210
Terminator level 2 librarian, MC combi-melta, force axe (as chapter master, or join drop pod if necessary) 125
Techmarine (boosts cover, babysits guardsmen, provides LD 8, & ATSKNF) 50
Command squad, 5 meltaguns, drop pod (punish foe if he doesn't castle up) 185
Tactical squad, MC combi-melta, meltagun, drop pod with deathwind launcher (punish foe if he doesn't castle up) 140
Bike squad, 2 meltaguns, MC meltabombs (babysits guardmen, takes on incoming tanks, joins ministorum priests and chapter master to form T5 rerollable saves melee beatstick) 130
Assault squad, 2 flamers, MC meltabombs, drop pod (seize undermanned objective or delay meltas if he castles up, or horde control) 100
Assault squad, 2 flamers, MC meltabombs, drop pod with deathwind launcher (seize undermanned objective or delay meltas if he castles up, or horde control) 115
Devestator squad, 3 lascannons, rhino (rhino blocks LoS and takes empty objectives later) 165

Astra Militarum allied detachment:

CCS, camo & sniper rifle x4, master of ordnance, astropath, and officer of the fleet (master of ordnance punishes the foe for castling up, or snipers shoot MC/artillery, usually given a boosting order) 141
3 Ministorum priests (make key units fearless or buff the chapter master in assault) 75
Platoon command squad, 4 sniper rifles (snipes artillery or MC) 38
Infantry squad, autocannon, sniper rifle, meltabombs, boltgun (bubblewrap, volume of fire, can hurt MC or light transports or artillery if ordered well) 68
Infantry squad, autocannon, sniper rifle, meltabombs, boltgun (bubblewrap, volume of fire, can hurt MC or light transports or artillery if ordered well) 68
20 conscripts (bubble wrap, volume of fire) 60
Heavy weapons team, 3 lascannons (Often ordered to ignore cover) 105
Wyvern (punishes foe for castling up) 65


Questions for you:
1) Should I drop the combi-melta on the librarian and stick him permanently in a support role?
2) Should I drop the meltabombs on the assault squads? I'd like them to present a un-ignorable nuisance to imperial knights and heavy armor. Do MC meltabombs do the trick?
3) Do I have anything else which doesn't strike you as useful?
4) What do I do with the spare points? I have 10 points right now, and more if I drop anything mentioned above.

For context, I beat marines/inquisition, lost to demons on kill points and a stupid objectives mistake (without which I'd have come in third out of 21!), and crushed a space wolves-dreadknight list.

This message was edited 2 times. Last update was at 2014/11/23 23:19:28


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