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Made in us
Thrall Wizard of Tzeentch





Green Bay Wisconsin

The warlord is the vanguard with the plasma. Feel free to pick it apart, I'm looking to see what i need to buy.

+++ New Roster (1850pts) +++

++ Skitarii: Codex (2015) (Combined Arms Detachment) ++

+ Elites +

Sicarian Infiltrators [Flechette Blasters and Taser Goads, Infiltrator Princeps, 9x Sicarian Infiltrator]

+ Troops +

Skitarii Rangers [Ranger Alpha, 4x Skitarii Ranger, 2x Transuranic arquebus]

Skitarii Rangers [Ranger Alpha, 4x Skitarii Ranger, 2x Transuranic arquebus]

Skitarii Vanguard [Omnispex, 3x Plasma caliver, 9x Skitarii Vanguard]
····Vanguard Alpha [Conversion Field, Phosphor blast pistol, Taser goad]

Skitarii Vanguard [3x Arc rifle, 9x Skitarii Vanguard]
····Vanguard Alpha [Phosphor blast pistol, Refractor Field, Taser goad]

Skitarii Vanguard [3x Arc rifle, 9x Skitarii Vanguard]
····Vanguard Alpha [Phosphor blast pistol, Refractor Field, Taser goad]

+ Fast Attack +

Sydonian Dragoons
····Sydonian Dragoon [Phosphor serpenta, Taser lance]
····Sydonian Dragoon [Phosphor serpenta, Taser lance]

+ Heavy Support +

Onager Dunecrawlers
····Onager Dunecrawler [Neutron Laser and Cognis Heavy Stubber]
····Onager Dunecrawler [Neutron Laser and Cognis Heavy Stubber]
····Onager Dunecrawler [Neutron Laser and Cognis Heavy Stubber]

Onager Dunecrawlers
····Onager Dunecrawler [Icarus Array - Twin autocannon, Gatling rockets, Daedalus]
····Onager Dunecrawler [Icarus Array - Twin autocannon, Gatling rockets, Daedalus]

Created with BattleScribe (http://www.battlescribe.net)
   
Made in gb
Fully-charged Electropriest






Varying cities in the North

Depending on how competitive you want to be, at 1850 I believe you can just take the War Convocation which is the best way to run Skitarii.

However, sticking to this list I would definitely add more Dragoons. For me, they are excellent for their points. I haven't had much luck with Arquebuses (Arquebi?), so I'd take out one of the Ranger squads for some more Dragoons.
   
Made in us
Thrall Wizard of Tzeentch





Green Bay Wisconsin

I agree that the war convocation is the best way, it just feels too tfg, face smash, no fun.

How do you run your dragoons? What kit do you use?
   
Made in us
Thrall Wizard of Tzeentch





Green Bay Wisconsin

Does anybody else have any input?

This message was edited 1 time. Last update was at 2016/10/26 12:51:23


 
   
Made in us
Longtime Dakkanaut






Units of three dunecrawlers is a trap. They must shoot at the same target and that's not optimal. Units of two are fine.

Also consider splitting the infiltrators into two units. That's a lot of fragile eggs in one basket.

The rest is a fine thematic Skitarii army you'll have fun with.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in us
Thrall Wizard of Tzeentch





Green Bay Wisconsin

do you find infiltrators better than rust stalkers. and are 2 dragoons enough to be viable?
   
Made in gb
Regular Dakkanaut




It's a decent list that could be made into a great one with just a few tweaks:

Infiltrators are generally better than ruststalkers, the only exception being if you play in a meta with way more 2+'s than is normal.In my last 10 skitarii games I've used ruststalkers once, infiltrators 8 or 9 times.

It's debatable if you should run them as one big unit or 2 man ones, you'll find against most targets 10 infiltrators will kill most things in a single round of combat, that can leave them vunerable to being shot and and possibly waste attacks.

Personally i'd drop one ranger unit down to basic so lose the arquebas's, they're questionable for the points cost and a base unit is still surprisingly effective.

I'd steer away from conversion fields, the +1 invun you get over a refractor isn't worth the extra points never mind the risk of having your plasma guns blinded so easily being only I3.

Personally i also don't ever give alphas combat upgrades outside a war convo, at I3 most combat troops will strike before him and in a challenge they won't stand up well, it's just not worth the points when you're loosing shooting attacks from the squad. I occasionally give arc squad alphas an ark pistol if i don't have anywhere else to put the points but that's about it.

Two icarus onagers is a bit overkill, unless your facing lists with loads of flyers one should be enough, it's currently too many points thrown into AA.

Personally i'd take one and add it to another from the 3 duncrawler squad so you have 2 with laser and extra subber, 2 with eradication beamer and stubber and one with icarrus array and stubber. There's a lot of redundancy and options there.

Grey Knights - 3500pts
SKitarii - 4000pts
Ad mech - 2000pts
Imperial Knights - 1000pts
Black Templars - 3200pts
Genestealer cults - 1750 
   
Made in us
Slaanesh Havoc with Blastmaster





New Castle, DE, USA

Only thing I can really add is to split your 10 man arc rifle vanguards into 5 man squads with 2 specials each. They are more efficient that way

"I'm gonna bring that bitch the Emperor's light. Bitches love the Emperor's light." 
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

 MisterPerkins wrote:
Only thing I can really add is to split your 10 man arc rifle vanguards into 5 man squads with 2 specials each. They are more efficient that way


Agreed, I am finding these days with my skitarii that MSU really helps. They arent super defensive so having your enemy split their fire can be really efficient. Massed units of Vanguard with arc rifles can pretty much kill anything in the game.

For the Onagers I would suggest 1 Icarus and 2 units of 2 Neutron (or eradication beam, depending on how much power armor you play against)

As for dragoons I have had some OK times with 2 of them but they really shine in units of 3 or more (getting 20+ hits on the charge can be really nasty) and I've only ever run them stock. If you cut down on your alpha upgrades you can easily afford a third dragoon.

As for the infiltrators you want them to prey on weak ranged units like devastators or company command squads, so I will second 2 squads, plus the emeny has to choose which one to shoot while your dragoons close in

17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Thrall Wizard of Tzeentch





Green Bay Wisconsin

Thanks for all the replies. I'm seeing multiple people mention min/max units. My biggest concern with that is the lack of ablative wounds the special weapons have when you go that route. Yes they need to split target, but it's much easier for them to decimate a five-man squad and remove those specials. It sounds like you folks are speaking from Experience, so what have you done to mitigate that.

Also I've read that Vanguard are good at closing in and adding to close combat due to special rules. that's why I gave them tasers. I see almost everybody calling to yank those off. Are you avoiding close combat? Or throwing in with small squads.

as for the dune crawlers many suggestions have been squads of 2 which again makes sense, but missing out on that 4+ scares me in the survivability department at least for the first few turns. Also is there ever a reason to take the eradication Beamer? The neutron seem so much better.
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

 dionysus wrote:
Thanks for all the replies. I'm seeing multiple people mention min/max units. My biggest concern with that is the lack of ablative wounds the special weapons have when you go that route. Yes they need to split target, but it's much easier for them to decimate a five-man squad and remove those specials. It sounds like you folks are speaking from Experience, so what have you done to mitigate that.

Also I've read that Vanguard are good at closing in and adding to close combat due to special rules. that's why I gave them tasers. I see almost everybody calling to yank those off. Are you avoiding close combat? Or throwing in with small squads.

as for the dune crawlers many suggestions have been squads of 2 which again makes sense, but missing out on that 4+ scares me in the survivability department at least for the first few turns. Also is there ever a reason to take the eradication Beamer? The neutron seem so much better.



I try to avoid CC at all possible unless im assaulting a foe who is inherently weaker or I am in danger of being shot off the table. I find that Skitarii shooting is simply amazing and you need to maximize that advantage.

As for the eradication beamer it really depends on your opponent and if you need to save points. I find myself fighting more elite troop and less vehicles these days so arc blasters and a squad of neutrons usually have me covered. That large blast can come in handy at times but it is just something to consider. More times than I can count that single small blast has been negated by cover or invulns.

17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
 
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