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Made in gb
Aspirant Tech-Adept





Brizzle

OK this is a 1000 pt list for a game i played a while ago, its quite an odd army but it works fairly well.

Hq

Vulkan 190


Troop

10 man Tac squad
Flamer
multi melta
Drop pod
Death wind missile launcher 225

Scout squad
Heavy bolter 85

Elite

Terminators
Heavy flamer
Chain fist 210

Fast attack

Vanguard veterans
Relic blade
3x plasma pistols
power sword
lightning claw
power fist
5x jump packs 290


total 1000pts


Basically Vulkan goes in the pod with the tac squad.
Scouts are the only thing deploying and they go somewhere as a distraction.
If my opponent gets first turn then all they have is scouts to shoot at, if I get first turn Vulkan and the tac squad drop in fairly close and do some serious damage with the help of the scouts.
then the terminators and vanguard vets drop in and cause humongous damage.
The vets can take on anything from tanks to ork hordes with the variety of weapons.

So what do ya think?

This message was edited 2 times. Last update was at 2011/10/27 20:21:27


 
   
Made in gb
Painting Within the Lines







Just a quick note Meltaguns are 5 points.


 
   
Made in gb
Aspirant Tech-Adept





Brizzle

I don't have any melta guns?
they're multi meltas which you can have for free in a 10 man squad
   
Made in it
Infiltrating Broodlord





Italy

Mmm .. you know that you're taking Vulkan for just 3 weapons in the list?

Why pay 190 pts for an HQ (even a good one) that doesn't really boost up your list?

First thing, isn't properly a good idea pay 1/5 of the total pts on just one character.

For the use you're planning for Vulkan just take a Librarian with Null Zone and The Avenger instead, he also will shoot a template once landed, will assault (if still alive the turn after) with a power weapon and gives you the psychic hood as a plus.

Not to mention that he will even cost you a little bit more that the half of Vulkan...

Besides.. I understand the use of a shooty Terminator team but why the hell the shooty version when you'll can have the TH/SS setup cheaper and really powered up by Vulkan (that give the "Master Crafter" bonus on the THs)?

I really think you choosed a very bad mix of elements in this list. Sorry to be a little rude..

If you want to play with named characters like Vulkan, Shrike, Korsarro, Kantor and the like you'll really must build up the lists on 'hem.

This message was edited 1 time. Last update was at 2011/10/27 16:13:02


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in gb
Longtime Dakkanaut




Apart from Vulkan being useless for you and not good anyway as has been discussed I would to say the rest of the army is a bit ropey.

Vanguard really are not that great, maybe if you really needed them as they are one of the best cc units on offer but even then, no.
Normal termies can be fine but they just do not bring enough destruction for 1000pts of vanilla.
   
Made in ca
Longtime Dakkanaut





Thunder Bay, Ontario, Canada

Just so you know this post is in violation of the forum rules.

Posting individual point values is not allowed

DEATH TO THE FALSE EMPEROR!
23,000pts Black Legion including all cults
3500pts Bugs
4000pts Aurora Chapter
1850pts Traitor Guard
Check out My Store Thunder Games and Gifts!


 
   
Made in gb
Aspirant Tech-Adept





Brizzle

Vulkan has a 3+ invulnerable, twin links 4 weapons in the army, a heavy flamer and a master crafted digital relic blade which no one else can have.
He is also amazing in combat especially with the tac squad taking most of the wounds for him, for me he has always killed more that his points worth in the 3 games I've played with this list.

I would change the terminators for assault terminators but I made this list with the models I have now.

The vanguards have also be incredibly useful, almost always assaulting the turn they come in on, then can't be shot at if combat isn't resolved, and with the amount of power weapons they have not much survives. Then they use those plasma pistols usually killing.
   
Made in gb
Longtime Dakkanaut




Vulkan removes combat tactics, in your list for not much return. 3+ inv. save means 1/3 chance of being killed from a force weapon for example. True he is hard but not enough to justify the points.

Can I ask if your venguard nearly always get to assault first turn, surely that means the other times you've had deepstrike problems the other times just on average this must the case. AS you are clearly trying to land within 7'' of enemy units, we have to suppose well inside to increase chances of the all important first turn assault, this is asking for trouble when it is 29% of your army can disappear in a flash before even reaching the battlefield.
   
Made in it
Infiltrating Broodlord





Italy

To identify Vulkan as a "wise investment" you'll have to TL an average number of 10/15 weapons in your list. Not just 4.

That's why almost everyone has you adviced to don't take him under 1850/2000 pts.

By the way, I love him too and I respect your idea.

Just try to build up a more focused list, something where the most part of the selections will really profit of his bonuses and not a very little part of them.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in gb
Longtime Dakkanaut




I wanted to add that 1000 pts of vanilla marines will either be perculiar list or ineffective. So go for your list so you expand to a great 1500/2000pt army. Though drop the venguard.

If you want a good 1000 pt list you will need to push the codex to the extreme and so will lead into a weird direction, so no worries about lists just yet.
   
Made in au
Bounding Assault Marine







logg_frogg wrote:Just so you know this post is in violation of the forum rules.

Posting individual point values is not allowed


what gave you the idea that he was?
He only posted the total points cost of the whole squad, albeit in a weird space, but so?

1350 points
200 points I think 
   
Made in gb
Aspirant Tech-Adept





Brizzle

heres another list I just drafted up quickly I believe it comes to 995 points but not sure

Hq

Librarian
Epistolary
-force dome and the avenger 150

Troops

10 man tac squad
flamer
Multi melta
power fist
-drop pod
-deathwind missile launcher
-locator beacon 260


Scouts
Heavy bolter 85

Elites

Terminators
Heavy flamer
Chainfist 210

fast attack

Vanguard veterans
Relic blade
3x plasma pistols
power weapon
lightning claw
power fist
5x jump packs 290


scouts only thing that start on the board.
drop pod with librarian and tac squad hop out as close to enemies as possible, assault and shoot anything that moves.
terminators and vets can drop next to the pod because of locator beacon with no danger.
problem solved
   
Made in au
Bounding Assault Marine







I thought that locator beacon only applied to other pods, not other deepstrikers.
Anyway, I like your idea about the vets.

1350 points
200 points I think 
   
Made in gb
Aspirant Tech-Adept





Brizzle

The locator beacon is the same thing scout bikers can have
locator beacon: "if a unit wishes to arrive on the battlefield via deep strike and chooses to arrive within 62 of a model carrying a locator beacon, then it will not scatter."
   
Made in gb
Longtime Dakkanaut




It works for all deepstrikers.

You would see an army charge the tactical squad and shoot the drop pod the first turn once they arrive. If you have second turn the scouts may have 1000 pts shoot at them as the only available target.
Just saying I wouldn't rely on the beacon.
   
Made in gb
Aspirant Tech-Adept





Brizzle

well the scouts are used as a distraction anyway, but are usualy bunkered up in a building or woods
The librarian uses both his powers and the tac squad fire away usually causing lots of havoc.
Any shots wasted into the pod are more not harming the marines as far as I'm concerned, they will need probably their higher point weapons to take it out, plasmas and meltas for example.
I could always take the locator beacon with the scouts instead.
   
Made in us
Longtime Dakkanaut






Your idea is cool. I am not sure scouts are that big of a distraction really.

Honestly deathwind launcher is pointless. it can not be fired the turn the pod comes in and more then likely will be blown up the next turn. Save yourself some points and don't take it. I would switch the terminators for more scouts or some more vets. or both. Maybe 2 squads of scouts w/ locator beacons could be nice.

Good luck!
   
Made in us
Nurgle Predator Driver with an Infestation





The Memphis Sprawl

You get to re-roll the h.flamer wounds in the termie squad.
Wouldn't it be nice to just dig in with a pile of mastercrafted thunderhammers instead? You could spend the day swinging away at init 1 from the cozy comfort of your 2+/3+ saves. Your Termies are obviously anti-infantry. Do it bigger and cheaper with TH/SS assault termies. Not only will you generally kill everything you wound, you will also be able to crack open most armor like a cinco de mayo pinata.
Lose the drop pod for a rhino. A good rule of thumb is if you can't manipulate reserves then don't use reserves. Also what if the squad scatters the pod? Then you can safely bring your other units in on a pod that is away from the action, and possibly in a shooting gallery.
On the tac squad you need to break it down into combat squads. Blow 5pts on a melta (and take the mm, too) and then split them up.
Take the line above, do it twice.
Now you're getting into Salamander territory. Now if this list is one of those "I'm running this stuff because I don't have all of the stuff you guys are talking about" scenarios, you might want to state that in the OP.
I'm not hating tho. Been there.

EDIT: Oops. Didn't see the HQ change. The list makes a little more sense now that way, I guess. Vanilla marines are kinda "bleh", but to each his own. Not a fan of the flamer/mm combo in the tac squad tho. Might come from the chaos mentality of doubling up weapons. I just think swiss army knife units tend to break when you don't want them to. Wound allocation is a when you have to roll separately on different kit.

This message was edited 1 time. Last update was at 2011/10/28 22:51:45


"SIC GORGIAMUS ALLOS SUBJECTATOS NUNC" 
   
Made in us
Longtime Dakkanaut






^What?

Um no he doesn't get to reroll the heavy flamer as he took He'stan out.


   
Made in gb
Aspirant Tech-Adept





Brizzle

Why can't the pod fire the turn it comes in?
   
Made in us
Longtime Dakkanaut






It counts as moving at crusing speed and it is not a fast vehicle. So can not fire.
   
Made in au
Bounding Assault Marine







balsak_da_mighty wrote:^What?

Um no he doesn't get to reroll the heavy flamer as he took He'stan out.




I believe TL flamers get to re-roll to wound. just something to look into

1350 points
200 points I think 
   
Made in us
Longtime Dakkanaut






You missed the point of that. He doesn't because he'stan is not in the list anymore.

I know that is how T-L flamers work.
   
Made in au
Bounding Assault Marine







If you want to make the scouts a distraction, you could put them in cover with telion and get a +1 to cover saves, or you could take camo cloaks, cheaper, but you don't get telion himself.

1350 points
200 points I think 
   
Made in us
Longtime Dakkanaut






The problem is they are still scouts. I don't know about you but my scouts don't really do a thing for me. They don't really get there points back and they die super fast. I use them as snipers with cloaks. That 3+ sounds great but its still only a 3+.

They really are only there for cannon fodder.
   
Made in gb
Aspirant Tech-Adept





Brizzle

If they get shot at then they are working they're meant to be a distraction, and if deployed right then they can get 3 bolt gun and 3 heavy bolter shots off, and be just out of range for most weapons while on the move.
   
Made in au
Bounding Assault Marine







balsak_da_mighty wrote:The problem is they are still scouts. I don't know about you but my scouts don't really do a thing for me. They don't really get there points back and they die super fast. I use them as snipers with cloaks. That 3+ sounds great but its still only a 3+.

They really are only there for cannon fodder.


Have you fought orks? If there's 20 boys and a nob running towards you, 4 sniper scouts and telion will be devastating. Telion can take out the nob with eye of vengeance and then pin the boyz. He can repeat this on other units whilst another scout squad keeps shooting at pinned squads to keep them pinned.

then they die.

1350 points
200 points I think 
   
Made in us
Longtime Dakkanaut






How will it be devistating?

You might get a kill with those scouts. They only hit on a 4+ then they wound on a 4+. Not very good odds if you ask me. The Orks will not get pinned as they will be fearless still. So I really don't see it being devestating.

Sure in 2 turn you could kill the Nob. The problem is there will be at least 15 boys charging you that turn. And we all know what happens next.

How do you continue to shoot at hem and keep them pinned? They still have to fail a LD test. Until Orks get below 11 boys they are always fearless so no test. Most other thigs will pass there LD 8/9 and be fine. If I can pin one squad in a game I am happy, you are talking they auto pin, which is not the case.


Automatically Appended Next Post:
Vulkan_He'stan wrote:If they get shot at then they are working they're meant to be a distraction, and if deployed right then they can get 3 bolt gun and 3 heavy bolter shots off, and be just out of range for most weapons while on the move.


What I mean is. I would not even worry about your scouts as they don't have the fire power to really threat me as a whole. So they are really not a distraction. The only time they can be a distraction to me is when they are camped on an Objective. Even then it still is only 5 scouts. Not much to deal with. Perfect way is to heavy flamer you while you are in cover.

To get within bolter range you are to close anyways. Pretty much every gun in the game has a 24 inch range. So if your in range I am in range. if the only squad you have on the field are scouts then my whole army is dealing with your 5 scouts. See what I mean. Honestly you best bet is to keep them hidden until others arrive and then have them give support.

But thats just my idea of scouts.

This message was edited 1 time. Last update was at 2011/10/29 16:09:18


 
   
Made in gb
Aspirant Tech-Adept





Brizzle

Well most guns like the bolt guns are rapid fire, so if they have moved within range then they can not fire but the scouts can.
(rapid fire standing 24" max moving 12" and assault weapons are usually shorter range or template.)
   
Made in gb
Aspirant Tech-Adept





Brizzle

So is the librarian good with those 2 powers and being an epistolatory if hes going to be charging from combat to combat?
   
 
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