Switch Theme:

Everyones input required, regardless of your knowledge of 40k  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

I'm entering a tournament in December and the opening game is a 400 point "story setter".

I think I have an idea of what I'd like to take though I'm reluctant to post it incase it gives any potential opponents the nod.

What I'd really appreciate from the community here is what you'd take in a 400 point list, so please just post as many different options as you can come up with so I can think about how I'd counter it.

The rules are as follows;

400 pts
40” x 40” Board set up
40 Minute time limit
Animosity Kill Team/Zone Mortalis rules
Animosity Kill Team force org

The game represents the first contact between opposing forces and therefore is designed to be played as a fast paced skirmish. A time limit is in place for play only. Players must be deployed when the countdown begins. Infiltrators/scout moves etc, are carried out as normal. Animosity Kill Team force organisation consists of NO – HQ, Vehicles or Armour Saves which better Power Armour (2+ saves basically). Walkers may be used. Animosity Kill Team does not split units into individuals. Any actions involving tunnels, space craft etc, will use a variation of the zone mortalis rule set created by Forgeworld. These rules will be made available at a later date.

This is open to all 40k races and your help is appreciated!

Thanks in advance,

Kitch

(edited to include full and correct rules)

This message was edited 1 time. Last update was at 2012/07/15 17:36:16


   
Made in us
Steadfast Grey Hunter






9 war walkers w/ SL


Trade Count- 6 Successful Trades on Dakka and 2 on MWG 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

How would you deploy them? All 9 as one unit, multiples of 3...?

   
Made in us
Sniveling Snotling




Grey Knight Strike Squad- psycannon- 130
Grey Knight Strike Squad- psycannon- 130
Grey Knight Interceptor Squad- psycannon- 140

That's what I would take, playing as Grey Knights.
Are you allowed to take non-skimmer vehicles?

4000+
1500+ (WIP)
 
   
Made in us
Irked Necron Immortal





Fort Wayne, IN

No HQ, and no skimmers? Can you take Fliers? Are you forced into taking 2 Troops?

Depending on the answers to those, I'd run:

5x Immortals in a Night Scythe

5x Immortals in a Night Scythe

1 Tomb Blade with a Shadowloom

The Tomb Blade would obviously be hiding well back behind BLOS and always turbo-boosting for cover. Make sure you've always got at least one model on the table!


DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+
8000, mostly painted
14000, all over the place 
   
Made in gb
Irked Blood Angel Scout with Combat Knife




North West

If theres no force organisation then it would be
4x 5 man scout squad w/ sniper rifles, camo cloaks and a missile launcher.

Blood Angels - 7000pts
Eldar - 3000pts
Imperial Fists - 1500pts
Daemons of Chaos- 2000pts
 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

You can get more in that that can't you? You could have 4 tac squads with flamer and ml for, iirc, 360?

   
Made in us
Wraith






No. 4 Tac Squads with Flamer and Missile Launcher is something like 600pts total, as they need to number 10 models.
   
Made in gb
Scuttling Genestealer





wakefield

Depending on my army

space marines 2 x 5 man sternguard squads each with 3 combi weapons (flamers or melta) in a drop each


tyranids

2 x 15 man devilguant broods in miecetic spores

and you need to have the tactical squads ten man strong to field any special or heavy weapons

Brother SRM wrote:
I don't understand why she needs to be naked with a rocket launcher.

That's a sentence I never thought I'd type. 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Any chaos sm players out there?

Thans for the feedback so far!

   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

Assuming you don't have to have troops, 2 Flying DPs with Mark of Tzeentch and breath come out to right around 400 points.

 
   
Made in dk
Servoarm Flailing Magos






Metalica

7 paladin, 15 points left for a little gear on them.
I'd like to see anyone else's 400 point army standing up to a unit of 7 paladin. Maybe that list of walkers could.

 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

Purifier wrote: 7 paladin, 15 points left for a little gear on them.
I'd like to see anyone else's 400 point army standing up to a unit of 7 paladin. Maybe that list of walkers could.


Except the rules say nothing better than 3+. You show up with your paladin army they don't even have to face you to win.

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in dk
Servoarm Flailing Magos






Metalica

motyak wrote:
Purifier wrote: 7 paladin, 15 points left for a little gear on them.
I'd like to see anyone else's 400 point army standing up to a unit of 7 paladin. Maybe that list of walkers could.


Except the rules say nothing better than 3+. You show up with your paladin army they don't even have to face you to win.

d'aww, missed that.

 
   
Made in us
Jealous that Horus is Warmaster





I don't have my codex on me, but a squad of 6 LF's(5 ML/Leader) is like 140 points right?

I'd consider filling up on those. Since War Walkers were already taken.

Or I'd consider Warp Spyders. I've always enjoyed running around with those guys.
   
Made in us
Focused Dark Angels Land Raider Pilot




Green Bay

scotta29 wrote:
and you need to have the tactical squads ten man strong to field any special or heavy weapons


Actually, if we are talking generics, you get the special at 5 models, and the heavy unlocks at 10.

rigeld2 wrote:
Now go ahead and take that out of context to make me look like a fool.
 
   
Made in us
Perturbed Blood Angel Tactical Marine




GA

Lemartes and 6 DC marines with jumppacks 2 with bolters and 1 with a power fist.
   
Made in no
Terrifying Doombull





Hefnaheim

10 Chaos Terminators
- 2 Reaper auto canoons
- 6 pairs of ligthing claws
- power fist on rest
- Aspirering Champion

1 Defiler
   
Made in us
Dakka Veteran



Upper East Side of the USA

Sorry, dude, my input is not required.
   
Made in us
2nd Lieutenant




San Jose, California

Trondheim wrote:10 Chaos Terminators
- 2 Reaper auto canoons
- 6 pairs of ligthing claws
- power fist on rest
- Aspirering Champion

1 Defiler


Illegal, no 2+ saves allowed.

As for the list I'd take? 2 full squads of Necron Destroyers, 5 in each, is 400 points exactly. This gives me 10 Jump Infantry with weapons that cut through any armor I might face, the ability to reroll 1's to hit and wound and the ability to get back up after taking wounds through RP.

This message was edited 2 times. Last update was at 2012/07/13 15:08:15


Solve a man's problem with violence and help him for a day. Teach a man how to solve his problems with violence, help him for a lifetime - Belkar Bitterleaf 
   
Made in us
Bounding Assault Marine




Redlands, California

nolzur wrote:
scotta29 wrote:
and you need to have the tactical squads ten man strong to field any special or heavy weapons


Actually, if we are talking generics, you get the special at 5 models, and the heavy unlocks at 10.


Oh if only this were the case. For codex space marines and blood angels tactical squads require 10 men before you can take any non sarge upgrades.

Beakie Space Marine P&M Blog
https://www.dakkadakka.com/dakkaforum/posts/list/745028.page 
   
Made in us
Boosting Space Marine Biker





GA

IG and take two leeman russes? I really doubt many people could deal with AV14 front and AV13 side, and two S8 AP3 pie plates. The other 100 points could be whatever, but it wouldn't be that important.

 
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Why no one has suggested 66 Ork boyz is beyond me.
=D
   
Made in gb
Regular Dakkanaut





8 psykers, crusader
8 psykers, crusader
8 psykers, crusader
8 psykers, crusader
7 psykers
7 psykers

400 pts.

4 S10 AP1 Large Blasts (36", Assault).
2 S9 AP1 Large Blasts (36", Assault).

Crusaders protect larger psyker groups by soaking up incoming low volume long range shots.

You'll get around 2 direct hits (or 1" scatter) per turn, ignoring FNP and killing 2 wound models outright (T4 or 5). You'll probably lose one unit to Perils during the game. You'll probably win.
   
Made in gb
Been Around the Block




I can't help but feel that a "Story Setter" should have some story to it. So I've chucked a rough one together, I've been messing around with Tau recently so here's a Tau one

La'Tau'Shova crouches in the undergrowth, waiting. The delicate mic boom on his XV15 alerted him to the approaching Leman Russ a couple of minutes ago and his team now held position waiting for the armour to enter visual range. The second XV15 team reports visual contact with the enemy column just seconds before his own drone video pipes into his controller with the initial pictures – A single imperial tank escorted by a pair of walkers and dozens of infantry. Shova prepares his ace in the hole with a short burst transmission before ordering both teams to engage. Burst cannon and pulse carbine fire tear into the exposed guardsmen, sending them running for cover, return fire is rendered all but ineffectual against the well concealed battle armour and as their foe starts to advance, to flush out the tau, Shova gives the signal. The XV8 Crisis suit drops from the sky landing within feet of the Leman Russ, the rear armour no match against melta and plasma. In seconds the enemy tank's gun falls silent and the Crisis pilot uses his defeated foe as cover. Surrounded and overmatched the remaining guards are overrun in minutes, never even seeing the first Devilfish of the Hunter Cadre approaching fast from the South. La'Tau'Shova reports the contact and quickly plots the next sweep of his patrol.

3 Stealth Suits 150
3 dc, 1 fb, tl, hv bsf
5 Gun Drones

3 Stealth Suits 150
3 dc, 1 fb, tl, hv bsf
5 Gun Drones

1 Crisis Suit 97
PR, FB, MT TL HW DC
2 Shield Drones

Total 397

Noone said no 2+ cover saves :p There are probably more powerful choices I can make, the BSF are 8 points a piece as that's all TL is being used for but I think stealth suits should have BSF and I want to deny night fight cover saves, otherwise things might get fair :p


Automatically Appended Next Post:
dorantana wrote:9 war walkers w/ SL


Err 9 war walkers = 270
9 SL = 135 = 405
each WW needs 2 weapon systems - cheapest is SC is another 45 - that's 450.

8 WW with SL/SC is 400 if that helps. Or am I missing something?

Twin SL you can't even get 6

This message was edited 1 time. Last update was at 2012/07/13 20:56:53


 
   
Made in us
Freaky Flayed One




Scarabs x 3
Scarabs x 3
Tomb Blade x 5 (particle Beamers)

Spyder x 3

Blades take out longfangs etc, spyders farm scarabs to take out armor and tarpit.

Not sure what I'd do about the 2 russ list.'

Alternately:
10 x Gauss Immortal
10 x Gauss Immortal
4x Scarabs

The gauss immortals are good against damn near anything, except dedicated CC, the Scarabs slow them down.


1000
2500ish 
   
Made in us
Jealous that Horus is Warmaster





Sethorly wrote:8 psykers, crusader
8 psykers, crusader
8 psykers, crusader
8 psykers, crusader
7 psykers
7 psykers

400 pts.

4 S10 AP1 Large Blasts (36", Assault).
2 S9 AP1 Large Blasts (36", Assault).

Crusaders protect larger psyker groups by soaking up incoming low volume long range shots.

You'll get around 2 direct hits (or 1" scatter) per turn, ignoring FNP and killing 2 wound models outright (T4 or 5). You'll probably lose one unit to Perils during the game. You'll probably win.


I'm not familiar with this Army, is it Imp Guard?
   
Made in no
Terrifying Doombull





Hefnaheim

Zathras wrote:
Trondheim wrote:10 Chaos Terminators
- 2 Reaper auto canoons
- 6 pairs of ligthing claws
- power fist on rest
- Aspirering Champion

1 Defiler


Illegal, no 2+ saves allowed.

As for the list I'd take? 2 full squads of Necron Destroyers, 5 in each, is 400 points exactly. This gives me 10 Jump Infantry with weapons that cut through any armor I might face, the ability to reroll 1's to hit and wound and the ability to get back up after taking wounds through RP.



How dim must the OP be to want to hinder himself? But then again I neevr noticed that rule so I guess it still stands.
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

The 2+ save and no HQs is the tourny rules, not his own.

and for Chaos?

Maybe 10 Plague Marines w/ a basic Plague Champion (well, i gave him meltabombs, but..), and a Defiler with a basic load out? Gives you a nasty walker, a battle cannon, and some Plague Marines.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Focused Dark Angels Land Raider Pilot




Green Bay

walledin wrote:
nolzur wrote:
scotta29 wrote:
and you need to have the tactical squads ten man strong to field any special or heavy weapons


Actually, if we are talking generics, you get the special at 5 models, and the heavy unlocks at 10.


Oh if only this were the case. For codex space marines and blood angels tactical squads require 10 men before you can take any non sarge upgrades.


Ok, this is trhe second mistake I have had to apologize for today, wow, I am blundering all over the place. After rechecking a couple codexes, i found the reason I was confused on this, you are correct, what I was thinking of was my Dark Angels, with 5 marines, I can take a special weapon (flamer, meltagun, plasmagun) if i up the squad, then it becomes a heavy available as well.

Trondheim wrote:
Zathras wrote:
Illegal, no 2+ saves allowed.


How dim must the OP be to want to hinder himself? But then again I neevr noticed that rule so I guess it still stands.


Well, considering it's not the OP that is limiting himself, but the TO that set the rules for the event he is going to, maybe you should read the post before flaming somebody.

rigeld2 wrote:
Now go ahead and take that out of context to make me look like a fool.
 
   
 
Forum Index » 40K Army Lists
Go to: