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Made in jp
Regular Dakkanaut




NO ONE expects the .....Blood Angels Inquisition??!!

So, here's a pretty nifty idea I have for a 1850 tourney army. Your thoughts are most welcome.

HQ:

1x Reclusiarch- BP, JP, Frg.

1x Ordo Malleus =][= : Psychic Hood, PsyCan, Emperors Tarot.
Retinue: Mystic, 2Acolites, Sage, 3Warriors (2HB, 1PC)

TROOPS:

3x 6man -Las/Plas/Vet. TAC.
2x 8man -Fist - SCOUT.

ELITE:

1x Callidus Assassin.

FAST:

1x 3 Tornadoes
1x 8man Fist/PP/Flmr ASSLT.
1x 5man Fist/Melta - SCOUT BIKE.

1850 on the button =D

The general tactics are for absolute devastation. As you do.
The scouts deploy far up. The tarot allows you get a better chance of goin first, where your bikes get first turn charge.
2nd turn, DC, Jump Packers and Callidus should hit their lines.

Lascannons continue shooting anything armoured, while 'Nadoes mop up whats not unengaged - along with the scouts baring down. Inq and friends hang back protecting the las/plas squads.

Thoughts?
   
Made in us
Blood-Drenched Death Company Marine





Puget sound region, WA

First off, I'm a BA player and I think you're going to get rolled hard.

You're gambling on going first. This is a bad tactic, as it turns you into a one trick pony. If you don't get it off, you're in a world of hurt.

Lets assume you DO get the first turn. You won't get the first turn charge unless your opponent isn't very good. But, for the sake of arguement, lets say you do. They're all by themselves with a 4+ save. You'll be wiped out very quickly because you don't have anyone to back them up. Again, if you think that your JP will be attacking in 2nd turn, you're dealing with a bad opponent.

Your army has a very low model count, and 3 of those units have a 4+ save. That's easy to wipe out because you don't have heavier armor to back up their advance. Scouts work REALLY well when backing up a marine advance, but do poorly by themselves (I love my scouts and they've seen their fair share of combat). ALL anti-armor is going to be hitting your tornados. they'll murder one unit and then fall apart bacause they the target for all the enemies anti-armor. At least one of them will get stunned and you'll have to chose to hang out in the open to keep it alive or destroy it by moving away; either way it's a bad place to be in. I run with 2 tornados and they are a finess unit if you want to keep them alive.

Your low model count also makes it easy to drop units below half strength very quickly, keeping you from taking objectives or holding quarters. Min/max Las/Plas looks great on paper but they don't hold up well.

This force lacks mobility in many areas. Your troops don't have transports, so they can be isolated or made useless. True you can infiltrate, but that's if the rules allow it. Everyone else has to travel along without armor support through dangerous fire lanes. You have nothing (Beside the fragile skimmers) that can get into the enemy lines to take out indirect firing support. You're hoping that one unit can hold up the enemy army, giving time for another unit to make it in to support them. This is peace meal and it will hurt it.

Lastly this army might be ok against some armored forces, but will get crushed flat by any hoard army. You simply can not deal out enough damge to stop a tyranid hoard or a LARGE sum of orks. An extremely mobile eldar, DE, or tau army will also make quick work as they can set up out sight and pick/chose where they want to light up your smaller units. I'm not saying that everything under the sun will stomp you flat, but you're going to have problems.

 
   
 
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