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![[Post New]](/s/i/i.gif) 2007/06/25 05:09:40
Subject: BA Tactical Analysis Part 2. Army list builds.
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Longtime Dakkanaut
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Welcome to Part 2 of the BA discussion. Here are some lists that I have made that I think have a really strong theme/ build that can possibly run the tables at RTT's and tournaments. Non tournament players may have a mish-mash of this so beware...these lists may be viewed as extreme for some. However, I think each has a destinct flavor and each play very differently. Onward! BA Jump Pack list of Doom. I'll start with this list since I think this list is what most BA players or new BA players will be drawn to. Basically the idea of this list is to overwhelm your opponent by hitting them with as many Jumpack units as possible and get into close combat range within a turn. Dante boosts the marines nearby giving them preferred enemy against the opponent and the Chaplain makes the DC nasty with the Litanties. The advance is supported by three BAAL Predators which can keep pace thanks to their overcharged engines. Additionally, if terrain is a problem the predators can form a phalanx in which the jumpers can hide behind if need be. The army has just enough shooty to keep the heads down and plenty of choppy once they reach the lines of the enemy. The list would look something like this: HQ: Dante Chaplain with jump pack Troops: 10 Man assault squad with Power Fist 10 Man assault squad with Power Fist 5 Man assault squad with Power Fist 5 Man Vet Assault squad with 2 meltaguns, PF 5 Man Vet Assault Squad with PF, LC, Meltagun 5 Man DC with jumpacks 3 BAAL Predators with Heavy Bolter sponsons Army Total: 1846pts. BA Drop Pod army of Doom This list seems like the build that most people will be trying to tweak in different ways based on unit tastes. I have made this list strictly from a firepower stand point..which is how I feel a Drop Pod army plays best as. The idea with this list is that even if the army comes in piecemeal, there is plenty of shooting that can eliminate the biggest threats early on. If the player somehow gets lucky and gets the majority of his units right away, then they really have a good chance at causing catastrophic damage to the opponent before they can react. Corbulo and his Honorguard can bounce 2 failed saves if the 2 plasmagunners over heat, and can lend that boost once they hit the ground to other units near them. The vet squads are the real killy units in this list from a shooting perspective tossing out 10 plasmagun shots on the turn they land! As far as pod placement, this list functions similarly to other pod lists. Extended to 2k, I think a Damocles Rhino would be useful in this list. Since there is a lot you can do with pod list in terms of unit choice, this by no means is the best pod list, but it certainly is rude...lol. Here is the list: HQ: Corbulo Honorguard with Sanquinary Priest, Company Champ, 2 plasmaguns, Drop Pod 5 man vet squad with 3 combi-plasmas, 2 plasmaguns, Drop Pod 5 man vet squad with 3 combi-plasmas, 2 plasmaguns, Drop Pod 5 man termie squad with AC, Drop Pod 10 man tactical squad with meltagun, PF, Drop Pod 10 man tactical squad with meltagun, PF, Drop Pod 5 man tactical squad with meltagun, PF, Drop Pod 7 DC with Drop Pod Total: 1840pts. BA Mech List This list is something that really has the most variation as to what exactly you can stick into it. For this list I focused on transports and tanks. I think that speeders and attack bikes have their place in this list, but that is up to the player. I think that lots of tweaking and tinkering with this list will make it a fun list for a player to monkey with. The idea of this list is to use the transports to cut lines of sight and use them as walls, all the while advancing Mephiston and allowing him to tear units apart. This list also uses Corbulo's ability of granting Furious Charge to all units within 12". Anchor him to the center and advance the army forward. BAALs provide good move and shoot firepower and the terminators give the army some tough units for staying power. The list would look something like this: HQ: Corbulo Mephiston 5 Man tactical squad with flamer and razorback with HB 5 Man tactical squad with flamer and razorback with HB 10 Man tactical squad with Plasmagun, Lascannon, PF, Rhino 5 Man termie squad with AC 5 Man termie squad with AC 3 BAAL Predators with HB sponsons Total: 1850pts. Well that wraps up my little commentary on BA. I am sure that in the next several weeks we will be seeing BA make a return to the tables and other list builds surfacing. Capt K
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![[Post New]](/s/i/i.gif) 2007/06/25 05:39:32
Subject: RE: BA Tactical Analysis Part 2. Army list builds.
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Master Sergeant
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Surely there's little point in making lists for 1,850 points now, when the GW standard is 1,750 (however long that lasts)? Just a thought.
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Green Blow Fly wrote:Arseholes need to be kept in check. They do exist and play 40k.
Ironically, they do. So do cheats. |
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![[Post New]](/s/i/i.gif) 2007/06/25 05:54:44
Subject: RE: BA Tactical Analysis Part 2. Army list builds.
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Deathwing Terminator with Assault Cannon
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The sizes vary from place. My FLGS seems to be 1500 points.
A solid list should be adjustable between 1500-2000 points while not losing any key components.
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![[Post New]](/s/i/i.gif) 2007/06/25 08:02:10
Subject: RE: BA Tactical Analysis Part 2. Army list builds.
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Longtime Dakkanaut
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1850 seems to be the standard build size these days...at least down in Florida. These are just arch types that I see happening with the new codex. All can be adjusted to meet those build sizes.
Capt K
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![[Post New]](/s/i/i.gif) 2007/06/26 04:19:59
Subject: RE: BA Tactical Analysis Part 2. Army list builds.
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Awesome Autarch
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The thing that gets me about the BA's is the low model count. The first list you posted is only 45 models. Plus, with the small squad sizes its pretty easy to torrent of fire them and start dropping the special weapons and sarge as they cross the board. Although hitting turn two only give your opponant two turns max to accomplish that goal. Mechanized Tau and Eldar would be a nightmare though, especially if they drop the Baal's quick.
The drop pod list just looks aenemic, im used to the SM codex.
Dont get me wrong, i think they are good lists considering what you have to work with, but they lack a lot of staying power.
Also, the last list you post does not use any death company, since the cost of each units has DC built in, did you just forget to add them? Or am i remembering the codex wrong?
I agree with most of your analysis though, and i think a good player will still be able to win with BA. It wont be the broken dex of yesterday anymore.
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![[Post New]](/s/i/i.gif) 2007/06/26 04:54:15
Subject: RE: BA Tactical Analysis Part 2. Army list builds.
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Longtime Dakkanaut
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Also, the last list you post does not use any death company, since the cost of each units has DC built in, did you just forget to add them? Or am i remembering the codex wrong? Yeah I forgot to add them in. That's what you get when you type it at 2:30am... lol. Capt K
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![[Post New]](/s/i/i.gif) 2007/06/28 18:48:33
Subject: RE: BA Tactical Analysis Part 2. Army list builds.
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Regular Dakkanaut
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How would a static & shooty infantry heavy army do? In 1500 I'm thinking something like:
HQ - Lemartes (or regular chaplain with powerfist, the 20 points can be found)
2 x tactical squads with missile launcher, melta, powerfist
2 x 10 devastators with 4 MLs 1 x 10 devs with 4 HBs
5 death company + 1 purchased with jump packs
1 multimelta attack bike
5 points for whatever the hell you want.
Not a lot of mobility (which seems pretty important these days) but 10 missile launchers and 4 heavy bolters between 50 marines in ten scoring units seems like it could prove tough to kill with a little cover and a little luck.
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Dakka on World of Warcraft:
MANNAHNIN: I know two guys who have had to quit the game cold turkey because the time investment required by it caused problems with their family life.
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