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Made in us
Thunderhawk Pilot Dropping From Orbit





The wilds of Pennsyltucky

Pleas eforgive me if the points aren't exact... I am doing this from memory. Thought it up on the train this morning.

HQ
Inq lord w/ psycannon 220
3 x warriors with plasmaguns
3 x acolytes w/combi/plasma

ELITE
Inq w/psycannon 180
3 x warriors w/plasma guns
3 x acolytes w/combi plasma

Inq w/psycannon 180
3 x warriors w/plasma guns
3 x acolytes w/combi plasma

Callidus 150

TROOPS
4 x 5 x storm troopers w/ 2 plasma guns 280

HEAVY
LAND RAIDER 250
LAND RAIDER 250
LAND RAIDER 250

Basically the LR's roll up and disgorge plasma death and then move on. The callidus is there to slow down/stop counter assaults on my shooty INQ squads. The troopers hide and maybe catch rides on the LR. I don'thave the rules with m ebut can an INQ and retinue join a unit? Also can 2 squads ride the same non-dedicated transport?

ender502


"Burning the aquila into the retinas of heretics is the new black." - Savnock

"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. 
   
Made in us
Willing Inquisitorial Excruciator




Falls Church, VA

Couple answers to your Q's and a couple suggestions,

1) Only one unit can ever occupy a transport, even if transport capacity would allow it, ie, no 2 5man IST squads in the same land raider. Attached characters to a unit is as close as you come.

2) You can only attach and independent character to units (and then barring any special rules he may have). While the inquisitor's retinue is alive, they count as a unit, and he is not an IC. Elite inquisitors could just forgo the retinue and join a troop squad, if you'd like.

3) IMO, assassins are just a waste of points. You pay a premium price for a unit that will go in, kill a couple models, then get trampled by numbers. You'd likely be better off with something else.

Suggestions:

If you want land raider spam, you could eek in 2 more at this points level without much problem, possibly 3 I believe.

Paying for all of that plasma is real pricey, and any plasma unit that disembarks will immediatley die due to their toughness and save, if its just a fun list thats fine, but I wouldnt go out and spend tons of money building this if you dont already have the models

If you want anti-deepstrike defense (which nowadays is almost mandatory). Give every inquisitor 2 mystics (12 points total). This lets you take a free shot at any unit that lands within 4d6 inches of the tanks hull (the hull which the mystics are in) and nominate one of your units within 12 inches to take free shots at that unit as it lands. Its a great way to deal with enemy deepstrikers, and its a common tactic nowadays.


   
Made in us
Thunderhawk Pilot Dropping From Orbit





The wilds of Pennsyltucky

targetawg wrote:Couple answers to your Q's and a couple suggestions,

1) Only one unit can ever occupy a transport, even if transport capacity would allow it, ie, no 2 5man IST squads in the same land raider. Attached characters to a unit is as close as you come.

2) You can only attach and independent character to units (and then barring any special rules he may have). While the inquisitor's retinue is alive, they count as a unit, and he is not an IC. Elite inquisitors could just forgo the retinue and join a troop squad, if you'd like.

3) IMO, assassins are just a waste of points. You pay a premium price for a unit that will go in, kill a couple models, then get trampled by numbers. You'd likely be better off with something else.

Suggestions:

If you want land raider spam, you could eek in 2 more at this points level without much problem, possibly 3 I believe.

Paying for all of that plasma is real pricey, and any plasma unit that disembarks will immediatley die due to their toughness and save, if its just a fun list thats fine, but I wouldnt go out and spend tons of money building this if you dont already have the models

If you want anti-deepstrike defense (which nowadays is almost mandatory). Give every inquisitor 2 mystics (12 points total). This lets you take a free shot at any unit that lands within 4d6 inches of the tanks hull (the hull which the mystics are in) and nominate one of your units within 12 inches to take free shots at that unit as it lands. Its a great way to deal with enemy deepstrikers, and its a common tactic nowadays.




Thanks for the answers. Yep, the plasma IS expensive. But it is rock hard shooty and eats marines for breakfast. The point of th asassin isn't so much about what she will kill but what she will hold up. The guys popping out of the LR will certainly die to an assault. The point i sto concentrate fire power to make sure that doesn't happen. The callidus helps by enagaging adjacent units such as they can't lend support.

Yeah, I could squeeze another LR into this list but I think 3 may be enough.

ender502

"Burning the aquila into the retinas of heretics is the new black." - Savnock

"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. 
   
Made in us
Willing Inquisitorial Excruciator




Falls Church, VA

Just keep in mind if the callidus assassin engages say, a unit of 10 marines, here's the breakdown:

5 attacks, 3 will hit

1.5 will wound, 1.5 dead marines

Plus poisoned blades, 4/6 hit, 2/6 wound, plus a 3+ marine save means ~1/6 chance to kill a marine

You killed 1.75 (ish) marines on the charge, call it 2

Now, with the new 5th edition combat rules, they move up to 6 inches to get in base with you, in 4th she could effectively clear her kill zone and not get attacked back, no so in 5th.

So, 7 marines and a Sgt back, who will normally have a powerfist.

7 marines, each with 2 attacks (they come with bp/ccw for free now)

14 attacks, 7 hits, 3.5 wounds, your save is a 4+, so 1.75 wounds to the callidus

Power fist - 2 attacks, 1 hit, 5/6 wound, 2.5/6 dead callidus

Total: Little better than 2 unsaved wounds on the callidus, and a little less than 2 dead marines


In this edition, assassins just cant go into combats unsupported, the attacks back alone will kill them either in the initial charge turn, or during your opponents combat phase. If they die in the initial charge, they haven't really tied up anything for you.

Not to mention marines now have their nifty chapter traits where they can choose to fail any morale check and leave combat, auto regroup, and be free to do what they want in their turn. That part is of course marine specific, but any similar squad will just throw too many attacks back for your callidus to survive.


As to the plasma, most people run horde armies nowadays, or sit/find cover. All of that plasma won't wipe a big unit (or even close) typically. Keep in mind you won't only be playing marines (unless you have a shop with only marine players, which would depend on your specific location).

6 Plasma guns in a squad = 12 shots = 6 hits = 5 wounds = 5 dead outside of cover, 2.5 ish dead inside cover. Thats not enough to kill even a 10 man unit beyond the point where they can retaliate and wipe your more expensive squad, and morale checks due to shooting are unmodified now, so failure isn't frequent.

Just some things to think about in regards to this list and fifth, I love plasma too (8 IST's with it!) but can't see using quite this much being effective.

You can never have enough land raiders!
   
Made in us
Thunderhawk Pilot Dropping From Orbit





The wilds of Pennsyltucky

targetawg wrote:Just keep in mind if the callidus assassin engages say, a unit of 10 marines, here's the breakdown:

5 attacks, 3 will hit

1.5 will wound, 1.5 dead marines

Plus poisoned blades, 4/6 hit, 2/6 wound, plus a 3+ marine save means ~1/6 chance to kill a marine

You killed 1.75 (ish) marines on the charge, call it 2

Now, with the new 5th edition combat rules, they move up to 6 inches to get in base with you, in 4th she could effectively clear her kill zone and not get attacked back, no so in 5th.

So, 7 marines and a Sgt back, who will normally have a powerfist.

7 marines, each with 2 attacks (they come with bp/ccw for free now)

14 attacks, 7 hits, 3.5 wounds, your save is a 4+, so 1.75 wounds to the callidus

Power fist - 2 attacks, 1 hit, 5/6 wound, 2.5/6 dead callidus

Total: Little better than 2 unsaved wounds on the callidus, and a little less than 2 dead marines


In this edition, assassins just cant go into combats unsupported, the attacks back alone will kill them either in the initial charge turn, or during your opponents combat phase. If they die in the initial charge, they haven't really tied up anything for you.

Not to mention marines now have their nifty chapter traits where they can choose to fail any morale check and leave combat, auto regroup, and be free to do what they want in their turn. That part is of course marine specific, but any similar squad will just throw too many attacks back for your callidus to survive.


As to the plasma, most people run horde armies nowadays, or sit/find cover. All of that plasma won't wipe a big unit (or even close) typically. Keep in mind you won't only be playing marines (unless you have a shop with only marine players, which would depend on your specific location).

6 Plasma guns in a squad = 12 shots = 6 hits = 5 wounds = 5 dead outside of cover, 2.5 ish dead inside cover. Thats not enough to kill even a 10 man unit beyond the point where they can retaliate and wipe your more expensive squad, and morale checks due to shooting are unmodified now, so failure isn't frequent.

Just some things to think about in regards to this list and fifth, I love plasma too (8 IST's with it!) but can't see using quite this much being effective.

You can never have enough land raiders!


Good points. As long as the assassin holds up a squad she's done her job. Ofcourse, the point is always to pick on weakened units or those that aren't all that great in HTH. You are 100% correct that assassins aren't 'go it alone " models.

Perhaps flamers would be a better bet on the acolytes? 3 flamers would also help agaainst hordes. If each hit 3 moarines that woul dbe another 1.5 dead. And perhps some meltas... Oh, the warriors are BS4. It only changes the calculation a little though. 3 warriors, 6 shots, 3 non cover marines dead. And there is the psycannon as well. It'll maybe add another one to the mix.

Thanks for the help,
ender502

"Burning the aquila into the retinas of heretics is the new black." - Savnock

"The ignore button is for pansees who can't deal with their own problems. " - H.B.M.C. 
   
Made in us
Smokin' Skorcha Driver






Utah

Minor side note that new marines only come with Bolt pistols, not BP + CCW. They stillo nly have one attack if charged. Having the BP allows them to shoot their pistols and charge durign the same turn, so each marine in an assualt can get 1 shooting attack, and 2 close combat attacks(one base, one from the assault).
If you want to use an assassin, the Erversor does ok as even when he dies he tries to take everyone with him, though I second the opinion that the points could be better spent on other things(like more troops, etc).

Meph

   
Made in us
Willing Inquisitorial Excruciator




Falls Church, VA

I'd go for flamers if you want to stick with this build, they're cheaper and will give you some good anti-horde which you currently lack.

My mistake on the bp + ccw, it seems our new resident marine player was taking advantage of my laziness in looking things up.
   
Made in us
Regular Dakkanaut





I would hardly call 3 LR at 1750 LR spam - you can fit a couple more LR in and I think it would be much more effective.

You're paying too many points for your inquisitor squads. The points would be better off spent as more dedicated transport LR's.

You should at least have 4 for all of your troops.

Combi-plasmas are definitely not worth it at BS3.

With your current list, I would think anything not inside a LR is going to die awfully fast, as everything you have is t3 and has next to no survivability.

Also, you should consider adding in a few mystics into the inquisitor squads. Free shots at deep striking units when they arrive is really nice - especially if you throw in a plasma cannon or two to shoot at them when they show up (they get shot at before they can run).
   
 
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