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1500pts vulkan list. GT maybe?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Stalwart Space Marine






Doncaster

Vulkan

Master of the forge

x10 SM Melta, Multimelta
x10 SM Melta, Multimelta

x5 CC terminators TH/SS
x4 Dreadnauts, Multimelta, Heavy Flamers and Xtra Armor. Drop pod.

1500pts

I played a guy who placed 13 in the 1st round of the uk 40k GT and creamed him.
So i was looking to take it and try it out what do you think

Salamanders 4500pts
Dark Angels 3rd Company
Imperial Guard 3000pts
Tau Empire 3000pts
Tree Sprits 2400pts
Menoth 100pts
Trollbloods 100pts 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Looks quite competitive.
You could drop extra armor and give the Tactical Sergeants power fists and combi-weapons.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Longtime Dakkanaut






drop meltaguns from tactical and add flamers.

add thunderhammer to sgts.

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Made in us
Been Around the Block





Old Man Ultramarine wrote:drop meltaguns from tactical and add flamers.

add thunderhammer to sgts.


That is my recommendation as well

 
   
Made in us
Twisting Tzeentch Horror




Golden, CO

Tac squad sgts can't take thunderhammers, powerfist or power weapon only. I'd disagree with taking flamers, as a walking squad will have few chances to use them.

Actually, for this kind of list, I'd almost consider swapping the Tac squads for scout squads with camo cloaks and possibly sniper rifles, with either a HB or missile launcher. Better at holding your objectives, and can deploy last if you want, anywhere you want. Sergeants with powerfist/power weapon. Make sure at least two drop pods have Beacons, to help those termies and other pods DS ok.
   
Made in us
Been Around the Block





tzeentchling wrote:Tac squad sgts can't take thunderhammers, powerfist or power weapon only. I'd disagree with taking flamers, as a walking squad will have few chances to use them.

Actually, for this kind of list, I'd almost consider swapping the Tac squads for scout squads with camo cloaks and possibly sniper rifles, with either a HB or missile launcher. Better at holding your objectives, and can deploy last if you want, anywhere you want. Sergeants with powerfist/power weapon. Make sure at least two drop pods have Beacons, to help those termies and other pods DS ok.


You do that and what was the point of taking Vulkan? He twin-links the flamers and meltas and master-crafts the Thunder Hammers for assault terms...

 
   
Made in us
Twisting Tzeentch Horror




Golden, CO

Right, like all the flamers and multimeltas on the dreads, and the THs on the Assault Termies? You mean all the things I didn't change?

Losing two multimeltas and two meltaguns out of a list like this is nothing. Since the tac squad sgts couldn't take Thammers in the first place, nothing lost there. Either keep Vulkan back with the Scouts as a cc deterrence, or DS him with the assault termies.
   
Made in gb
Stalwart Space Marine






Doncaster

thanks for the feed back guys was gonna put flamers in there and save myself 10 points can't really get much.
also the deep striking vulkan won't work he aint got the option.

Salamanders 4500pts
Dark Angels 3rd Company
Imperial Guard 3000pts
Tau Empire 3000pts
Tree Sprits 2400pts
Menoth 100pts
Trollbloods 100pts 
   
Made in us
Sinewy Scourge





Bothell, WA

Maybe make two of the dreads Ironclads for more attacks, better armor value, andbetter HTH tank killing

Salamander Marines 65-12-13
Dark Eldar Wych Cult 4-1-0
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Timmah wrote:Best way to use lysander:
Set in your storage bin, pick up vulkan model, place in list.
 
   
Made in ca
Inspiring Icon Bearer




Canada

My 1250 point list is almost identical to this, sans master of the forge and a single dread, though i buy drop pods for my two tac squads.

I've never been much a fan of extra armour. Yes sometimes it saves your ass, and lets you get your dread into combat to tie up that big ork unit, but other times they just pen and explode on the first turn anyways. You're paying 15 points to eliminate a single outcome on the vehicle damage table. I would MUCH rather have locator beacons on my drop pods, or even deathwind launchers. Extra armour pays it's points back on 1/6th of the time on vehicle damage rolls, DWMLs pay their points back nearly by killing a single marine (which at s5 they wound on 3's).

Last game i played, my two deathwind launchers took two wounds off of carnifexes, and killed probably a dozen gaunts, nearly winning me the game.

Other than that this is a tough list. The dreads dish out some serious hurt, and totally disrupt the enemies' forces. Locator beacons on the drop pods take the stress out of deepstriking terminators, and vulkan is a beast in CC with his relic blade+reroll to hit+reroll to wound. As I said, I love this list and there's not much I would change.
   
Made in gb
Stalwart Space Marine






Doncaster

thanks for that i don't wanna pay mre points for my droppods because if the game comes down to victory points i give up half to my opponent for just putting them on the table. and making 2 of the dreads ironclads i have thought about doing that but still not sure. and the extra armour i think i'll have a play leaving it off, but its only 60pts i'm saving maybe 2 power fists in my units.

Salamanders 4500pts
Dark Angels 3rd Company
Imperial Guard 3000pts
Tau Empire 3000pts
Tree Sprits 2400pts
Menoth 100pts
Trollbloods 100pts 
   
 
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