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Made in gb
Numberless Necron Warrior





Kantor
175

10 Sternguard
4 Combi-melta, 1 Powerfist
Drop Pod
330

10 Sternguard
4 Combi-melta, 3 Combi-flamers, 1 Powerfist
Drop Pod
345

10 Scouts
4 Sniper Rifles, 1 Missile Launcher
2 Shotguns, 3 BP/CCW, 1 Meltabomb and Combi-flamer
165

10 Scouts
4 Sniper Rifles, 1 Missile Launcher
2 Shotguns, 3 BP/CCW, 1 Meltabomb and Combi-flamer
165

Land Speeder Storm
Heavy Flamer
60

Land Speeder Storm
Heavy Flamer
60

Land Speeder Squadron
Multimelta, Typhoon Missile Launcher
Multimelta, Typhoon Missile Launcher
200

Total: 1500

A second variant of this list replaces one of the Land Speeder Typhoons with a Librarian (Null Zone, Avenger) who will accompany the Sternguard with Combi-Flamers. I haven't decided yet if I would prefer the Land Speeder or Librarian. What are your thoughts, Dakka?

This message was edited 1 time. Last update was at 2010/02/02 16:44:00


 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Ravendove wrote:Kantor
175

Vote for Pedro

10 Sternguard
4 Combi-melta, 1 Powerfist
Drop Pod
330

10 Sternguard
4 Combi-melta, 3 Combi-flamers, 1 Powerfist
Drop Pod
345


Love Sternguard, should always have an odd number of drop pods so you maximize your Drop Pod Assault

10 Scouts
4 Sniper Rifles, 1 Missile Launcher
2 Shotguns, 3 BP/CCW, 1 Meltabomb and Combi-flamer
165

10 Scouts
4 Sniper Rifles, 1 Missile Launcher
2 Shotguns, 3 BP/CCW, 1 Meltabomb and Combi-flamer
165


Sniper Scouts = fail
You should at least break those units up into 5 man squad since your gunna combat squad anyways. At least this way you'd have another sergeants that can shoot

Land Speeder Storm
Heavy Flamer
60

Land Speeder Storm
Heavy Flamer
60


what's the plan with these?

Multimelta, Typhoon Missile Launcher
Multimelta, Typhoon Missile Launcher
200


Typhoon ML's are great you can keep extreme range and fire without much worrying about someone getting close and wrecking you... which gets thrown out the window then you put a MM on them. What's the plan for these?
Total: 1500

This message was edited 1 time. Last update was at 2010/02/02 17:22:31


 
   
Made in us
RogueSangre






I'm a little confused about your use of LSS. I can see combat squadding your scout squad and putting the close combat oriented ones in it. However, putting the sniper scouts in the other is a sub-optimal way to use them. They won;t be able to shoot if their speeder moves while they are embarked in it. The most effective way to use scout snipers is to stick them in a ruin and let them plink away at the enemy all game.

Scout Snipers do not = fail. There is just a great misunderstanding of how to employ them. Don't expect them to kill alot of stuff. That isn't the point. The point is that you only need one sniper rifle wound to force your opponent to take a pinning test, which effectively renders a unit useless for the whole turn.

Take 2 5 man Scout squads. Give one of them the Speeder. Lose the other speeder, and add Sgt. Telion to the scout sniper squad. Telion is a great character. On a lucky shooting roll, you can use him to assassinate high leadership targets, (as Telion's owner controls his wound allocation) and then another unsaved sniper rifle wound will force that pinning test at a reduced leadership.

   
Made in ca
Jealous that Horus is Warmaster




BC

Im pretty sure that both of the LSS's will be filled with close combat and shotgun scouts, not one filled with snipers as both of the scout squads only have 5 heavy weapons
   
Made in us
RogueSangre






I totally missed the fact that there were 2 ten man scout squads. I can;t see why you'd do it that way.

For 165, you could totally do a Thunderfire cannon in a drop pod with a Deathwind Missile Launcher. There are a few advantages to this. First, since you now have three drop pods instead of two, you can deploy 2 on your first turn. Secondly, choose not to deploy the Thunderfire in the Drop Pod. Deploy it normally and drop the pod (armed with the Deathwind,) behind or in the midst of your enemy to distract and harass them.

This message was edited 1 time. Last update was at 2010/02/02 18:56:05


   
Made in gb
Numberless Necron Warrior





Correct. The two LSS will be filled with the two combat squadded scouts with Shotguns/BP/CCW. It enables me to drop two Meltabombs on the first turn (on stationary vehicles) or tie up any vulnerable units. Devastators and such. If neither of those targets present themselves, they will double up as counter-attack units and objective takers.

The sniper scouts are added to sit on home objectives. I did not take them as additional squads, because the sergeants are not necessary for Snipers. The sergeant's only purpose is to carry the Meltabomb. Cheaper that way too.

I've placed MM's on the Typhoons as secondary weapon. If no suitable targets present themselves for the Missile Launchers, the MM's are there to pick up the slack. Duality.
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Ravendove wrote:The sniper scouts are added to sit on home objectives. I did not take them as additional squads, because the sergeants are not necessary for Snipers. The sergeant's only purpose is to carry the Meltabomb. Cheaper that way too.
Scouts are great at holding objectives until your opponent decides he wants it too. Tactical Squads in transports is what we use to hold objectives.


I've placed MM's on the Typhoons as secondary weapon. If no suitable targets present themselves for the Missile Launchers, the MM's are there to pick up the slack. Duality.
While am a firm believer in flexibility. Some reason I don't like this combo but if it works for you kewl

This message was edited 1 time. Last update was at 2010/02/03 01:20:26


   
Made in gb
Numberless Necron Warrior





General_Chaos wrote:
Ravendove wrote:The sniper scouts are added to sit on home objectives. I did not take them as additional squads, because the sergeants are not necessary for Snipers. The sergeant's only purpose is to carry the Meltabomb. Cheaper that way too.
Scouts are great at holding objectives until your opponent decides he wants it too. Tactical Squads in transports is what we use to hold objectives.

What would you suggest, dropping one Scout Squad in favour for a Tactical Squad? The problem is that this squad becomes an anomaly. It can't deep strike, outflank or infiltrate. Don't forget that Kantor makes the Sternguard scoring too, which means as it stands I have between 4-8 scoring units. Surely that's enough?
   
Made in us
RogueSangre






I don;t think 165 points is enough to field a worth-while Tac squad. Now, if you divide up one scout squad and give your snipers camo cloaks, they get a nice 3+ cover save. That makes them pretty good at sitting on a rear objective, assuming the enemy can't deepstrike assault forces.

With the remaining points... Do either 10 man scout squad, 5 Shotguns, 4 combat blades, a missile launcher and a power weapon, or 8 boltguns, a power weapon and a heavy weapon.

   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Ravendove wrote:
What would you suggest, dropping one Scout Squad in favour for a Tactical Squad? The problem is that this squad becomes an anomaly. It can't deep strike, outflank or infiltrate. Don't forget that Kantor makes the Sternguard scoring too, which means as it stands I have between 4-8 scoring units. Surely that's enough?


The first Drop Pod of Sternguard are dead. They will break stuff when they land but then your opponent will toss everything at them. It's a suicide unit and I like that. I run stern in drop pod alot. So that leaves the other one in reserve that will be nice to drop right on top or as close to an objective as you can. Your scouts are gunna have to sit back and hold the other objective(s). Once your Pods are down your footsloging with Sternguard. You really don't have much to protect your objectives, your scouts will get rolled.



Here's a little something I whipped up that I believe might do better, sticking to your basic idea

1500 Pts - Space Marines Roster

HQ: Chapter Master Pedro Kantor (1#, 175 pts)
. . 1 Chapter Master Pedro Kantor @ 175 pts (Frag Grenades; Krak Grenades; Iron Halo; Power Armour; Dorn's Arrow; Power Fist)

Elite: Sternguard Veteran Squad (11#, 340 pts)
. . 9 Sternguard Veteran Squad @ 340 pts (Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol x9; Bolter x3; Combi-Flamer x2; Combi-Meltagun x4; Drop Pod)
. . . . 1 Sergeant (Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolter; Power Fist)
. . . . 1 Drop Pod (Storm Bolter)

Elite: Sternguard Veteran Squad (7#, 210 pts)
. . 5 Sternguard Veteran Squad @ 210 pts (Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol x5; Bolter x1; Combi-Flamer x2; Combi-Meltagun x2; Razorback)
. . . . 1 Sergeant (Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol; Bolter)
. . . . 1 Razorback (Searchlight; Smoke Launchers; Twin Linked Heavy Bolter)

Elite: Sternguard Veteran Squad (7#, 210 pts)
. . 5 Sternguard Veteran Squad @ 210 pts (Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol x5; Bolter x1; Combi-Flamer x2; Combi-Meltagun x2; Razorback)
. . . . 1 Sergeant (Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol; Bolter)
. . . . 1 Razorback (Searchlight; Smoke Launchers; Twin Linked Heavy Bolter)

Troops: Scout Squad (5#, 85 pts)
. . 4 Scout Squad @ 85 pts (Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol x4; Sniper Rifle x3; Missile Launcher)
. . . . 1 Sergeant (Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol; Sniper Rifle)

Troops: Scout Squad (5#, 80 pts)
. . 4 Scout Squad @ 80 pts (Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol x4; Combat Blade x2; Shotgun x2)
. . . . 1 Sergeant (Frag Grenades; Krak Grenades; Scout Armour; Melta Bombs; Bolt Pistol; Combat Blade)

Troops: Scout Squad (5#, 80 pts)
. . 4 Scout Squad @ 80 pts (Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol x4; Combat Blade x2; Shotgun x2)
. . . . 1 Sergeant (Frag Grenades; Krak Grenades; Scout Armour; Melta Bombs; Bolt Pistol; Combat Blade)

Fast Attack: Land Speeder Storm (1#, 60 pts)
. . 1 Land Speeder Storm @ 60 pts (Cerberus Launcher; Jamming Beacon; Heavy Flamer)

Fast Attack: Land Speeder Storm (1#, 60 pts)
. . 1 Land Speeder Storm @ 60 pts (Cerberus Launcher; Jamming Beacon; Heavy Flamer)

Fast Attack: Land Speeder Squadron (2#, 200 pts)
. . 2 Land Speeder Squadron @ 200 pts (Multi-Melta x2; Typhoon Missile Launcher x2)

Validation Report:
c-1. File Version: 1.05c For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission; 1. Chapter: Codex Chapter
Roster satisfies all enforced validation rules

Total Roster Cost: 1500

This message was edited 4 times. Last update was at 2010/02/04 21:35:13


   
 
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