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Made in gb
Andy Hoare




Leicestershire, United Kingdom

HQ:

CCS - 4x Meltagun, 1x Plasma Pistol, Chimera, HKM - 165pts
Grey Knight Brother Captain - NFW, Psychic Hood - 81pts

Troops:

Infantry Platoon - 550pts
PCS- 4x Flamer, Melta Bombs, Chimera, HKM
Infantry - Plasmagun, Autocannon, Chimera, HKM
Infantry - Plasmagun, Autocannon, Chimera, HKM
Heavy Weapons Team - 3x Autocannon
Heavy Weapons Team - 3x Autocannon

Veterans - 3x Meltagun, Bolt Pistol - 102
Veterans - 3x Meltagun, Bolt Pistol - 102

Fast Attack:

Vendetta Gunship - 3x Lascannon, Heavy Bolter Sponson - 140pts
Vendetta Gunship - 3x Lascannon, Heavy Bolter Sponson - 140pts

Heavy Support:

2x Hydra Flak Tank - 150pts
Manticore - 160pts
Manticore - 160pts

Total Roster Cost: 1750pts

Notes: Brother Captain mounted in CCS Chimera, Melta Vets in Vendetta's for Alpha Strike. Play testing the four HKM for first turn barrage of fire, also. Looking at fitting in Inquisitor Lord instead of Brother Captain without cutting too much from the list itself (advice taken from this thread). The Inquisitor would run with double Mystic, triple Plasma Vet retinue in dedicated Chimera. Thoughts?

This message was edited 1 time. Last update was at 2010/03/16 11:34:44


In the Marmalade Forest, between the make-believe trees... 
   
Made in us
Lord Commander in a Plush Chair






drop the heavy Bolters from the Vendettas(they conuse the role of the vendetta) +20 points

Same for the CCS PP +15 Points

40 points on HK Missile may be a bit much, but I guess with 4 of them firing turn 1, 2 will hit on average and *Could* do some damage. I just wish they were cheaper considering they are one-shot BS3 weapons

If you make the Changes suggested and drop all the H-ks you have enough for another AC-HWS.

Tactically: I don't like HWS at all, unless they are Mortar Squads because they are too Fragile. There are plenty of armies out there with access to STR 6^ weapons most of them multi shot and/or AP5 or better. You have 2 and could have a Third plus your other bodies so they may be survivable enough through target saturation.

Melta Bombs on the PCS require them to get out of their transport(not a good Idea) but I cannot think of what to do with those 5 points asside from adding a grenade Launcher to 1 of the PIS squads.

I feel you may have walked into the "too much Melta" realm with 3 units, but 2 of them are suicide squads(one more than needed really).

I had never thought of putting a terminator armored model in a Chimera, and cannot find anything that denies the option so that is pretty awesome; the one flaw I see is that your CCS is not kitted for Close Combat yet you are using them as a Meat sheild and delivery system for a strong Melee model. For the 40 Points you spent on Melta in the squad(and the 5 points for melta bombs on the PCS) you can get a Regimental Standard and 2 Body guards t help in Melee.

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Made in gb
Andy Hoare




Leicestershire, United Kingdom

Firstly, thanks for posting your thoughts, Kel. Let me get on and explain the reason for my choices.

Kommissar Kel wrote:drop the heavy Bolters from the Vendettas(they conuse the role of the vendetta) +20 points


Assuming you meant confuse the role of the Vendetta, I would have to disagree. What I try to do, where possible, is have units be able to take up the role of another unit in a pinch. For 10 pts per gunship, I feel six Heavy Bolter shots are hard to pass up, plus if a couple of the Lascannon's get stripped off it doesn't become completely worthless.

Kommissar Kel wrote:Same for the CCS PP +15 Points


This is advice from a fellow Dakka poster whom pointed out that the commander can take a couple of Plasma over-heats before it becomes a big deal. That and it's really a points filler.

Kommissar Kel wrote:40 points on HK Missile may be a bit much, but I guess with 4 of them firing turn 1, 2 will hit on average and *Could* do some damage. I just wish they were cheaper considering they are one-shot BS3 weapons


The HKM's are a test. To try and make every vehicle at-least semi worthwhile on turn one. I'm going to see how this plays out and leave them in/take them out accordingly.

Kommissar Kel wrote:If you make the Changes suggested and drop all the H-ks you have enough for another AC-HWS.

Tactically: I don't like HWS at all, unless they are Mortar Squads because they are too Fragile. There are plenty of armies out there with access to STR 6^ weapons most of them multi shot and/or AP5 or better. You have 2 and could have a Third plus your other bodies so they may be survivable enough through target saturation.


Regarding the AC-HWS, I only really want two. If I were to have more they'd be running without orders (not that the ones recieving the orders pass all the time anyway, sheesh). I like to have them sit in proximity to the CCS to recieve orders if I have no better place to put them (for example BiD on the CCS itself for enemy armour). They're cheap Autocannons, and considering I don't want a third Hydra (through only needing one to be in cover to grant entire battery a save) it's the best way of getting them, imo.

Kommissar Kel wrote:Melta Bombs on the PCS require them to get out of their transport(not a good Idea) but I cannot think of what to do with those 5 points asside from adding a grenade Launcher to 1 of the PIS squads.


Was really a points filler. If I needed points for something else, it'd be the first to go.

Kommissar Kel wrote:I feel you may have walked into the "too much Melta" realm with 3 units, but 2 of them are suicide squads(one more than needed really).


This has what's been discussed over in this thread regarding the level of Melta needed in specific points values. For me, I've got my Vet's in their Gunship's for turn 1 Alpha Strike on key targets. This, however does not need to be the case if one unit can get the job done. I can hold back a Vendetta and use the Vet's as a unit to be as and where they're needed, with the Vendetta being fast and Vet's being scoring it puts me in a strong position to move around the board at will dropping them onto an objective to pop a transport or the like.

Kommissar Kel wrote:I had never thought of putting a terminator armored model in a Chimera, and cannot find anything that denies the option so that is pretty awesome; the one flaw I see is that your CCS is not kitted for Close Combat yet you are using them as a Meat sheild and delivery system for a strong Melee model. For the 40 Points you spent on Melta in the squad(and the 5 points for melta bombs on the PCS) you can get a Regimental Standard and 2 Body guards t help in Melee.


The CCS are not a delivery system for the Brother Captain, he merely resides with them and provides my army with an unlimited range Psychic Hood. The CCS acts more as home base defenders, dropping rolling armour that got past my Melta Vets or a Deep Striking opponent that could threaten my Heavy Support (ie, a Trygon/Mawloc). I don't plan on getting into melee, the idea is to keep enough shooting pressure to disallow my opponent to get close enough.

Well, I do plan for one assault phase. That's when 5-8 TH/SS Terminators bum rush my Melta Vets because they popped their shiny ride.

EDIT: I should really check my grammar before posting :|

This message was edited 1 time. Last update was at 2010/03/16 13:50:18


In the Marmalade Forest, between the make-believe trees... 
   
Made in gb
Guard Heavy Weapon Crewman





Yeah, very interesting and in-depth tactics, not something that i'd usually try

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Scheming
 
   
Made in ca
Lone Wolf Sentinel Pilot





Edmonton, AB

I mention this to almost everyone using melta vets in planes, but I'll toss it here too:

Consider using your CCS as your suicide unit over the vets for three big reasons:
-Less points on a sacrificial unit
-The sacrificial unit is not scoring
-They can order themselves to twin-link weapons against a vehicle or MC.

If your only use for the the GK hero is for the hood, I suggest you look into an Inquisitor Lord instead - he can give you (with 2x Mystics) a huge deep strike defense for the same points. Plus he can be equiped with the single best wargear item in the game (Emperor's Tarot).

Another point, those Heavy Weapons teams stick right out. The point of a mech list (other than the increased mobility) is to deny your opponent the use of any anti-infantry weapons he may be packing. If you have all your autocannons sitting there without a metal shield around them, you have just undone a large amount of what you should be trying to achieve. Those ACs might find a better home in Infantry Squads inside of chimeras.

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Tower of Power






Cannock

The CCS are a little mixed up. See they're a small unit and need to get close to use those meltas. They will do the tank wrecking deed and then next turn they will more than likely die due to the damage they caused and because they're a small unit and cannot asborb the wounds. The plasma pistol might be the same range as the meltas but it's not a tank busting weapon, though is ok for light armour but the mass meltas will make more than a meal out of light armour.

For all that platoon in chimeras why not take vets? I've worked out for 100 points less than your total you get 3 vets units in chimeras with same wargear, so you still have 100 points left to play with.

I don't see the point upgrading to a bolt pistol on the sgt. Just save the points and put else where.

I've read your comments about the heavy bolters on the vendettas, however they do mess up it's anti tank role. See for you to use those heavy weapons as you said it would take 3 weapon destroyed results before you could. Also the vendetta is anti tank so the heavy bolters won't more than likely do any damage to armour. Sure they're a cheap deal but that doesn't mean you have to take them.


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