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![[Post New]](/s/i/i.gif) 2010/04/03 16:58:09
Subject: working on first SM army list - grateful for help!
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Death-Dealing Devastator
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Librarian
term, ss, vortex, gate, epis
Tac squad
melta, mm, drop pod
Tac squad
flamer, ml, drop pod
Tac squad
flamer, ml, drop pod
Assault Termi (5)
5xth/ss
Ironclad
HF, pod
Ironclad
pod
Speeder (2)
MM, HF
1,500 on the nose.
I am working on getting together my first list. Thank you to everyone who critiqued my earlier (really bad) lists. My thinking here was to do a drop list made with two AoBR sets and a few weapon bits / forgeworld parts.
The speeders and Terminators placed in cover. Plan is to drop 2 ironclads and a squad on my opponent first turn, and have the Libby gate the terminators in and drop a vortex on top of whatever target is most attractive. Later game I either bring the drop squads into mop up, or have them combat squad and go for objectives.
I am worried, however, that all the pods will give up a lot of kill points, but I think that if they get shot at, that it is one less attack at the real units. Also, the ironclads will get into combat that much quicker. The pods, will, unfortunately, cost an arm and a leg.
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![[Post New]](/s/i/i.gif) 2010/04/03 18:12:09
Subject: working on first SM army list - grateful for help!
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Possessed Khorne Marine Covered in Spikes
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Are you worried at all about the Lib gating the terminators that can already deep strike on their own? Its a risk of a bad scatter, and losing 20% of your terminators before even attacking with only a 24inch teleport distance.
Also if something were to go wrong with that vortex, all your units in terminator armor would only take their invuln save. Also if the lib didn't save he'd die instantly....
I don't know a whole lot about drop pod armies, but those two items seem to be tidbits of error or judgment calls. Space marines are very expensive, and I usually don't like equipping plasma weaponry, or any in game device that puts them at risk.
Could you put teleport beacon on a tactical squad and just deep strike the entire termie unit w/ the librarian. and change up his powers towards more safe things?
I always thought the vortex spell was a great "last saving attempt at winning" but not a spell you can bank on very often, just because it's chance to murderize you and everyone withen the blast radius.
Just trying to give you some perspective...
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This message was edited 1 time. Last update was at 2010/04/03 18:12:41
The purpose of argument is informative discourse, not to see who finishes in front.
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![[Post New]](/s/i/i.gif) 2010/04/03 22:58:44
Subject: working on first SM army list - grateful for help!
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Death-Dealing Devastator
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Good points on the powers, thank you. I had been thinking that all of the risks were all rather small- but I suppose after a couple rounds, the probability of something going wrong approaches 100%.
I suppose I can negate the biggest risk if the pods carry locator beacons, but maybe turning 20% my force into a delivery vehicle for fast first-turn S10 AP1 pie plates and in-your-face thunderhammers is not the best thought.
How would regular terminators carrying an autocannon, and a terminator librarian with a storm bolter, null zone, and avenger do? Better?
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![[Post New]](/s/i/i.gif) 2010/04/04 03:00:26
Subject: working on first SM army list - grateful for help!
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Fixture of Dakka
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rashad wrote:Librarianterm, ss, vortex, gate, epis
Without a really great shooty squad, like Stermguard, there's no point in having GateoI. Save points and skip Epistolary, and go with Avenger or ... Although Koski pointed out how risky the VortexG is, I say go with it for fun.
rashad wrote:Tac squadmelta, mm, drop pod
Tac squadflamer, ml, drop pod
Tac squadflamer, ml, drop pod
When possible, finding points for PFists is good. Locator Beacons, possibly for the DropPods, but see below***
rashad wrote:Assault Termi (5)5xth/ss
***Definitely in need of a LRC or LRR. Otherwise, I wouldn't bother with DSing them, even if you put Locator Beacons on the DropPods.
rashad wrote:
The speeders and Terminators placed in cover. Plan is to drop 2 ironclads and a squad on my opponent first turn, and have the Libby gate the terminators in and drop a vortex on top of whatever target is most attractive. Later game I either bring the drop squads into mop up, or have them combat squad and go for objectives.
I am worried, however, that all the pods will give up a lot of kill points, but I think that if they get shot at, that it is one less attack at the real units. Also, the ironclads will get into combat that much quicker. The pods, will, unfortunately, cost an arm and a leg.
Pods don't cost that much, only the price of ~2.33 marines. Not bad.
I'd re-think the whole TH/ SS termie deal though. Deep Striking them via DropPod or teleportation leaves them open to one round of fire, and your opponent will toast most of them. They work best with a LRC/ LRR for a ride.
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"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.
"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013
Quitting Daemon Princes, Bob and Fred - a 40k webcomic |
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![[Post New]](/s/i/i.gif) 2010/04/04 17:16:03
Subject: working on first SM army list - grateful for help!
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Death-Dealing Devastator
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Thank you! I meant that the pods will cost 1/3 of the cash to assemble this force. I could buy 2 LR for that kind of money. =)
A LR can defiantly be worked in. Is it worth getting rod of the speeders to help find room, or downgrading the dreads to basic dreads?
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![[Post New]](/s/i/i.gif) 2010/04/04 17:34:53
Subject: working on first SM army list - grateful for help!
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Ultramarine Chaplain with Hate to Spare
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I'd switch out the Ironclads for normal dreads twice the melta range and give them heavy flamers and you save points.
Give the libby Nullzone and Avenger (or smite) instead of GoI which is only really of use with a Sternguard squad. It could be useful if you had a Scout biker squad with locator beacon for an alphastrike(ish) by Gating them in when the Dreads arrive on turn 1 but without a locator beacon it is just too risky.
As suggested before PFs work well on Tac squads. Give you some punch in CC and can scare of a charge or at least make the opponent lose valuable men to it.
Landspeeders are good but if you want the assault Terminators (one of the best units in the game) then my advice is getting them a ride.
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![[Post New]](/s/i/i.gif) 2010/04/05 02:47:51
Subject: working on first SM army list - grateful for help!
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Slippery Ultramarine Scout Biker
Camp Pendleton CA
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If you use the termies with gate they die, lesson learned time and again, however using shooty termies and ass cans gating into a beacon to support dreads can be effective, just be careful whats close or they will die and are expensive. running 1 raider with termies is hard as it is an obvious death star unit and gets allot of unwanted attention quickly, recently I have been running 10 assault termies, combat squadded, 5 in the raider with a chaplain and 5 on foot with a libby, gate them in BEHIND a drop pod( placed carefully ) with a beacon and assault on turn 2, it works about %70 of the time because the sternguard in the pod shoot the snot out of any body close and buy time, however that list is 2500 points, at 1500 I dont even bother with termies or raiders because of the "point to punch" issue they have, @ 200 for 5 they die fast to massed small arms or horde and don"t shoot.
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![[Post New]](/s/i/i.gif) 2010/04/06 14:40:16
Subject: working on first SM army list - grateful for help!
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Death-Dealing Devastator
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Thank you both! I will try to get a reworked list up after I get back from work!
Skel, I understand a Raider and termies is a good idea when I start to approach 2000+ points, so what would be a better choice at this point level?
Sternguard? Locator beacons on pods and shooty termies?
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![[Post New]](/s/i/i.gif) 2010/04/06 15:29:23
Subject: working on first SM army list - grateful for help!
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Eternally-Stimulated Slaanesh Dreadnought
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rashad wrote:
Sternguard? Locator beacons on pods and shooty termies?
Yes, all. To keep the flavor of your army I would go with the Locator beacons and shooty termies first if points is an issue.
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I have a love /hate relationship with anything green. |
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![[Post New]](/s/i/i.gif) 2010/04/06 15:31:50
Subject: working on first SM army list - grateful for help!
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Ultramarine Chaplain with Hate to Spare
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5 on foot with a libby, gate them in BEHIND a drop pod( placed carefully ) with a beacon and assault on turn 2
How are you doing this? Surely you mean assault on turn 3? You can't assault the turn you arrive by DS uusing gate and you can't use the locator on the pod until turn 2, so how are you getting a turn 2 charge?
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![[Post New]](/s/i/i.gif) 2010/04/07 03:38:19
Subject: Re:working on first SM army list - grateful for help!
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Death-Dealing Devastator
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Thank you all for your help!
Librarian
term, sb, null zone, +either Vortex or Avenger, depending on my mood and experience
Tac squad
melta, mm, pf, drop pod
Tac squad
flamer, ml, pf, drop pod
Tac squad
flamer, ml, pf, drop pod
Termi (5)
1xAutocannon
Dreadnaught
HF, pod
Dreadnaught
HF, pod
Speeder (2)
MM, HF
1505. I am trying to figure out where I can give up a few points to work in Locators, as discussed above. I suppose I can give up a power fist and get two for the dread pods. I am thinking that to expand this list, I should look to more heavy support (possibly a MotF for more dreads). Any suggestions?
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