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Made in gb
Beast of Nurgle






Nottingham, England

Hi folks,

Just prepping for next year's 40k Doubles tournament at Warhammer World - after last year, which was fun but we took an ineffective IG force which took a bit of a pasting thought we'd go with a trusty SM force.

For those not familiar with the Doubles format; you take two forces of 750 points (1500 point combined). Must take an HQ + Troop choice, can then take 1 each of Elite/Fast/Heavy. In order to take more than one Elite/Fast/Heavy you must have filled each of these slots (so once you have taken 1 of all three types then you can start to take a second - hope that makes sense!?! ).

Looking for any feedback and thoughts...


Force 1 (750pts)

HQ Calgar (265pts)
Troop Tactical Squad, Sgt/Power Fist, Flamer, ML + Razorback (235pts)
Heavy Landraider (250pts)


Force 2 (750pts)

HQ Vulkan (185pts)
Elite Sternguard 2 MG, 3 Combi-MG + Drop Pod (190pts)
Troop Tactical Squad, Power Fist, Flamer, ML + Razorback (235pts)
Fast 5 Vanguard, Sgt/Lighting Claws (140pts)

Calgar + Vulkan + Vanguard are in the Landraider, with the two Razorbacks contain Sgt + flamer combat squads for supporting fire and mechanized Troop choices (objective holding).

Combat squads with missile launchers at the back for ranged fire support/objective holding.

Drop pod with Sterngaurd Melta Gun's targets a key enemy vehicle/squad and knocks it out first turn.

If we are facing a similar first turn drop pod/deep strike attack the Landraider + Razorbacks are held in strategic reserve.

All Meltas and Flamers are twin linked due to Vulkan


The Imperial Order of Battle...

Idea is to hit hard on the first turn, taking out something critical with the drop pod attack - loosing Sternguard in the following turn as an acceptable loss. Landraider + Razorbacks rush for vulnerable targets, Vanguard prevent HQ choices from being overwhelmed. Razorbacks + flamer combat squads support HQ push and can get out with relative safety if needs be using all 3 vehicles as a cordon to stop charges whilst rapid firing. Missile launcher combat squads provide ranged support and can hold objectives on our side of the board.



BennyB

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Made in gb
Beast of Nurgle






Nottingham, England

First test game for the above force drew 1-1 [objectives ] against a drop pod SW army.

They were winning 2-0 objectives until last couple of turns. Logan killed Calgar in 1 round of combat! Pimped, he had 7 attacks, hitting on 3's with a re-roll ... wounding on 3s and re-rolling 1s!!!

The SW going first and unhelpful reserve rolls all contributed to mostly being out maneuvered by the SW's - something to think about with the next game where drop pod/deep strike melta attacks are likely; can i start the game with the Landraider blocked into with scenery + Razorbacks to prevent the dreaded drop pod> melta> kaboom scenario!

This message was edited 1 time. Last update was at 2010/09/07 08:55:16


BennyB

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Chaos Daemons of Nurgle 
   
Made in us
Longtime Dakkanaut





New Jersey, USA

Why would you bother with so named HQ's at 1500 points...


 
   
Made in hr
Deranged Necron Destroyer





Zagreb

That's 450pts on HQ... Really no need... Take captain and perhaps libby (I just love libby )... You will free cca 200pts for better units


Automatically Appended Next Post:
And how are steins doing for you in that pod? I find them to be suicide unit if they land first turn and they are just too expensive for that... I'd give them transport...
And not too big fan on Vanguard, too...

This message was edited 2 times. Last update was at 2010/09/07 14:28:03


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Made in gb
Beast of Nurgle






Nottingham, England

The HQ choices are there because it's a tourney list and as we discovered last year if you go in with too soft a list then you get spanked!

We'll experiment with a reduced HQ choice, the extra points in Landspeeders and the like would certainly help.

The Sternguard are meant to be a suicide squad though ... the ideal target is a key vehicle, such as a Landraider with high value HQ, you loose the unit to the return fire but you nail 250 points of LR + any models that die in the explosion [then forcing HQ to foot slog]. Well, that's the idea at any rate!

BennyB

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Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

BennyB wrote:The HQ choices are there because it's a tourney list and as we discovered last year if you go in with too soft a list then you get spanked!
We'll experiment with a reduced HQ choice, the extra points in Landspeeders and the like would certainly help.

The Sternguard are meant to be a suicide squad though ... the ideal target is a key vehicle, such as a Landraider with high value HQ, you loose the unit to the return fire but you nail 250 points of LR + any models that die in the explosion [then forcing HQ to foot slog]. Well, that's the idea at any rate!


The HQs are what makes your list soft, you have a 850pts unit in a 1500list. A 850pts unit that is quite frankly rather crappy and definetly a one trick pony. You would be much better of with a plain Libby instead of Calgar and spreading out your pts.
I would try something like this instead. Its basicly the same list as you have now but an extra speeder and a HB pred. As for tactics I would consider droping Vulkan with the Sternguards, He provides a second TL Flamer and some HtH capabilities. The TH&SS termies+LR is enough of a point sink on its own.

List 1
Vulkan = 190

10xTacticals (ML+Flamer) = 170
Rhino = 35

5xTH&SS Termies = 200

MM/HF Speeder = 70

Predator (HB Sponsons) = 85

List 2
Libby = 100

10xTacticals (ML+Flamer+Combi-Flamer) = 180
Rhino = 35

LRR (MM) = 250

5xSternguard (4xCombi-Melta+1xHF) = 150
Drop Pod = 35


I cannot believe in a God who wants to be praised all the time.
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