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Made in us
Storm Trooper with Maglight





HQ
Company command squad • Colrnel Straken • Vox caster Medic
• Camo cloaks • Carapace armor
• 2 melta guns Total Elites
Storm Trooper Squad • 4 Extra troopers • 2 plasma guns • 4 Extra troopers •

Troops
Veteran Squad
• Vox caster
• 2 melta guns
• Combat Doctrine
o Veteran Squad
• Vox caster
• 2 melta guns
• Combat Doctrine • Plasma gun
o Veteran Squad
• Vox caster Gunnery Sergeant Harker 3 Plasma guns Missile Launcher team

Fast Attack
3 Valkyrie Assault Carrier ints
• Upgrade Hellstrikes to Multi missile pods • Heavy Bolters



I am trying to make a drop-troop like army. Any information on whether some of these unit chooses suck would be appriciated.

This message was edited 4 times. Last update was at 2010/09/27 16:51:43


3200 points > 5400 points
2500 points 
   
Made in us
Frenzied Juggernaut





The Emperor's Forge Mitten, Earth

Sometimes less is more. And in this case, it's true. You need to cut down on some of the stuff your HQ has. A lot of it is unnecessary. I see what your going for, but loading up on camo cloaks and carapace is not going to increase their survivability much. The only reason you ever want to consider taking carapace is when wielding plasma, and it doesn't look like they're doing that. Camo cloaks are good for stationary troops in buildings that can actually benefit from them. Drop troops will most likely not be dropping into buildings, so don't bother with those. The medic is also only good when you have plasma really. If you want to increase the survivability of the squad to protect Straken I would drop the Camo and Carapace. I would keep the medic against my better judgement, and add 2 bodyguards. Drop the vox for another melta gun too. You really don't need that vox, especially in an air mobile army, with your troops scattered across the board.

Stormtroopers look fine. Expensive units, but they should be able to do their job.

Your veteran squads seem mix-matched with their weapon load outs. Veterans' strengths lie in their ability to take multiples of the same weapon. Once you start to mix and match special weapons you can start to encounter a loss of synergy due to different ranges and weapon type. You have 2 Melta and 1 Plasma in your 2 squads. You will be better off with just 3 Melta all around. Let your HQ or Stormies handle the Plasma. Once again drop the voxes. You don't need them in a list like this and never will.
As far as doctrines go, at a 1500pt game they are more of a detriment than anything. You need to drop 90% of them and load up on either more troops or something. I suggest Marbo seeing you won't be able to field another Valk and Vets if you just drop the doctrines. Marbo is definitely worth it tho.

I also think you'll find Harker's squad more useful if you drop the heavy weapon and plasma for assault weapons like flamers, GLs, or Meltas. With Harker, not only do you get the scouts rule, but you get the added benefit of a moving heavy weapon, which can be nice. Again, you want your weapon load-outs to synergize with this and the only way you can do that is if you take assault weapons. Also you may want to consider giving them a chimera. It might not be very "drop-troop"-ish, but an out flanking chimera is always a pleasure to have.

Also, I would advise taking 1-2 Vendettas instead of just 3 Valks with MRPs. You're going to want some additional anti-tank in addition to your melta vets.

Those are my thoughts. Hope they helped.

3000+
2000+
1500+ 
   
Made in us
Lord of the Fleet





Texas

1. Are you allows to note all the points down?
2. WAY too many toys

CCS needs to get rid of vox and extra armor/cloaks. Maybe even then medic and straken. Sometimes 4 meltas is all you need from them. If you want to keep the medic then maybe 3 plasma guns and a plasma pistol

Not a fan of storms. If I were to take them I would make them suicide troops at min strength with 2 meltas and a PP. Maybe they could work out as MEQ killers but beyond that they would get squashed

Vets need to be homogeneous. If going melta then 3 meltas and shot guns. combat doctrines while nice sometimes can easily make up their points elswhere (for those points you could add some more troops or add something like a hydra)

Harkers squad makes little sense as they are suppose to be mobile but have a missile launcher. Plus they cant assault anything if they shoot with the plasma.

Valks are standard. I might want to switch one with a vendetta

 
   
Made in us
Furious Fire Dragon





kenshin620 wrote:1. Are you allows to note all the points down?
2. WAY too many toys


No, he's not. OP you need to edit out the individual point costs of items/wargear. Points for a squad is fine with a trimmed list of options.

Also, yes, too many 'toys.' Drop troops/air cav are expendable hard hitters. You don't want to overload a squad when you know there's a great chance you'll lose them.

Zain~

http://ynnead-rising.blogspot.com/
 
   
Made in us
Storm Trooper with Maglight





Thanks for the advice. I had someone else tell me that giving harkers squad plasma was a bad idea actually. I was planning on having the squad infiltrate somewhere nasty so they could cause all sorts of trouble for the enemy so i through in a missile launcher. Thanks for the hints about giving all of the vet squads just one kind of special weapon too.
I will be able to throw in some hydras with all the points i will lose removing the plasmas guns too. Once agian thanks for the advice.

This message was edited 1 time. Last update was at 2010/09/13 01:46:50


3200 points > 5400 points
2500 points 
   
 
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