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Made in ca
Fresh-Faced New User




The point of this list is to force the other player to make important decisions every turn by keeping pressure high, with a nasty group of vanguard in his rear lines.

There's some choices in this list that may seem odd like a storm bolter on the baal, a plasma cannon in the devastator squad and only 1 melta gun in one of the assault squads. I like the storm bolter because i tend to always move 6" and fire everything, or if i do need to move 12" I can still fire the AC plus the storm bolter. The plasma cannon is in the devastator squad for some versatility vs tougher mobs of infantry, and I've found that it's great protection vs deep strikers, melting the tight packs of models. One of the assault squads only has 1 melta gun because it all comes down to how I want to use them. Obviously the squad with 2 meltas will be more open to taking down armor (possibly with meph) while I use the other squad primarily for infantry.

It's been suggested that I find a way to give the priests power weapons, but shy of getting rid of the non-geared out extra wound Vanguard, it changes things quite a bit. Any ideas? Or should i leave it as is.



HQ
Mephiston – 250

ELITE
Sanguinary Priests x2 – 150
-jump packs

TROOPS
Assault Squad - 235
-power fist, 2x melta guns

Assault Squad - 225
-power fist, 1x melta gun

HEAVY
Vindicator – 145

Devastator Squad – 135
-3x ML, plasma cannon

Whirlwind - 90

FAST
Baal Predator – 155
-twin linked assault cannon, heavy bolter sponsons, storm bolter

Veteran Vanguard - 365
-thunder hammer/SS
-3xLC/SS
-PW/Infernos pistol
-BP/CCW
-jump packs


TOTAL: 1750

This message was edited 1 time. Last update was at 2010/09/16 16:07:48


 
   
Made in us
Longtime Dakkanaut





New Jersey, USA

Where are you planning on sticking Meph?

I like verything except your heavy support choices and your fast attack choices. Vindicators need to be taken in atleast pairs, and Whirlwinds are a lackluster choice, they look great on paper but rarely ever do anything aproaching their point cost. As far as the Devistators go, my personal preferance is that they never belong in a BA army, they are to imobile.

Veterans, in my mind atleast are always over priced, they have never made up their point cost for me, and they still die like basic Space Marines, to volumes of fire or attacks.


 
   
Made in ca
Fresh-Faced New User




Catyrpelius wrote:Where are you planning on sticking Meph?

I like verything except your heavy support choices and your fast attack choices. Vindicators need to be taken in atleast pairs, and Whirlwinds are a lackluster choice, they look great on paper but rarely ever do anything aproaching their point cost. As far as the Devistators go, my personal preferance is that they never belong in a BA army, they are to imobile.

Veterans, in my mind atleast are always over priced, they have never made up their point cost for me, and they still die like basic Space Marines, to volumes of fire or attacks.


Heh, mileage varies for everybody.

Strangely enough the whirlwind has very rarely in a game where it hasn't made it's points back, and commonly several times over, plus it can pin. I used to include it in all my lists, then took it out because everybody said it was out of place (on forums anyways). Since then I've simply been in too many games since where it would have been amazing, so I'm looking to add it back in. It's honestly been the most cost efficient unit I've ever used in 5th ed.

The veterans are very expensive, but it all comes down to timing and placing them right. They've won my last 2 games single handed, and haven't underperformed yet (was extremely lucky on the deep strike last game where it depended on a hit on the scatter LoL, but I would have lost the game otherwise). They're a new unit I've been trying out for the past month and so far I'm VERY pleased with them. It's almost a guaranteed way to take out whatever scares me, and then a couple more things before they go down. They require a lot of planning, but they're simply a blast to play with.

Meph doesn't have a set placement or plan. I tend to just wing it with that monster and adjust after I see what I'm playing against. Honestly though, most of the time i just run him down the middle, gunning for some juicy target, which attracts a lot of fire power, letting my vindi get off pretty easy.

I am on the fence about the devastators however. I like the play style of a BA list with fire power though, and I took them to fill the roll of more guns on the table that don't get blown up by a lucky las-cannon hit. They've done more good at blasting deep strikers who try to get my vindi and whirly than they've taken out armor, but that might just come down to the gamers here.

What would you do with the devastators?

Anything to say about power weapons on priests? I've always kept them bare boned.
   
Made in us
Longtime Dakkanaut





New Jersey, USA

If stuff works in your meta, then by all meens use it.

My biggest problem with meph is that he has everything except an invulnerable save

Id be tempted with this list to run 3 vindicators

Preists should never be given PW IMO, they are 1 wound IC with no invulnerable save, that give a ssquad a crazy buff, in CC they are going to die first


 
   
Made in ca
Fresh-Faced New User




3 Vindi's would definitely be a bit scary, and i plan to pick up another 1 or 2 just to play around with anyways. I'll try the list with 3 vindis using a couple rhino proxies this weekend for a couple games and compare.

What scares me though is the new Dark Eldar codex coming out soon. Dark lances everywhere, and lots of poisons and high I in CC that gives them the advantage.

There's a few DE players here who are very smart, and I think I'll need a balanced list overall to pick my targets with them. Hell, I'm even thinking of 3 devastator squads with ablative wounds to sit in cover... Not the typical load-out in a BA list, but the more I think of it, the better it seems.
   
 
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