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Made in us
Fresh-Faced New User





I have really been digging playing armies with no vehicles as of late. Playing bikes, Kroot nids and now DoA/all jump BA. So here we go. My goal is to put mobile bodies on the table pure and simple. My only loss in my last event was against 89 SWs and they were such a pain to deal with so here is my attempt at the same thing, though I will trade model count for movement. I like that I can assault any turn I choose, vs being trapped in vehicles that force me to push forward and then wait a turn to assault. I also like going against the norm.

-Libby joins Honor Guard and melts stuff with blood lance and unleashes his S10 sword when needed.
-Priest joins Lightening Claw Squad for I5 goodness.
-VV DS in for same turn assault targeting heavy infantry (long fangs) or infantry/troops from busted transports. Thunder Hammer were selected over PFs for the small advantages: stunning vehicles/forcing characters down to Initiative 1.
-Devs shut down light vehicles/MCs/Frag hordes.

1850
11 KP
62 models

125 Libby Blood Lance/ Sang Sword
205 Command (5 man) 4xMelta guns w/ Jump Packs
75 Priest Jump Pack
225 Regular Assault Squad (10 man) 2xMelta guns w/ Lightening Claw
235 Regular Assault Squad (10 man) 2xMelta guns w/ Power Fist
235 Regular Assault Squad (10 man) 2xMelta guns w/ Power Fist
180 Vanguard Vets (5 man) 1 Thunder Hammer
180 Vanguard Vets (5 man) 1 Thunder Hammer
130 Dev (5 man) 4xMissile Launcher
130 Dev (5 man) 4xMissile Launcher
130 Dev (5 man) 4xMissile Launcher

List Cons:
-I have no CC heavy hitters.
-Limited horde control (no flamers, I will have to rely on ML frags).
-No long range LR defense. I will have to offer a squad with meltas to take it out.

Or

1850
12 KP
61 models

125 Libby Blood Lance/ Sang Sword
185 Command (5 man) 4xFlamers guns w/ Jump Packs
75 Priest Jump Pack
225 Regular Assault Squad (10 man) 2xMelta guns w/ Lightening Claw
235 Regular Assault Squad (10 man) 2xMelta guns w/ Power Fist
235 Regular Assault Squad (10 man) 2xMelta guns w/ Power Fist
180 Vanguard Vets (5 man) 1 Thunder Hammer
100 Attack Bikes (2 man) Multi Melta
100 Attack Bikes (2 man) Multi Melta
130 Dev (5 man) 4xMissile Launcher
130 Dev (5 man) 4xMissile Launcher
130 Dev (5 man) 4xMissile Launcher

List Cons:
-I have no CC heavy hitters.
-More problems with heavy infantry with only 1 squad of VV.
-A lot of points in shooting models - less fluffy and possibly ineffective vs. heavy assault armies


These lists are very straight forward but effective...I hope.

Possible considerations:
--CC Scouts for added early pressure/outflank fun/infiltrate defense - these could replace one of my jump troops squads...10 man 5 w/ CC/PF/combi-Melta/ 5 w/ snipers/camo cloaks w/ ML. 5 press my opponent, while the other 5 hang back shooting and going to ground for objective grabbing.
--Sang Guard for elite CC unit


Thoughts?
   
Made in us
Confessor Of Sins






Scranton

the lists look ok...

For List #2
I'd change the assault squads by giving them rhinos. You can afford the uber cheap rhinos by dropping the vanguard vets or the command with the 4 flamers

You may also be able to squeeze a 4th rhino in....

Also

Fear the darkness and shield of sanguiness are IMHO the best load out for a libby

This message was edited 1 time. Last update was at 2010/11/02 01:58:09


 
   
Made in us
Fresh-Faced New User





What do I gain by taking rhinos? They might offer some protection, but they also become a LOS liability for my devs.

Thanks for the advice on the powers, I like fear of the darkness a lot. Shield works well, too. I will consider both for my lists.

Any other thoughts?
   
Made in us
RogueSangre






The lack of Priests is disappointing. You could make up for not having any heavy hitters by at least giving them some extra durability.

For List A, buff what you've got. Trade the Librarian for a Reclusiarch, or even better, Astorath. Obviously, to afford this, get rid of the Honor Guard squad. Use what ever is left over for more JP Priests.

   
Made in us
Fresh-Faced New User





good point. I have considered Astroth. He is a solid army wide boost.

I currently have 2 FNP Bubbles (honor guard & jump priest). Do you think I need more. I have found that if used well this is usually enough.

Rerolls to hit would be nice, but I dig the hood on the libby. It seems that hoods are very helpful these days. Thoughts?
   
Made in nz
Regular Dakkanaut






Hoods are definitely a must in these bigger games, esp against psyc armies like tyranids for example. You should be using the hood's nullifying power every turn after turn 2-3


1850 -- |W 3 |D 1 |L 1| 
   
Made in gb
Tower of Power






Cannock

Why do you need lance if the Librarian is going with the Honour Guard which have 4 meltaguns? Take unleash rage for re-roll combat goodness or shield for 5+ cover save which is loads better.

Why has the Assault Squad got a claw when blasting tanks with melta? Take a power fist for that, like the other squads have or don't bother.

Really you need another Priest in a army this size.

And don't get Astrorath, expensive special character who only gives fearless and furious charge on a dice roll - you don't want fearless as it sucks and Priests give furious charge - you pay for this and get it full time!!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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