Switch Theme:

Steel Legion 11th Air Cavalry 1750pt. Tourney List "2nd Attempt Using IA8 Elysian Drop Troop Rules"  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut





Hell everyone. With my recent download of Forge Worlds Imperial Armor Volume 8 "The Raid on Kastorel" and the drop troop army list rules located in it i have decided to change up my tourney list that takes place on the 15th of January to follow this list setup (*Note i will have to wait and see whether or not the individual running the tournament will allow me to but past experience has shown everyone at our store he is somewhat of a nazi when it comes to supposedly "fun" tournaments and probably will say no, but hey not going to stop me from trying! *). I am going to go with the argument that i am only using vehicles and items found in codexs with the only difference being force organization and 1 or 2 special rules. I will try to explain as much as i can about the rules regarding my list so those who do not have access to the Forgeworld book can understand. Here are a few wrinkles with this list:

-I can take Valkyries as Dedicated Transports, still cost the same 130pts. when given rocket pods
-I have access to unique weaponry such as auxiliary grenade launchers found in the space marine codex, however they can only be slung underneath models w/ lasguns (only weapon i will be using thats unique from the guard codex)
-I can take "Drop Sentinels" w/ Multi Meltas as Elite Choices.
-Most of my units are more expensive then the Guard Codex counterparts, none are less.
-Have "Iron Discipline" special rule that allows me to roll for a rally check if i am within 6 inches of any officer of any rank even if im under half strength.
-Do not have access to any other advisors, Ogryns, Leman Russ variants, abhumans, artillery pieces, chimeras, hellhound variants and Imperial Guard special characters.

Hope that clears up some issues, now on to my list, once again all and any input, thoughts, ideas, complaints, compliments ect. are more then welcome, thanks for reading mates :

HQ: 97pts.

Company Command Squad
-CC
-x4 Veterans
*w/ Lasguns w/ Auxiliary Grenade Launchers
-Officer of the Fleet

ELITES: 150pts.

-Drop Sentinel
*w/ Multi Melta

-Drop Sentinel
*w/ Multi Melta

-Drop Sentinel
*w/ Multi Melta

TROOPS: 1080pts.

-Veteran Squad
-Sergeant
*w/ Shotgun
-x9 Veterans
*w/ x6 Lasguns w/ Auxiliary Grenade Launchers, x2 Melta, x1 Heavy Flamer
-Valkyrie
*w/ Multilaser, Rocket Pods

-Veteran Squad
-Sergeant
*w/ Shotgun
-x9 Veterans
*w/ x6 Lasguns w/ Auxiliary Grenade Launchers, x2 Melta, x1 Heavy Flamer
-Valkyrie
*w/ Multilaser, Rocket Pods

-Veteran Squad
-Sergeant
*w/ Shotgun
-x9 Veterans
*w/ x6 Lasguns w/ Auxiliary Grenade Launchers, x2 Melta, x1 Heavy Flamer
-Valkyrie
*w/ Multilaser, Rocket Pods

-Veteran Squad (*Deep Strike*)
-Sergeant
*w/ Shotgun
-x9 Veterans
*w/ x6 Lasguns w/ Auxiliary Grenade Launchers, x2 Melta, x1 Heavy Flamer

-Veteran Squad (*Deep Strike*)
-Sergeant
*w/ Shotgun
-x9 Veterans
*w/ x6 Lasguns w/ Auxiliary Grenade Launchers, x2 Melta, x1 Heavy Flamer

FAST ATTACK: 420pts.

-Vendetta Gunship (*CCS Goes Here*)
*w/ Door Gunners

-Vendetta Gunship
*w/ Door Gunners

-Vendetta Gunship
*w/ Door Gunners

TOTAL ARMY: 1747 POINTS

TACTICS:

-HQ: The job for these guys is to camp out in the Vendetta and if need be provide some support for a unit that may need some help. OOTF uses his ability to mess with deep striking armies (we are up to 5 Space Marine armies in the tournament field of 16 so far with many of them having some form of deep strikers or outflankers, other armies have other nasty outflanking and deep striking surprises as well.)

-ELITES: Pretty self explanatory, these bad boys deep strike and help deal with enemy armor, land on objectives, raise hell, ect. They DO NOT come with smoke launchers so it is taking a big risk and probably giving away a free kill point, but the chance to nuke some opponents armor and/or distract them for a turn could do alot in the long run. Also the models are just freaking sweet.

-TROOPS: Backbone of this list. 5 veteran squads with three mounted in my Valkyries which gives me the option to outflank with them if i feel the mission demands it and with the valkyries being so mobile it will really raise hell with some opponents. I also have two squads deep striking to raise some more hell and to land on objectives. Note that 6 veterans in each of my squads have auxiliary grenade launchers which means along with my other special weapons i can drop 6 grenade launcher templates to mess with horde armies or even throw some strength 6 shots marine/MEQ opponents way. These guys pack alot of punch for relatively cheap points cost.. Sergeants have shotguns for extra shot.

-FAST ATTACK: I wouldnt be a Airborne/Air Cav guard player if i did not take a few of these. Self explanatory with their mission to be to pick off armor and then provide support for my veteran squads and other units on the table. Had the option for the amazing Tarous buggies but i already am going to be spending a pretty penny getting those drop sentinels, and besides 3 TW Lascannons are to great to pass up.

This message was edited 8 times. Last update was at 2011/01/02 12:04:00


19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in us
Stalwart Veteran Guard Sergeant





Salisbury md

Can you take astropath? If yes i'd take him in addition to oof.

Not a big fan of the HF's in the vet squads. Not sure the points in IA, but in standard codex it's way over priced. Switch to regular flamers which aren't much worse, and you save 65 points. That would allow real special weapons on CCS. 4xplasma makes for a much better support force.

I also find the door gunners on detta's a waste. Las cannons and HB are used for two different target priorities.

Frogstar 101st Mechanized Guard 
   
Made in us
Tough-as-Nails Ork Boy





Chicago

I say keep the door gunners. Why?

So you can yell "get some!" while you roll to-hit.

I agree that you should find a way to stack some plasma gunners in the command squad. It could come in handy if you encounter a troublesome terminator squad that just needs to die late in a game. Plus, if their transport gets ganked early in the game you can usually find something useful for 4 plasma gunners to do.
   
Made in us
Mighty Gouge-Horn




I would like stated above, down-grade the HF to regular flamers or preferably another Melta. I would then give the CCS some Plasma's. You already have enough anti-horde with all those damn MRP's, so get more Melta!
   
 
Forum Index » 40K Army Lists
Go to: