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![[Post New]](/s/i/i.gif) 2011/01/18 00:03:09
Subject: White Scars 1500 points
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Pulsating Possessed Chaos Marine
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HQ
Captain, bike, meltabomb, Relic Blade 170 points
Command Squad, Bikes, Company Standard 220 Points
Troops
7 Bikers, Attack Bike w/MM, 2x melta, 260 points
7 Bikers, Attack Bike, 2x flamers, 240 points
10 Tactical Squad, flamer, ML, combiflamer, meltabomb 220 Points
Rhino
Scout Squad, Sniper Rifles, Missile Launcher, camo 100 Points
Fast Attack
Land Speeder, Typhoon Launcher 90 Points
Land Speeder, Typhoon Launcher 90 Points
Land Speeder Storm, Heavy Flamer 60 Points
Total: 1505
Main thing I'm wondering is if I should keep the scouts + land speeder storm. My initial thought was to use em as mobile harassment and eventually to capture objectives. But I'm starting to think that maybe I should give my bike squads some better close combat weapons. Any ideas?
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This message was edited 1 time. Last update was at 2011/01/18 00:04:47
Woff, I'm a Cow! |
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![[Post New]](/s/i/i.gif) 2011/01/19 18:53:38
Subject: Re:White Scars 1500 points
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Dark Angels Librarian with Book of Secrets
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Here are my suggestions
Command Squad Blues
What is the role of the command squad? They seem like they are lacking a real goal. They don't have enough CC might to be awesome (with storm shields, power weapons, etc) They also don't have all plasma guns for the plasma doom. I would drop the command squad for just more bikes.
Troops
Why are you fielding the tac marines instead of another unit of bikes? You have the scouts to camp an objective high in a building -- what are the TAC marines for? They seem out of place IMHO.
The bike squads are good. I would give them a PF, as they will get stuck in assault more than you realize -- especially the ones with flamers.
Overall
The biggest concern I see is the lack of ability to handle armor. 2 tyhpoons are not going to make enough of a dent in an IG player. Driving your bikes up and melta'ing a rhino does not help much, as the troops will just come out and assault you. Your better bet is to crack the transport early so you can move your bike squads up and concentrate fire.
Keep your storm. Its a good idea on how to capture objectives held high. While Ive never really had people put them on the top floor when playing against my bike army, I am sure that it may one day happen. The scouts are good insurance against that.
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![[Post New]](/s/i/i.gif) 2011/01/20 10:32:55
Subject: Re:White Scars 1500 points
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Pulsating Possessed Chaos Marine
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The tactical squad is there mainly cause I have a assualt on black reach set, rhino will be decent distraction too. Perhaps it would make more sense to put a melta instead of the flamer in the tactical?
A thought I had was to ditch the storm and scouts and add some meltas, stormshields, champion and a powerfist to my command squad, since one of my fears atm is getting hit with a instant death ordanance and not being able to do anything. That coupled with T4 (5) and feel no pain should make make them painfull. I will probably not use any plasmas at all, have had really bad luck with those so far.
Here's what I had in mind:
HQ
Captain, bike, meltabomb, Relic Blade, storm shield 185 points
Command Squad, Company Standard, 4 Stormshields (assuming apothecarys can have stormshields)
Powerfist, 2 Meltaguns 340 Points
Troops
8 Bikers, Attack Bike w/MM, 2x melta, 285 points
8 Bikers, Attack Bike, 2x flamers, powerfist 290 points
10 Tactical Squad, melta, ML, combiflamer, 220 Points
Rhino
Fast Attack
Land Speeder, Typhoon Launcher 90 Points
Land Speeder, Typhoon Launcher 90 Points
Total 1500 Points
Worrys I have with this setup is that I have too few units for 1500 points and that my HQ squad is to pricy. Thoguhts on that?
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Woff, I'm a Cow! |
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![[Post New]](/s/i/i.gif) 2011/01/20 15:58:25
Subject: White Scars 1500 points
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Infiltrating Broodlord
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In just 1500 points you don't need a command sq. Really too much pricy. Even the Rhinoed sq. doesn't merge well with the high mobility of the rest. Besides, the complete bikes units (to be combat sq.ed) aren't exactly the best solution, you're loosing a lot special weapons this way. Try something like this: HQ - Captain - bike - relic sword - SS - digital weapons. 190 HQ - Librarian - The Avenger & Null Zone - bike. 135 TR - 5x Bikers - Serg. with PW - 2x plasmaguns - MM Attack bike. 235 (the HQs will join this unit) TR - 5x Bikers - Serg. with PF - 2x Meltaguns - MM Attack bike. 235 TR - 5x Bikers - Serg. with PF - 2x Meltaguns - MM Attack bike. 235 TR - 5x Bikers - Serg with combi-flamer - 2x flamers - HB Attack bike. 200 FA - typhoon speeder. 90 FA - typhoon speeder. 90 FA - typhoon speeder. 90 Tot. 1500 First turn TURBO, try to avoid LoS even with the consequently cover save. The turn after you'll be in range to use all the meltas/plasmas where necessary. The command sq. work really well with Kor'Sarro Khan (Furious Charge + Hit & Run) and a Librarian (Null Zone) but only at higher points levels. Take alwais at least a flamers unit to hunt the adversary sq. hidden in buildings and do not underestimate plasmas. Overall in combo with the librarian null zone can be very effective vs the adversary deathstar units. Just for info here my command sq. setup for higher points games: - Cmd sq. - bikes - 4x SS - 4x LC - 3x meltaguns - Apothecary. 355 ( !! ) PS: the cmq sq. Apothecary can't be upgraded with anything else than bike or jump pack, same for the Company Champion. The Standard bearer, unlikely, can be equipped as all the others Veterans. But you'll don't need the standard anyway..
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This message was edited 3 times. Last update was at 2011/01/20 16:10:33
Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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