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Made in it
Infiltrating Broodlord





Italy

Hi all.

Here just one idea for a first turn all-or-anything pods + scouts list.

HQ - Pedro Kantor. 175
EL - 10x Sternguards - 4x Combi-meltas - 6x Combi-melta - Drop Pod. 335
EL - 10x Sternguards - 4x Combi-meltas - 6x Combi-melta - Drop Pod. 335
EL - 10x Sternguards - 4x Combi-meltas - 6x Combi-melta - Drop Pod. 335
TR - 5x Scouts - Serg. w/Combi-plasma - 4x Shotguns - Land Speeder Storm w/MM. 150
TR - 5x Scouts - Serg. w/Combi-plasma - 4x Shotguns - Land Speeder Storm w/MM. 150
TR - 5x Scouts - Serg. w/Combi-plasma - 4x Shotguns - Land Speeder Storm w/MM. 150
TR - 5x Scouts - Camo Cloacks - 4x Snipers - ML. 100
HV - Thunderfire Cannon - Drop Pod. 135
HV - Thunderfire Cannon - Drop Pod. 135
Tot. 2000 pts

The Tactic it's pretty simple.

If I'll start first the 3 LSS will infiltrate and then take position with the Scouts movement.
Moving again in the regular turn, until 18 inches, they will target enemy vehicles with Multi-meltas letting the Scouts troopers shooting (optimistically on the enemy vehicles occupants) from the open-topped hull. This for 3 times.

Besides, the 3 Sternguards Pod will land splitting the sq.s inside. Each one will be formed by 2 -meltas and 3 -plasmas, allowing one team shooting on the "inside" of the vehicle the other team had wrecked/destroyed. Obviously optimistically but even in multiple shaken/stunned/weap. destroyed/immobilised results this list will have a lot of -melta shooting availables from the very first turn.

Finally, the 2 allready deployed Thunderfire Cannons (obviously the assigned Drop Pods are there just to allow the Sternguards first turn landing), "pumped up" their relatives buildings/terrains will start shooting on the enemy infantry popping out of vehicles. One of these building/terrain will have in one obj. if the game will require it.

Only during the game the cloaks scouts team will come from reserves. From my table edge in objectives games, outflanking in any other situation.

If I'll start second almost everything the same but the LSS very well hidden behind buildings/terrains, even far from my opponents. They will lose a turn or 2 of effectiveness flatting-out but most propably they will survive 'til the third turn (at least some of them), when realistically they will be in range for the -melta's operations. In this case obviously I wouldn't profit of the Scout movement as often as I'll like.
In anycase, even if they will be wrecked or destroyed by my opponents I will try to place them in "tricky" positions, forcing my opponents to come out of cover. They're the most sacrificale units in this list.

Ah, obviously Pedro will join one of the Sternguards unit looking for glory!


--------------------------

Apart the tactic mechanics this list even follow in some way the Crimson Fists background, a sort of mix of half Veterans with very base-line equipments and one half of new recruits forced to fight as experienced marines.


What do you think?

This message was edited 3 times. Last update was at 2011/04/13 09:14:31


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in gb
Longtime Dakkanaut





Norwich

Nice list, just picking up on one point from your tactics, why would you outflank/reserve the sniper scouts? Your effectively making them miss at lest 2 turns, if not more of shooting, and for them to do any damage at all, they will need those turns. Put them in terrain with a TF cannon, getting a 2+ cover save, and with 3 other scout squads, and 3 lots of sternguard getting in the enemies face first turn, they won't be shot at all that much. Other than that, would be interesting to see how it gets on.

DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ 
   
Made in us
Lord of the Fleet





Texas

Are the land speeder scouts going to assault? If not switch to bolters

 
   
Made in it
Infiltrating Broodlord





Italy

rodgers37 wrote:Nice list, just picking up on one point from your tactics, why would you outflank/reserve the sniper scouts? Your effectively making them miss at lest 2 turns, if not more of shooting, and for them to do any damage at all, they will need those turns. Put them in terrain with a TF cannon, getting a 2+ cover save, and with 3 other scout squads, and 3 lots of sternguard getting in the enemies face first turn, they won't be shot at all that much. Other than that, would be interesting to see how it gets on.


Well, you're right when you say that with all these treats allready on the table in the first turn the Camo Scouts wouldn't be particulary particulary interesting for the adversary but in the same time they're not one effective unit honestly.

They're good with the combo Bolster Defence+Camo cloacks in home sitting on the obj. but after that they aren't anything more.
In kill points games the reserve option will help me keepin' them out of the game the more that I can, outflanking I will even have 50% chance to hide them in an empty part of the table, avoiding one easy free kp.


kenshin620 wrote:Are the land speeder scouts going to assault? If not switch to bolters


Their mission will be:
Infiltrate, scout 12" move, 18" move in the regular turn and shoot with MM (+ the embarked meltagun eventually) on side armors.

So no, they're not gonna assaulting but instead suicide themself for the cause. In the worst scenario obviously ;D

This message was edited 2 times. Last update was at 2011/04/13 12:49:54


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
 
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