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![[Post New]](/s/i/i.gif) 2011/06/26 20:52:14
Subject: looking at doing a loyalist 1500pts see below.
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Death-Dealing Devastator
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Right, And here we go.....
175 Pedro Kantor
170 Tac Squad, Flamer + Heavy bolter
175 Tac Squad, Melta and Multi Melta
135 Scouts, Telion + Heavy bolter
285 Sternguard, Sgt with Powerfist, 2 combi plasmas
115 Dreadnaught, Plasma Cannon + Dread CCW
150 Assault Marines, plasma pistol, Sgt with plasma pistol, power weapon and melta bombs
190 2x Predators Autocannons and Heavy bolter sponsons + 2x hunter killers
105 3x Rhinos
C&C welcome as always =D
Laters
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DIE already so I can bring you back to life with my necromancer and beat your mates up! |
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![[Post New]](/s/i/i.gif) 2011/06/26 21:29:09
Subject: Re:looking at doing a loyalist 1500pts see below.
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Dakka Veteran
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Pedro strikes me as uncalled for. You've got three scoring units already and only one sternguard unit. It is hardly worth trading ATSKNF for their scoring capability. Also, your sternguard setup is even worse than my own. Don't get these guys in assault for any reason ever, it's a huge waste of special ammo and that PF could buy 5 more combiweapons. If you positively want to use them to crush heads and take objectives and storm ruins, give them a HF or two.
Sort of digging the assault marines to be honest... They can probably cause some grief if used cunningly.
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![[Post New]](/s/i/i.gif) 2011/06/26 21:49:31
Subject: looking at doing a loyalist 1500pts see below.
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Death-Dealing Devastator
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so drop, pedro, poss take a jump pack chaplain? and drop PF for more combi weapons or scratch the stern guard all together and get more Assault marines or even vanguards? max out power weapons and a relic blade and join it with a reclusiarch and jump pack for greater hitting abilitiy?
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DIE already so I can bring you back to life with my necromancer and beat your mates up! |
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![[Post New]](/s/i/i.gif) 2011/06/27 20:08:53
Subject: Re:looking at doing a loyalist 1500pts see below.
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Dakka Veteran
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Wouldn't take a chaplain for the assault squad, as then it might draw too much fire to work as a harassment unit. Plus you don't want to actually assault anything they can't handle on their own anyway.
Sternguard are a great unit, they don't need to score to compete. In fact in an objectives mission, there's less incentive to shoot them when they don't, as your opponent has to choose between shooting at a scoring unit or a killy unit. Their combiweapons are great value as everyone knows, melta being probably the best since they can handle most everything but vehicles with special ammo. Compared to sternguard, vanguard are pretty crap. Some people say they do well with them and they might, but compared to sternguard they are pretty crap, simple as.
For HQ maybe a librarian. He can teleport sternguard around to shoot stuff, or do other fun things. You've probably heard it before but he's great value for points.
Other little things:
-HB in tac squad, it doesn't really add in a significant way to your squad's firepower. You already have regular bolters and if they're out of range, running, shooting a krak missile or just carrying a MM is probably a better way to spend that shooting phase than killing 1.5 orks or whatever.
-PC on dread, it's good at clocking marines that just got emergency disembarked and terminators in deepstrike formation, but if that's not important to you I'd probably replace it with a TLAC or something.
-Hunter-killers, do you have a plan with these or did you just stick them on? Because usually just firing the autocannon will be better. Seem like wasted points if you ask me but if you want them I'd probably put them on the dread instead since it can actually fire two weapons per turn while moving full speed. Especially if you don't put an autocannon on it.
-HB in scout squad, most people bank for a ML here, an almost guaranteed hitting krak missile can be nice to have. It will knock the last wound off an MC on 2+/2+, damage AV10 on 2+/2+ and can ID characters. The HB has 3 shots hitting on 2+ of course so that might feel like it's making better use of the ability, which it might, but I'd say go with ML.
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![[Post New]](/s/i/i.gif) 2011/06/28 02:03:10
Subject: looking at doing a loyalist 1500pts see below.
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Death-Dealing Devastator
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would just a bog standard captain ( maybe cmd squad) work instead of libby or chaplain? or stick him in with a 5 man stern guard and a razor back? i wanted the plasma cannon on a dread just cuz the forgeworld model looks awesome, and in case, like you said termies appear ( wolf guard are a pain >_< ) or something else just as annoying, can kick the HB out but do i do MM or ML ? Er........ HK Missiles was cuz i had a spare 20 points and if my preds have to come on from reserve its still in range and can possible blow summit up and i was using the scout HB for crowd control just incase some gribbles appear or guard, so meh. majority of players for me are Power Armoured, or tau and eldar...... think we got one nid player too.... but yea Automatically Appended Next Post: sounds abit weird but instead of pedro and sternguards either boost my Assault squad to 10 man or get 2x5 man and run a captain with my tac squads, if i get 2x5 man assault squads wouldn't it make more of a mess when they slam into stuff ( and total'ed up a vanguard unit 5 of em jump packs power weapons plasma pistols and a relic blade 280...... sod that for a game of soldiers......oh wait..)
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This message was edited 3 times. Last update was at 2011/06/28 02:15:44
DIE already so I can bring you back to life with my necromancer and beat your mates up! |
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![[Post New]](/s/i/i.gif) 2011/06/28 17:44:47
Subject: Re:looking at doing a loyalist 1500pts see below.
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Death-Dealing Devastator
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Right just had a fiddle and came up with this ( dont kill me)
Chaplain
Plasma Pistol, Melta-bombs,Jump pack 135
Tactical squad
10 marines, Flamer, MM, PW 185
Rhino 35
Tactical Squad
10 marines, Melta, ML 175
Rhino 35
Scouts
5, Telion, HB 135
Scouts
10, Snipers, ML 150
Dreadnaughts
2x Dreads, Autocannons and CCW 230
Preadators
2x Dakka preds 170
Assault Squad
10 man, 2x PP, sgt SS/PW 250
should make 1500,
was going to combat squad my scouts and Assault marines chaplin accompanies "normal" assault marines and Sgt second,
is it any better?
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DIE already so I can bring you back to life with my necromancer and beat your mates up! |
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![[Post New]](/s/i/i.gif) 2011/07/04 17:36:35
Subject: looking at doing a loyalist 1500pts see below.
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Death-Dealing Devastator
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anyone? some C&C would be great here :(
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DIE already so I can bring you back to life with my necromancer and beat your mates up! |
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![[Post New]](/s/i/i.gif) 2011/07/05 16:55:40
Subject: Re:looking at doing a loyalist 1500pts see below.
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Dakka Veteran
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Yeah okay, looks workable.
1. What's the deal with two scout squads? Scouts aren't really that great, they're mostly there for filling troop slots or camping objectives at a minor discount to tactical squads. They haven't got much offensive power, at least not without a speeder transport. To clarify, when I talked about HB vs. ML in the scout squad earlier, I meant the squad that has telion. Since he can lend his BS to the firing scout, he can make it do that stuff, with the 2+/2+ and ID. Without telion, scouts should probably go without heavy weapon, or take the HB for the hellfire shell.
2. Still don't like your chaplain with the assault guys. It's a pretty expensive unit for what it can do. If you want assault marines with PPs, I'd do it like you did originally, a basic squad with two pistols to harass. Maybe a PF or bombs to get vehicles better. Anyway, you should really look at the librarian powers and psychic hood rules before you take a chaplain as they're awesome and super cheap.
3. Consider double autocannons on your dreads, it's a pretty slick setup.
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![[Post New]](/s/i/i.gif) 2011/07/08 14:26:43
Subject: looking at doing a loyalist 1500pts see below.
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Death-Dealing Devastator
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1. Was going to combat squad the 10 man scouts just for some long range harassment fire and possible pinning checks to units i can assault and a HB is becase of the hellfire round and general crowd control, Telions ability means if i choose to i can fire using his higher BS but when he's got a heavy 2 bolter aswell, makes more sense to be able to dish out more shots then use him to constantly boost another scouts.
2. My Chaplain is becuase its a cheaper power weapon and Inv 4+ character and if i combat squad my assault squad it means i have a power weapon and Inv save in each and a plasma pistol to boot means more chance of one of the squads getting into assault and making a mess of things.
3. I know about the Auto cannon dreads, but i dont like the look of them at all and if they get into combat their screwed.
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DIE already so I can bring you back to life with my necromancer and beat your mates up! |
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