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![[Post New]](/s/i/i.gif) 2011/08/29 04:16:32
Subject: 2000pts BA 72 Jump Infantry
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Longtime Dakkanaut
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HQ: 620 points
-Librarian, Jump Pack
-Librarian, Jump Pack
-Honor Guard, 2 Meltaguns, Jump Packs
-Honor Guard, 2 Meltaguns, Jump Packs
Troops: 1380
-10 Assault Marines, Power Fist, 2 Meltaguns
-10 Assault Marines, Power Fist, 2 Meltaguns
-10 Assault Marines, Power Fist, 2 Meltaguns
-10 Assault Marines, Power Fist, 2 Flamers
-10 Assault Marines, Power Fist, 2 Flamers
-10 Assault Marines, Power Fist, 2 Flamers
Total Points: 2000 flat
Total Models: 72
Total Scoring: 6 - 12
Total Kill Points: 10 - 16
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![[Post New]](/s/i/i.gif) 2011/08/29 04:22:27
Subject: Re:2000pts BA 72 Jump Infantry
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Homicidal Veteran Blood Angel Assault Marine
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Works for me. Consider downgrading the Power Fists to Lightning Claws in the dual Flamer squads for a little more Melta.
My main concern would be Dark Eldar. You'll have a hard time catching the paper planes, and the Honor Guards will draw all the Darklight fire. Without FNP, all those poisoned weapons start to become a problem.
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Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points
In Progress: 500 points
Coming Soon: |
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![[Post New]](/s/i/i.gif) 2011/08/29 04:30:04
Subject: 2000pts BA 72 Jump Infantry
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Longtime Dakkanaut
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Each Honour Guard comes with a Sanguinary Novitiate, which has a Blood Chalice, granting FNP and Furious Charge to any friendlies 6" away. Through smart maneuvering, everyone should be close to one of the two. Another nice feature is the Novitiate not being an IC whereas alternative Sanguinary Priest can be singled out in assault. The only drawbacks is the small Honour Guard squad size, making easier to force wound allocations on the Novitiate whereas and IC could hop from one small unit to a larger one during the movement phase.
Mobility isn't an issue with everyone traveling on jump packs.
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This message was edited 1 time. Last update was at 2011/08/29 04:32:24
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![[Post New]](/s/i/i.gif) 2011/08/29 05:05:14
Subject: Re:2000pts BA 72 Jump Infantry
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Homicidal Veteran Blood Angel Assault Marine
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I'm well aware that the Honor Guards have chalices. My point is that the DE player will shoot all the AP2 weapons at them until they, and the chalices, are dead, at which point you will be easier prey for the poisoned weapons.
As for my comment about catching the paper planes, what I meant is that you don't have a lot of anti-vehicle firepower, and what you do have needs to be close. You can't expect to threaten DE vehicles in CC, because you'll be hitting on 6's. If you're close, you can be tied up by Wyches.
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Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points
In Progress: 500 points
Coming Soon: |
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![[Post New]](/s/i/i.gif) 2011/08/29 06:01:02
Subject: 2000pts BA 72 Jump Infantry
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Longtime Dakkanaut
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Jump 12", fire meltagun at 12" (very few DE players equipped all their vehicle with night shields). The Board is only 48" long, not like they can hide for long. Plus, Bolt Pistols are still a threat against opened topped AV10 vehicles. Let's not forget immense volume of Str5 attacks. Volume defeats hitting on 6's. There's also the Librarian with possible Blood Lance.
I could trade 1 Honour Guard squad for 2 Sanguinary Priests with Jump Packs.
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![[Post New]](/s/i/i.gif) 2011/08/29 06:01:08
Subject: 2000pts BA 72 Jump Infantry
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Tail-spinning Tomb Blade Pilot
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Economics brings up a really good point. How does that list deal with an enemy mech list if that list is something like Jetdar, DE, or hell even a BA fast razorback spam list.
You've got an 18in effective range on those meltaguns. At your best case, the enemy is running a fast mech list and can move and fire one gun at 12in, or just flat out and be out of your effective range.
Once you DoA the list, you're going to end up a sitting duck.
You might want to consider something like a pair of vanguard vet squads kitted as anti-vehicle. That will let you heroic intervention them into tanks the turn they come on the board, and hopefully take some of the more threatening enemy vehicles off the table before they can become a problem.
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W/L/D: 9/4/8 Under Construction |
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![[Post New]](/s/i/i.gif) 2011/08/29 07:18:51
Subject: 2000pts BA 72 Jump Infantry
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Longtime Dakkanaut
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Mech isn't a problem. There's a good number of Meltaguns and furious charge attacks. A full squad will score 4 to 5 6's on the charge against a vehicle the moved cruising speed. There's a good chance one of those will glance or pen. Meltas don't always need to be within 6" to kill a tank. They still work at 12" just fine.
Once again, there's a whole lot of models and the table is 4' x 6'. Fast armies will find it difficult avoiding 72 Marines on jump packs. Mech armies will find it equally challenging facing an all jump infantry FNP army.
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![[Post New]](/s/i/i.gif) 2011/08/29 07:51:01
Subject: 2000pts BA 72 Jump Infantry
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Ladies Love the Vibro-Cannon Operator
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In fact, mech shouldn't be a problem. In objective based mission, you can combat squad the AM squads so that one squad carries the 2 special weapons. These squads can go tank hunting.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2011/08/29 11:14:15
Subject: 2000pts BA 72 Jump Infantry
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Judgemental Grey Knight Justicar
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yes the list is fine you have enough melta to make lots mech armies scared.
Its a good army, however does your libby need jump packs?
I for one will give them wings of sangunious and shield of sangunious so thats basicly a jump pack and a 5+ cover against ap2 and 1 weapons.
Also with the points left over can you upgrade some flamers into meltas? even more meltas LOL
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![[Post New]](/s/i/i.gif) 2011/08/29 19:39:20
Subject: 2000pts BA 72 Jump Infantry
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Longtime Dakkanaut
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Libby without Jump Pack takes away DoA option. Wing of Sanguinious can be canceled out by psychic defense. Furthermore, for a Libby to do both Shield and Wings it would need Epistolary upgrade.
If I wanted to free up more point fore Meltaguns, I would downgrade a couple Power Fists to Power Weapons. 4 Str5 Power Weapon attacks on the charge at I5 can be effective.
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![[Post New]](/s/i/i.gif) 2011/08/29 19:42:47
Subject: 2000pts BA 72 Jump Infantry
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Regular Dakkanaut
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You might want to consider dropping some assault marines and adding some rocket launcher dev squads
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![[Post New]](/s/i/i.gif) 2011/08/29 20:06:08
Subject: 2000pts BA 72 Jump Infantry
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Longtime Dakkanaut
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bagtagger wrote:You might want to consider dropping some assault marines and adding some rocket launcher dev squads
I posted a list a while back featuring 3 Predators w/ Autocannon turret and sponson Lascannon:
http://www.dakkadakka.com/dakkaforum/posts/list/386816.page
A min quad missile launcher squad is 5 points less than the Predator configuration posted above. The problem with Devs is lack of mobility in Dawn of War. Razorback or Rhinos would fix that, but they don't fit with my list's emphasis on jump packs.
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![[Post New]](/s/i/i.gif) 2011/08/29 20:09:41
Subject: 2000pts BA 72 Jump Infantry
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Regular Dakkanaut
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A dev squad can't be shaken or stunned either by a lucky shot, I field 3 long fang squads all the time and orks field loota units on foot and DoW never screws me or those other players that bad. Automatically Appended Next Post: I like that other list btw
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This message was edited 1 time. Last update was at 2011/08/29 20:10:12
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![[Post New]](/s/i/i.gif) 2011/08/29 20:30:37
Subject: 2000pts BA 72 Jump Infantry
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Tail-spinning Tomb Blade Pilot
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SabrX wrote:Mech isn't a problem. There's a good number of Meltaguns and furious charge attacks. A full squad will score 4 to 5 6's on the charge against a vehicle the moved cruising speed. There's a good chance one of those will glance or pen. Meltas don't always need to be within 6" to kill a tank. They still work at 12" just fine.
Once again, there's a whole lot of models and the table is 4' x 6'. Fast armies will find it difficult avoiding 72 Marines on jump packs. Mech armies will find it equally challenging facing an all jump infantry FNP army.
You're assuming all 72 models are on the table t2. While it's true a lot of them will be, it won't be everything. Is fast mech going to be a big disadvantage for you? No, but it's still going to cause a problem. I wasn't saying the list was bad, just that the OP needs to be aware to pin them down fast so they don't get the room to maneuver.
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W/L/D: 9/4/8 Under Construction |
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![[Post New]](/s/i/i.gif) 2011/08/30 02:19:23
Subject: 2000pts BA 72 Jump Infantry
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Stalwart Strike Squad Grey Knight
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I actually saw a person play nearly the same list, but I think it was at 1500 so no Librarians. It performed several times better than anything I expected on paper. Try it out for 2-3 games and tell us how it goes!?
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- 4000
- 1500 6th ed codex: 2 wins, 1 loss, 0 draws |
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![[Post New]](/s/i/i.gif) 2011/08/30 03:38:19
Subject: 2000pts BA 72 Jump Infantry
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Regular Dakkanaut
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This is the kind of army that has my tau waking up in cold sweats many nights.
Consider mixing in some priests instead of an honor guard. They are good for DoA, as you are guaranteed to bring them in with a squad.
In addition, the points saved give you more melta guns. This many FNP, furious charging assault marines dont really need flamers, they need more anti-armor. Also, be aware that you are gonna have a HARD time taking out grey knights with all those power weapons floating around...
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![[Post New]](/s/i/i.gif) 2011/08/30 04:49:26
Subject: Re:2000pts BA 72 Jump Infantry
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Fixture of Dakka
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I'm not really big on the 2 librarians. They just die too easily in cc without an Invuln of any kind. They work for a mechanized BA army but IMO, they just don't gel well with all jump infantry. My recommendation? Mephiston. He is a real threat and will also draw a ton of fire. Using the jump infantry as a screen, he should be quite survivable and soak up a lot of shots. But mainly, he will ensure that the majority of your forces reach the opponent without getting shot down too much.
You really do need Sanguinary Priests in a jump infantry list. While the honor guards have blood chalices, relying on them takes away some of your tactical flexibility. What if you want to DoA them to get melta-shots to a Land Raider or such? Well, do so and you won't be getting FNP/furious charge from them. Also, what if you need to split up your squads? You can really only split them up into 2 groups to still get the protection. You lose some tactical flexibility there as well. Finally, I'd hate to go up against guards/blast-heavy armies when you've got 3-4 units so near one another.
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![[Post New]](/s/i/i.gif) 2011/08/30 05:30:25
Subject: 2000pts BA 72 Jump Infantry
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Longtime Dakkanaut
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Iron-Fist wrote:This is the kind of army that has my tau waking up in cold sweats many nights.
Consider mixing in some priests instead of an honor guard. They are good for DoA, as you are guaranteed to bring them in with a squad.
In addition, the points saved give you more melta guns. This many FNP, furious charging assault marines dont really need flamers, they need more anti-armor. Also, be aware that you are gonna have a HARD time taking out grey knights with all those power weapons floating around...
I'm a Tau player, so I know how you feel.
GK will be a tough match up. I'm relying heavily on furious charge for I5 attacks.
jy2 wrote:I'm not really big on the 2 librarians. They just die too easily in cc without an Invuln of any kind. They work for a mechanized BA army but IMO, they just don't gel well with all jump infantry. My recommendation? Mephiston. He is a real threat and will also draw a ton of fire. Using the jump infantry as a screen, he should be quite survivable and soak up a lot of shots. But mainly, he will ensure that the majority of your forces reach the opponent without getting shot down too much.
You really do need Sanguinary Priests in a jump infantry list. While the honor guards have blood chalices, relying on them takes away some of your tactical flexibility. What if you want to DoA them to get melta-shots to a Land Raider or such? Well, do so and you won't be getting FNP/furious charge from them. Also, what if you need to split up your squads? You can really only split them up into 2 groups to still get the protection. You lose some tactical flexibility there as well. Finally, I'd hate to go up against guards/blast-heavy armies when you've got 3-4 units so near one another.
Str8 blasts and/or AP1 - AP3 will be a problem for an all foot list. I'm hoping Librarians will provide some protection against such attacks.
I'm not yet sold on Mephiston. Nowdays, T6 is overrated. There's too many force weapons, blasters, and power fists out there. I'll need to play test him before I come to a conclusion.
An alternative list that I've been thinking is 1 Librarian w/ Jump Pack, 2 Sanguinary Priests w/ Jump Packs, 1 Sanguinary Priest w/ Terminator Armour, 10 Assault Terminators all w/ Thunderhammer and Storm Shields, and 50 Assault Marines armed with Power Fists and special weapons. There's nothing more nastier than FNP/Furious Charge assault terminators. Sure they are slow, but Assault Marines should be able to snare the prey or disable enemy transports.
In any case, I've been thinking of starting an all BA jump pack army long before they got a new codex. Back then, they weren't viable due to expensive points cost and lack of Meltaguns. With the new codex, they are definitely viable and competitive. Another nifty bonus is ease of transportation. I need an small portable army that I could carry from school, walk 7 - 9 blocks, and light rail. BA Assault Marines seems like the perfect army that doesn't suffer lack of mobility from having no vehicles.
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![[Post New]](/s/i/i.gif) 2011/08/30 08:22:32
Subject: Re:2000pts BA 72 Jump Infantry
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Homicidal Veteran Blood Angel Assault Marine
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I don't think Mephiston is a good fit here. One of the great things about a list like this is the flexibility you get from the Jump Packs. You can start on the table, or deep strike. With Mephiston, the deep strike option is a lot less attractive, especially since you wouldn't have Shield.
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Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points
In Progress: 500 points
Coming Soon: |
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![[Post New]](/s/i/i.gif) 2011/08/30 08:28:45
Subject: 2000pts BA 72 Jump Infantry
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Ladies Love the Vibro-Cannon Operator
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Well, Mephiston is suboptimal in this kind of army as Economics already said.
GK will be a tough match up. I'm relying heavily on furious charge for I5 attacks.
Against GK, it can be an uphill battle. Halberds negate FC and force weapons negate FnP.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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