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![[Post New]](/s/i/i.gif) 2011/12/14 14:15:13
Subject: 1500 Sons of Orar (Vanilla)
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Numberless Necron Warrior
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General theme here is redundancy. You might be able to tell. Why have one unit that does something well, when you can have six?
Librarian 100
Null Zone, Avenger
Dreadnought 125
2 x Twin-Linked Autocannon
Dreadnought 125
2 x Twin-Linked Autocannon
Scout Squad 115
4 x BP/CCW, Combi-Melta, Power Fist, Melta Bombs
Scout Squad 115
4 x BP/CCW, Combi-Melta, Power Fist, Melta Bombs
Tactical Squad 220
Meltagun, Missile Launcher, Combi-Melta
Rhino
Tactical Squad 220
Meltagun, Missile Launcher, Combi-Melta
Rhino
2 x Land Speeder Typhoon [Squadron] 180
Typhoon Missile Launcher, Heavy Bolter
Land Speeder Storm 65
Multi-Melta
Land Speeder Storm 65
Multi-Melta
Predator 85
Autocannon, Heavy Bolters
Predator 85
Autocannon, Heavy Bolters
1500/1500
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![[Post New]](/s/i/i.gif) 2011/12/14 15:56:00
Subject: Re:1500 Sons of Orar (Vanilla)
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Dakka Veteran
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What a clean, sexy list. Have you tried it out?
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![[Post New]](/s/i/i.gif) 2011/12/14 16:02:51
Subject: 1500 Sons of Orar (Vanilla)
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Stealthy Warhound Titan Princeps
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I like it. Should be about as competitive as you can be with vanilla marines.
You may want to consider 3 man scout biker squads with powerfist sergeants instead of 5 man scout squads in storms. Cheaper, and has the same effect, while being less killpoints on the field.
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![[Post New]](/s/i/i.gif) 2011/12/14 16:18:34
Subject: 1500 Sons of Orar (Vanilla)
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Irked Necron Immortal
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right so I would cha...
hold on a minute! I really think you've hit the nail on the head as far as competitiveness with C:SM. You've covered most bases well, Nidzilla and flying Circus DE are about the only armies that might give you glaring problems.
Whilst I dig what Horst is saying about the scout bikers, I think that the scouts in Storms are damn good for the objective grab rather than contest.
About my only criticism is I would change the LSS to have heavy flamers on them as a BS 3 multimelta might let you down, whilst a heavy flamer on them for 5 pts less each is reliably solid
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Strike Force Serpentine: 3000
Kabal of the Annihilated Souls: 3000
Red Corsairs: 2500
Knights of Titan: 2000
Waagh Wazzdakka 2000
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![[Post New]](/s/i/i.gif) 2011/12/14 16:20:00
Subject: 1500 Sons of Orar (Vanilla)
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Stealthy Warhound Titan Princeps
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Caranthir987 wrote:right so I would cha...
hold on a minute! I really think you've hit the nail on the head as far as competitiveness with C:SM. You've covered most bases well, Nidzilla and flying Circus DE are about the only armies that might give you glaring problems.
Whilst I dig what Horst is saying about the scout bikers, I think that the scouts in Storms are damn good for the objective grab rather than contest.
About my only criticism is I would change the LSS to have heavy flamers on them as a BS 3 multimelta might let you down, whilst a heavy flamer on them for 5 pts less each is reliably solid
lets be honest here. Those scouts aren't surviving the game, and we both know it
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![[Post New]](/s/i/i.gif) 2011/12/14 17:07:45
Subject: 1500 Sons of Orar (Vanilla)
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Numberless Necron Warrior
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Horst wrote:I like it. Should be about as competitive as you can be with vanilla marines.
You may want to consider 3 man scout biker squads with powerfist sergeants instead of 5 man scout squads in storms. Cheaper, and has the same effect, while being less killpoints on the field.
Thanks! I disagree on the point regarding Scout Bikers though. Yes, they are less kill points, but they are also not scoring. The benefit of using Scouts + Storm in my opinion is potentially being able to deliver three Melta hits on Turn 1. If the Scouts are subsequently wiped out (which let's be honest - is likely) then the Storm can still harass and disrupt.
Being able to grab/contest an objective 24" away on the last turn is an added bonus if they survive, but it's a viable one nonetheless.
Caranthir987 wrote:right so I would cha...
hold on a minute! I really think you've hit the nail on the head as far as competitiveness with C:SM. You've covered most bases well, Nidzilla and flying Circus DE are about the only armies that might give you glaring problems.
Whilst I dig what Horst is saying about the scout bikers, I think that the scouts in Storms are damn good for the objective grab rather than contest.
About my only criticism is I would change the LSS to have heavy flamers on them as a BS 3 multimelta might let you down, whilst a heavy flamer on them for 5 pts less each is reliably solid
Thanks for your comments. I've had the same thoughts on Heavy Flamers. BS3 Melta is never too reliable, but again, that's why I have two of them (plus another four Melta-capable units around to support). Redundancy is the key. However, a pair of Heavy Flamers to soften up infantry with before assaulting with Scouts is a very useful option to have. It requires playtesting to gauge which the more useful choice is [in this army list], I think.
I have found the perceived threat of two 36"-capable Multi-Meltas to often be greater than they actually are. Just by having those two Storms + Scout units on the board makes my opponent think twice and deploy his heavy armour defensively or in a less advantageous position. So the Multi-Melta's actual perfomance is less of an issue. Does that make sense?
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This message was edited 1 time. Last update was at 2011/12/14 17:08:42
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![[Post New]](/s/i/i.gif) 2011/12/14 18:52:40
Subject: Re:1500 Sons of Orar (Vanilla)
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Longtime Dakkanaut
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The list is fairly solid. But most competitive is getting carried away.
I think pairs is not enough, which is the opposite of what you are aiming for. If you have 2 rhinos charging at the enemy they take out one then you lose half your strength, if you had 3 however then there is really a question of which one they should even aim for.
The dreads and preds may go together nicely, then the typhoons will be the target of all the heavy bolter fire or equivalent.
No idea how your librarian is getting around.
The storms will miss, the scouts will be defeated in cc.
Good but could have more redundancy
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![[Post New]](/s/i/i.gif) 2011/12/14 19:04:57
Subject: 1500 Sons of Orar (Vanilla)
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Stealthy Warhound Titan Princeps
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another suggestion - why use rhinos? Your obviously planning on combat squadding, 5 points is a small price to pay for a twin linked heavy bolter. Get razorbacks.
Typhoons are fine in this list, their 48" range puts them beyond any retaliation from bolter fire. only autocannons pose a real threat at range, because lascannon shots will normally be spent on killing predators and dreads.
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![[Post New]](/s/i/i.gif) 2011/12/14 19:35:54
Subject: 1500 Sons of Orar (Vanilla)
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Eternally-Stimulated Slaanesh Dreadnought
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Also, why the power fist on the scout sergeants? Shave those points and put them elsewhere. they are 25pts each, right? That is a lot!
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I have a love /hate relationship with anything green. |
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![[Post New]](/s/i/i.gif) 2011/12/14 20:07:39
Subject: 1500 Sons of Orar (Vanilla)
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Irked Necron Immortal
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Horst wrote:Caranthir987 wrote:right so I would cha...
hold on a minute! I really think you've hit the nail on the head as far as competitiveness with C:SM. You've covered most bases well, Nidzilla and flying Circus DE are about the only armies that might give you glaring problems.
Whilst I dig what Horst is saying about the scout bikers, I think that the scouts in Storms are damn good for the objective grab rather than contest.
About my only criticism is I would change the LSS to have heavy flamers on them as a BS 3 multimelta might let you down, whilst a heavy flamer on them for 5 pts less each is reliably solid
lets be honest here. Those scouts aren't surviving the game, and we both know it 
Aye fair enough, but if you go second you can keep them in reserve and outflank them onto an objective later on.
Also, why the power fist on the scout sergeants? Shave those points and put them elsewhere. they are 25pts each, right? That is a lot!
if you go 1st, you can turbo boost scout move, move 12" first turn, disembark and auto hit vehicles on their rear armour. Pretty useful
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Strike Force Serpentine: 3000
Kabal of the Annihilated Souls: 3000
Red Corsairs: 2500
Knights of Titan: 2000
Waagh Wazzdakka 2000
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![[Post New]](/s/i/i.gif) 2011/12/15 15:37:25
Subject: 1500 Sons of Orar (Vanilla)
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Dakka Veteran
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Caranthir987 wrote:
if you go 1st, you can turbo boost scout move, move 12" first turn, disembark and auto hit vehicles on their rear armour. Pretty useful
Yeah, but the whole squad has krak grenades and should be alive if you're going first. You can save 20pts and get a melta bomb instead, should be about as effective.
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![[Post New]](/s/i/i.gif) 2011/12/15 18:11:57
Subject: 1500 Sons of Orar (Vanilla)
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Irked Necron Immortal
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melta bomb = 1 attack per turn. If it were me rolling the dice I know I'd get snake eyes on that 1st (and lets face it) only turn of attacking a vehicle, an fluff it. Since the meltabombs confers no +1 like other melta weapons, just the s8 plus 2d6, i'd rather go with the fist for 3 attacks on the charge.
Meltabombs would be better if you know there is gonna be LR spam though
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Strike Force Serpentine: 3000
Kabal of the Annihilated Souls: 3000
Red Corsairs: 2500
Knights of Titan: 2000
Waagh Wazzdakka 2000
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![[Post New]](/s/i/i.gif) 2011/12/15 18:17:23
Subject: 1500 Sons of Orar (Vanilla)
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Eternally-Stimulated Slaanesh Dreadnought
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I think 25 points for the scout power fist gimmick is steep. Does is work often? I have never heard of this tactic.
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I have a love /hate relationship with anything green. |
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