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Made in ca
Dakka Veteran




Vulkan He'Stan 190

Librarian 100
-gate of infinity, force dome

Tactical Squad 220
-rhino
-combi-melta
-meltagun
-multi-melta

Tactical Squad 220
-rhino
-combi-melta
-meltagun
-missile launcher

Terminator Assault Squad 465
-land raider redeemer
-extra armor
-multi-melta

Sternguard Veteran Squad 305
-drop pod
-combi-melta x 4

Land Speeder Squadron 70
-multi-melta
-heavy flamer

Land Speeder Squadron 70
-multi-melta
-heavy flamer

Land Speeder Squadron 70
-multi-melta
-heavy flamer

Thunderfire Cannon 100


Vulkan rides with the termies in the LRR, libby with the sternguard in the DP, speeders and Tfire to neutralize priority dangers to the drop pod when it comes in.
So I've got around 40 points to spare and I'm not sure where to allocate them. I'm also skeptical about the Tfire and speeders having never used them in this kind of list before.

I'm thinking a few upgrades on the libby perhaps, OR I could drop the speeders and Tfire and run 2 dreads in pods to soften up first turn to prep for the vets dropping in.

Unsure about the direction I should take it further
   
Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

swap force dome for null zone and destroy all.

i like my speeders but I have been playing wih them for quite a long time. They take a bit of getting used to but again I think they are worth far more than 70 points expecially considering you have Vulkanized them.

Obviously Rifle dreads are good but you may need the T.Fire cannon since the only anti-horde you have are the speeders' heavy flamers. Keep in mind ifyou are that close with speeders they are not going to last another turn.

Also the single landraider! It will die. Just forget it. If you own it, then side line it until you can play enough points for a second. With that gone you can probably shimmy in two rifle dreads.


Automatically Appended Next Post:
Also noticed the single drop pod. That is another no-no. If your opponent null deploys (has nothing on the table) then you are screwed and they are not scoring so it is not like you can plop them on an objective. You could hijack one of the tec rhinos and drop the pod empty but then half your troops are doing nothing and no taking advantage of Vulkan's melta rule.

If you want the option of a bomb (i run one and like it) drop the landraider and give your termies a pod. Then expect to drop the pod empty and deply the termies via teleportation. Now you have th option to drop the sternguard bomb on turn one OR keep them in reserve and drop them later in the game. Add a teleport homer to your pods and hook up your terminators a bit.

This message was edited 2 times. Last update was at 2011/12/27 19:38:22


I have a love /hate relationship with anything green. 
   
Made in gb
Longtime Dakkanaut




Deuce11 wrote:If you want the option of a bomb (i run one and like it) drop the landraider and give your termies a pod.
Congratulations you play something that is not allowed.

Thunderfires can be great but you have him undefended. Also despite the range I think you should rely on flamers, if anything it is ranged antitank that I would worry about the lack of which could be the dreads you suggest.

The elephant in the room is how do you expect to get a 'raider across the board in one piece. About a third of your points are resting on this to work.
Usually this means having so many tank targets that the enemy either forgets about it or concentrates on it which relieves the entire army, this is easier at higher points.

Then we have the sternguard librarian thing. In someways I like it. You have a nasty drop pod that can combat squad take out two tanks and generally is win.
Most armies could reserve to prevent this attack but then you have a turn of peaceful movement to get into melta and flamer range, actual deepstrike/outflank armies tend to be shorter range so getting into range is not a problem. Also you have given them gate so what is the worry?
Also giving sternguard an inv. save is a nice touch.
However it takes up loads of points that could be used to help your army work.
Also I think you would be better with two permanent meltaguns and maybe a few combimeltas to really hit home and use Vulkan.

I would run some sternguard in a rhino then maybe a librarian with gate with them if you really must.
Else it is possible that a librarian with gate and termy armour to run with 7 SS/TH termies would be better than the landraider for getting them into the action. If you land them close in the first turn they will be doing their job by the flak they take whilst your army moves up.

That is a few of my thoughts
   
Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

MFletch wrote:
Deuce11 wrote:If you want the option of a bomb (i run one and like it) drop the landraider and give your termies a pod.
Congratulations you play something that is not allowed.


Uh, what? How do you figure I "play something that is not allowed"

I have Not played w/ C:sm in a year or so. Can the termis not take a pod?

This message was edited 1 time. Last update was at 2011/12/28 04:01:04


I have a love /hate relationship with anything green. 
   
Made in us
Calm Celestian





Atlanta

That is correct. SW terms can take a pod but not the vanilla marines.

About the list it just feels light on the troops but then you have 2 heavy hitting units (Assault term and sternguard) to level the enemy with so I say play it and see what happens.

My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
 
   
 
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