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![[Post New]](/s/i/i.gif) 2011/12/29 20:48:40
Subject: 1250 Pedro Kantor Veteran List
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Stalwart Dark Angels Space Marine
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Hey guys, trying out a few lists to see what to take to a tournament coming up. How's this look?
Pedro Kantor 175
10 Man Sternguard Veteran Squad 335
-All Combi-Plasmaguns
-Drop Pod
10 Man Sternguard Veteran Squad 340
-9 Combi-Plasmaguns
-1 Plasmagun
-Drop Pod
5 Man Scout Squad 100
-4 Bolters
-1 Heavy Bolter
-Teleport Homer
5 Man Scout Squad 100
-4 Snipers
-1 Heavy Bolter
-Teleport Homer
5 Man Assault Terminator Squad 200
-4 Thunder Hammer/Storm Shield
-1 Lightning Claw
The Vets are the main hit, rapid firing combi-plasmas gives me 20 str 7 AP 2 shots which can kill almost anything in front of them (Vehicles can be difficult if high armor value, but hopefully I can get into better position with the drop pods). I got one scout unit with Bolters mainly because A.) only have one sniper squad and B.) more maneuverability. Both have teleport homers for the second drop pod and if I want to DS the Terminators. My only fears are high armor value and Kantor's placement right now.
(Updated List below)
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This message was edited 1 time. Last update was at 2011/12/31 14:21:36
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![[Post New]](/s/i/i.gif) 2011/12/29 21:02:24
Subject: 1250 Pedro Kantor Veteran List
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Longtime Dakkanaut
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I'd drop one man from a SG squad to fit Kantor in the pod. He can't deepstrike in with the termies (where he's probably performing most effectively with the +1 A he provides) and is useless in the scouts, so he's got to go in the SG squad. I don't think teleport homers work for drop pods, just the termies. For those you need locator beacons - which are an upgrade for your drop pods. Basically, equip one with a beacon and the second can drop scatter free within 6", assuming it's still around when time comes. I would trade a combi-melta for a -plas to give you a little better tank busting. I also include least one combi-flamer or heavy flamer in my sterguard squads to counter hordes. The drop pods are my worry though, that you're dropping one pod first turn which are then the primary target of your opponent's force. They'll likely be wiped unless you drop the pod empty and walk the sternies on. You could make it a suicide squad of 5 with 3-4 combi-meltas that will kill whatever they shoot at, but that's really wasting points better spent elsewhere. Termies are amazingly effective, but I can't help feeling that you might be better off with a pair of rifleman dreads or a rifleman and maybe a landspeeder - either a storm with an assault cannon or multi-melta or a tornado (?) with the missile launcher, assuming the points fit..
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This message was edited 1 time. Last update was at 2011/12/29 21:04:42
What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money
"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell
DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+
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![[Post New]](/s/i/i.gif) 2011/12/29 21:06:37
Subject: Re:1250 Pedro Kantor Veteran List
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Fresh-Faced New User
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I've been interested in using sternguard as well. I've read many articles and forum debates why combi-plasma isn't the best choice of combi weapon. Mainly because of gets hot. Besides you already have some special ammo that can fill the role of the plasma. It seems that the combi melta/flamer with a heavy flamer is more successful, and when it comes to the speical ammo many people say hellfire rounds are the way to go. Good luck, sir!
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![[Post New]](/s/i/i.gif) 2011/12/29 23:30:49
Subject: 1250 Pedro Kantor Veteran List
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Longtime Dakkanaut
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The problem with Vengence rounds is that they're also Gets Hot and only S4 AP3. Great against MEQ, but runs the risk of removing your own models. At least with combi-plas, you're S7 and AP2, making them great against terminators and the like.
Just like melta is meant for taking out armor and flamer weapons are made for hoards of light infantry, plasma is a dedicated special weapon for tackling heavy infantry and light armor. It's downside is the chance it has to remove the shooting model from the game, but for marines this chance is fairly low, about 1 in 18 plasma shots. The more you take, the greater the likelihood of it occuring.
At 1750-1850, my sternguard squads are 10-man and run a combi-flamer, heavy flamer, 3x combi-meltas, and between 1-3 combi-plasmas depending on extra points. I may not use them at all in a game, but if I do and they take out a single model, they've likely made the five points back. I'd rather they be there and not get to use them then not have them when a Terminator squad deepstrikes nearby.
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What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money
"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell
DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+
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![[Post New]](/s/i/i.gif) 2011/12/29 23:56:33
Subject: Re:1250 Pedro Kantor Veteran List
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Longtime Dakkanaut
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Teleport homers don't work like that as has been mentioned. You drop pods carry 12, very spacious indeed.
Combimeltas and heavy flamers all the way for the sternguard. For the drop pod to work you need to land and melt a couple of tanks.
You are ultra reliant on your drop pods. If they do not work for some reason like your opponent is fast or does something tricky then you haven't much of a threat.
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![[Post New]](/s/i/i.gif) 2011/12/30 01:07:42
Subject: 1250 Pedro Kantor Veteran List
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Longtime Dakkanaut
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You drop pods carry 12, very spacious indeed.
Thanks for the correction there MFletch!
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What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money
"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell
DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+
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![[Post New]](/s/i/i.gif) 2011/12/30 13:35:57
Subject: Re:1250 Pedro Kantor Veteran List
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Stalwart Dark Angels Space Marine
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So should I lower the number of Sternguard? Put one in a Rhino or divide them up into five man squads? Take tac marines over a scout squad? Leave the Termies out? Any other suggestions of other things to replace stuff that would be more beneficial in a 1250 tournament? Thanks for all the help.
And my reason for the combi-plasmas was their effectiveness on heavily armored infantry squads, special characters, and rear armor of tanks. I did a little math hammer on my chances for killing a beastly special character like the Sanguinor for instance. If he's near a Priest to give him FNP, he could feasibly run through most things. 20 AP2 shots wounding on 2's however, statistically speaking, can kill him by shear number. I tested this out earlier with Mephiston and got rid of him in the first turn.
Also, the Teleport Homer was more for DSing the Terminators than the drop pods.
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This message was edited 1 time. Last update was at 2011/12/30 13:38:32
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![[Post New]](/s/i/i.gif) 2011/12/30 16:18:09
Subject: Re:1250 Pedro Kantor Veteran List
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Wondering Why the Emperor Left
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Well first of all your going to come in in pieces. 1 Drop pod must land turn 1. Next is on the reserves table, and so are the termies. You would have a tough time vs guard, but then again what army doesn't. You have 36 bodies and two transports that aren't really going to help you in the survivability department. But If someone is running a paladin army then good luck to them, their screwed if the play this list. But your have almost no dedicated anti armor. Sure you have plasma guns but at tournies I have a feeling people won't leaves their back armor of leman russes open. Your army is too soft. Only five models have 2+, twenty-one with 3+, and ten with 4+. I just think any tournament will have enough fire power to wipe each squad as the come in. my 1000 point list has 6 vehicles in it. 3 razorbacks, 1 dreadnought, and 2 predators. which would not only put the hurt on sternguard, or other MEQs but you would have little potential to hurt me back, not only that but everyone is in tanks, so you would have to bust open one of them to hit the guys inside. TH/SS are good but slow if they come in turn 2, they can't assault until turn 3. Any smart player would move away from them because they are slow. so your looking at a turn 4-5 charge, maybe. not trying to beat your list down, I'm just trying to help. Of course who am I to talk since I haven't been to any tournaments yet.
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![[Post New]](/s/i/i.gif) 2011/12/30 17:30:44
Subject: Re:1250 Pedro Kantor Veteran List
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Stalwart Dark Angels Space Marine
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Sounds good, I understand your points. So what would you suggest then instead? Perhaps just one sternguard squad in a pod and then something else? Perhaps a dread or pred? Like I said I could also swap the scouts for tacs, but that's more points.
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![[Post New]](/s/i/i.gif) 2011/12/31 14:21:16
Subject: Re:1250 Pedro Kantor Veteran List
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Stalwart Dark Angels Space Marine
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Updated my list, see what you guys think.
Pedro Kantor 175
10 Sternguard Vets 335
-Combi-Plasmaguns
-Drop Pod
5 Sternguard Vets 190
-Combi-Plasmaguns
-Heavy Bolter Razorback
10 Tactical Marines 220
-Meltagun
-Missile Launcher
-Sarge with Combi-Melta
-Rhino
5 Scouts 100
-Sniper Rifles
-Heavy Bolter
-Camo Cloaks
Vindicator 115
Dreadnought 115
-Autocannon
-DCCW
Equals out to 1250.
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