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Made in us
Ultramarine Scout with Sniper Rifle





I have a 1500 point tournmanet this weekend and I would like some input on the list I am bringing.

UPDATED
HQ
Rune Priest, LL/JotWW, chooser

Troop
Grey Hunters x 5, Meltagun, Razorback Las/Plas
Grey Hunters x 5, Meltagun, Razorback Las/Plas
Grey Hunters x 5, Meltagun, Razorback Las/Plas
Grey Hunters x 5, Meltagun, Razorback Las/Plas
Grey Hunters x 5, Meltagun, Rhino

Heavy Support
Long Fangs x 6, 5 x ML Razorback Las/Plas
Long Fangs x 6, 5 x ML Razorback Las/Plas
Long Fangs x 6, 5 x ML Razorback Las/Plas

The rune priests join the two flamer Grey Hunters in the rhinos and shoot LL from a distance. The rest is self explanatory.
My opponents will be bringing Purifiers, Mech IG, Mech BA, Foot SW, possibly some DE and Necrons. How do you guys think this list will do against those armies?

This message was edited 1 time. Last update was at 2012/01/13 15:21:46


 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

For your second Rune Priest's psychic power I would bring Storm Caller. You may not use it most of the time, but there will be games where you wish you had brought it if you don't have it. Especially with the Rune Priest being in a Rhino, it really extends the range of it quite a bit.

I'd beef out your Grey Hunter units as well, and possibly drop one entirely. Its not until 1750 you really need 4 Troop choices, and the points can be used to make your remaining troops better. Likewise with the Long Fangs, you are going a little heavy with your heavy support for my tastes (at this point level).

If it were me I'd tweak it like so:

Spoiler:
HQ
Rune Priest, LL JotWW, Chooser of the Slain (110 pts)
Rune Priest, Bolter, LL, Storm Caller, Chooser of the Slain (110 pts)

Elite
Wolf Guard x5, x3 Combi-Melta and Power Fist (129 pts)

Troop
Grey Hunters x8, Meltagun, Wolf Standard, Rhino (170 pts)
Grey Hunters x8, Meltagun, Wolf Standard, Rhino (170 pts)
Grey Hunters x5, Meltagun, Wolf Standard, Razorback Las/Plas (165 pts)

Heavy Support
Long Fangs x6, 5 ML, Razorback TL-Las (215 pts)
Long Fangs x6, 5 ML, Razorback TL-Las (215 pts)
Long Fangs x6, 5 ML, Razorback TL-Las (215 pts)

Total: 1499


What other models do you have available? There are plenty of other combinations you can do. Myself I would drop down to 2 Long Fang units and try to take some Scouts or Thunderwolf Cavalry, or even Land Speeders. Sounds like there is a lot of armor on the table and some FNP units so the more AP2/1 weapons the better. Personally I prefer Twin-Linked Lascannons on the Razorbacks used by Long Fangs to pick apart enemy armor more reliably.

Overall your original list is not bad at all, I just would beef up your troops in the event you get knocked out of your transports.

This message was edited 1 time. Last update was at 2012/01/11 19:36:05


   
Made in ie
Stern Iron Priest with Thrall Bodyguard





Ireland

I agree with most of cowmonauts points but stormcaller would only give a 5+ to units in 6", you may and probably should have to spread your army out a bit more so looking at your metagame I think turning all terrain difficult and dangerous might be more useful power.
Cripple the BA tanks or at least slow them down, mess up the foot SW.

Making the long fangs razorbacks twin laz would be more advantageous for tank hunting but I think looking at what you have to deal with 13 missiles a turn is what you need, that is 9 targets that can be hit with s8 & s9 shots from your heavy support.
The BA will be in trouble, the dark eldar are probably screwed, grey knights are a pain but they always are.

It's not the size of the blade, it's how you use it.
2000+
1500+
2000+

For all YMDC arguements remember: http://www.youtube.com/watch?v=8vbd3E6tK2U

My blog: http://dublin-spot-check.blogspot.ie/ 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

Don't forget that 6" is from the Rhino hull. And while not as useful as the BA FNP bubble, that FNP bubble is also only 6" range so its not as bad as it first sounds. But to each their own. Tempest's Wrath would be fun against Tyranids as well (any foot list really), I just don't find it worthwhile personally.

   
Made in ie
Stern Iron Priest with Thrall Bodyguard





Ireland

I'm just putting the options out there, he can make the final choice. I think that with combat armies like grey knights then slowing them down and taking more plasma shots at them is always a bonus.

I will admit it is also good to have a moving cover save, i just think he will be casting living lightening most turns so I'm thinking on how to augment the shooting. Plus rhino's will have 1 turn in cover anyway when he pops smoke.

Actually if the grey knights deep strike lots of units then maybe the power that messes up deepstrike units might be worth taking.

It's not the size of the blade, it's how you use it.
2000+
1500+
2000+

For all YMDC arguements remember: http://www.youtube.com/watch?v=8vbd3E6tK2U

My blog: http://dublin-spot-check.blogspot.ie/ 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

It only affects Jump Infantry, Jetbikes, and Skimmers. It has no affect on any other units. Maybe you are thinking of Njal's special ability?


   
Made in ie
Stern Iron Priest with Thrall Bodyguard





Ireland

cowmonaut wrote:It only affects Jump Infantry, Jetbikes, and Skimmers. It has no affect on any other units. Maybe you are thinking of Njal's special ability?


It affects those and "units deploying by deepstrike and finish their move within 24" of the rune priest". Njal's thing is infantry only, this one is a little bit better for him since dark eldar have jet bikes and skimmers and it might mean he has more turns to shoot at grey knights since they may decide not to deepstrike.

It's not a great power I will grant you but it is an interesting way to mess with the opponent.

This message was edited 1 time. Last update was at 2012/01/13 12:06:35


It's not the size of the blade, it's how you use it.
2000+
1500+
2000+

For all YMDC arguements remember: http://www.youtube.com/watch?v=8vbd3E6tK2U

My blog: http://dublin-spot-check.blogspot.ie/ 
   
Made in us
Ultramarine Scout with Sniper Rifle





Thanks guys for the help so far. I've decided to drop off the second rune priest and add in two ML, and a Las/Plas razorback. This is about a fair trade in the number of shots, however the higher strength will help tremendously against the mostly Mech armies I will be facing.

I don't think having a melee centered GH list is a good idea for a couple of reasons. One, they're in rhinos so they cannot assault the turn they arrive. Second, the list you provided only has three troop choices compared to my five. Also most of the armies I will be fighting against have full PW squads (Purifiers and Death Company to name a few) so my CC is outmatched from the start. I think the best way to beat these armies is to have a ridiculous amount of high strength low AP shots.

I have updated the list in the original post
   
 
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