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![[Post New]](/s/i/i.gif) 2012/01/27 19:24:23
Subject: Vulcan He'stan melta army
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Shunting Grey Knight Interceptor
texas
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Vulcan He' stan 190
Tact squad (10) melta, multi melta w/ dedicated rhino (hk missles).
225x3
Sternguard (5) 2 multi melta w/ drop pod deathwind missles
190x3
Attack bike squad(3) multi melta
150x3
Devestators (5) 4 multi melta w/ razorback and hk missles
195x3
2500 points
Still missing one rhino and 2 razorbacks. Almost finished with hk army though and I'm hoping to get these soon.
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![[Post New]](/s/i/i.gif) 2012/01/27 19:44:08
Subject: Vulcan He'stan melta army
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Irked Necron Immortal
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Considering the turn 1 Drop Pod assault, I would consider having 2 of those sternguard squads switch the MMs for Combi-Meltas.
3 Troops at 2500 just feels very light so you might run into some complications there.
Otherwise, have fun with it. That's a lot of melta
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This message was edited 1 time. Last update was at 2012/01/27 19:44:18
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![[Post New]](/s/i/i.gif) 2012/01/27 20:28:55
Subject: Vulcan He'stan melta army
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Steady Space Marine Vet Sergeant
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at 2500 points, 10 sternguard dropping in on first turn in their lines is gonna draw alot of attention, and cause they have 2500 points worth of army, its gonna be alot of fire power coming your way
I like the idea of the Devastators in a RB, but its quite a point sink when you consider the other options available ( TH termies and LRR).
But anyway, quite an interesting list
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![[Post New]](/s/i/i.gif) 2012/01/28 04:22:38
Subject: Re:Vulcan He'stan melta army
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Disgusting Nurgling
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and the you played orks...
When you said melta-heavy you meant it. but what happens when you kill all the tanks? or they have NO tanks. This list won't survive. the list is balanced enough, Vulkan makes flamers twin-linked too! Also what are the devastators going to do. Multimeltas are heavy weapons, and because you took a razorback they cant fire out of their transport. if they get out they will be killed, and killed fast. The sternguard may be more expensive then marines but they die just as fast, if you want to drop meltas in, take 2 meltas and 3 combi-meltas. multi-meltas are usually a waste because you can't move to a tank, and the tank sure wont move to you.
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![[Post New]](/s/i/i.gif) 2012/01/28 04:24:17
Subject: Vulcan He'stan melta army
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Shunting Grey Knight Interceptor
texas
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Wasn't thinking I would drop my sternguard right on em. Was thinking of keeping them in reserve. Please correct me if I'm wrong here, but I was under the impression that the drop pod assault was a choice I could do or not do. I was thinking bring in the pods later for some much needed anti infantry. Thus the deathwind launchers. Next question is why combi over multi melta?
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![[Post New]](/s/i/i.gif) 2012/01/28 04:26:35
Subject: Re:Vulcan He'stan melta army
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Disgusting Nurgling
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DPA is not a choice
Multi-meltas are heavy weapons, combi-meltas are not.
like a said earlier. a smart player will not run 3 land raiders up to your veterans, if you move up to him he will just throw a few shots over and kill them. even if they do drop next to a tank they cant fire when they arrive because they count as moving, and will then be priority one. After 2 die they start taking leadership tests. IF you want anti-infantry drop the multi-meltas and switch them for combi-flamers. both benefit from vulkan. Try to run my list where each unit is flexible. 6 landspeeders with multi-meltas is what I run. I also equip them with heavy flamers so two squadrons can team up on a transport. one pops the transport, the other roasts the squad inside. it also allows for them to not be a waste of points if I play tyranids or horde orks. not to mention the get to re-roll to wound!
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This message was edited 1 time. Last update was at 2012/01/28 04:36:18
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![[Post New]](/s/i/i.gif) 2012/01/28 04:36:18
Subject: Vulcan He'stan melta army
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Shunting Grey Knight Interceptor
texas
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@ waaghgames. I can switch to flamers on the tact squads, I think I might have three. I own a lot of tact marines, was thinking my deathwind launchers and heavy bolters would help vs orcs and such. Kinda a gunline approach, or so I figured. With meltas supporting each other. Believe it or not I've had a lot of success vs. My orc friend because of the bikes, so I was thinking the other stuff would help as well. I have 14 plasma cannons, 6 lascannons, and 4 heavy bolters marines I could throw in. Used to use plasma cannons on sternguard, just got tired of gets hot.
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![[Post New]](/s/i/i.gif) 2012/01/28 04:38:35
Subject: Vulcan He'stan melta army
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Lone Wolf Sentinel Pilot
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Vulkan also Mastercrafts all Thunder Hammers.
When I played my Vulkan list I put him in a Redeemer with 5TH/SS Termies and a Libby.
I would routinely roll up on a Draigo Wing/Palli-squad and pop Null zone. The LR would then get shots off on the GKs, usually killing 1 with the Melta. Vulkan's flamer may take out another. Then Vulkan and Co would charge. Your striking last but unless you get dice hosed your 3+ invul should keep at least 3 Termies alive. Then Vulkan strikes (don't forget he's S6 with that relic blade with a reroll on the hit AND wound...digital weapon) so he usually takes one or 2 more GKs down. Then you get all your hammer hits with 1 reroll...killing on a 2.
I've mowed through Draigo and 10 Pallies in 1 combat round leaving Vulkan untouched with 3 Termies. The typical 5 man GK Termi/Palli squad never survives.
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Life isn't fair. But wouldn't it be worse if Life were fair, and all of the really terrible things that happen to us were because we deserved them?
M. Cole.
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![[Post New]](/s/i/i.gif) 2012/01/28 04:43:42
Subject: Re:Vulcan He'stan melta army
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Disgusting Nurgling
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meltas are do kill the bikes in one hit, but! flamers will hit 3-4 of them, re-roll to wound because of vulkan, AND ignore the bikers cover save! Ork bikes always get 4+ cover, and 3+ when they move flat out. all of that totally ignored by flamers. of course I don't play against biker orks. My friend plays 120+ boys behind a Grot conga line so hit lots of orks, and ignoring cover makes me happy. But if you have found that meltas work better go ahead, no point in changing something that works! Good luck taking on the bikers, I hear he quite tough to beat. Automatically Appended Next Post: @dkellyj
really? was the dude not using halberds? I would think GKs would murder the termies. they strike at I6 with their halberds,then probably at S6 from hammerhand. must have been an embarrassing day for the Inquisition!
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This message was edited 1 time. Last update was at 2012/01/28 04:48:36
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![[Post New]](/s/i/i.gif) 2012/01/28 06:02:58
Subject: Vulcan He'stan melta army
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Shunting Grey Knight Interceptor
texas
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You would think my melta guys would be scary to pallys. I keep hearing str8 ap1 is the way to go vs. Them. Am I wrong in that assumption?
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![[Post New]](/s/i/i.gif) 2012/01/28 06:30:32
Subject: Vulcan He'stan melta army
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Screaming Shining Spear
Australia
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Your correct with that assumption, work's with my eldar fire dragons
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Alaitoc eldar 1250 points
Space marines 2250 points
Bad moons 1500 points
Cadian and catachan 500 points |
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![[Post New]](/s/i/i.gif) 2012/01/28 06:51:59
Subject: Vulcan He'stan melta army
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Shunting Grey Knight Interceptor
texas
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Might switch out pods for Rhinos. But that means 3 more Rhinos to buy. Already have pods.
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![[Post New]](/s/i/i.gif) 2012/01/28 08:01:47
Subject: Vulcan He'stan melta army
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Lone Wolf Sentinel Pilot
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really? was the dude not using halberds? I would think GKs would murder the termies. they strike at I6 with their halberds,then probably at S6 from hammerhand
3++ is awesome. It was early in the codex release when most folks were using wound allocation tactics; mixing Halberd, swords, hammers, and psi-cannon. My Libby hooded his Hammerhand. What I clued in on was that this divides your attacks along initiative lines...A few Halberds swing for a few hits and a few wounds, most saved. Then Vulkan hits and the GKs have to decide who dies; Halberds that already swung or swords for a little better invul save? Most GKs split it and you usually kill a sword and halberd anyways (reroll invuls from my Libbys Null Zone). Then his remaining swords hit and you probably lose 1 more Termy. Then your hammers roll and wipe the squad, maybe losing another to his hammer.
Since then, most local GK players go all halberds (with 1 obligatory hammer for vehicle issues) to get the maximum numbers of Power wounds possible on a single strike. Rolling 10-12 saves at once produces more 1s-2s than rolling 2-3 saves at a time along initiative lines.
It also helps to time it out so your assaulting and getting the extra attacks AFTER shooting up his squad killing a few off.
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Life isn't fair. But wouldn't it be worse if Life were fair, and all of the really terrible things that happen to us were because we deserved them?
M. Cole.
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![[Post New]](/s/i/i.gif) 2012/01/28 22:00:41
Subject: Re:Vulcan He'stan melta army
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Wondering Why the Emperor Left
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Sorry to thread jack but if he is playing wound allocation then he would soak up vulkans attacks without losing anyone. After vulkan is done everyone hits, assuming there is a brotherhood banner that means 38ish NFW attacks are coming at you at WS 5-6 and. Assuming he hits on 3s and wounds on fours if he attacks your termies they take 12 ish invuls asumming that hammerhand doesnt go off, which they get two chances to cast 1 for draigo, and one for the pallies.
Vulkan shouldn't actually be able to legally kill a palidin in shooting or in combat because he doesnt instant death them and you must put follow wound allocation rules.
We should get back on topic though
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