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![[Post New]](/s/i/i.gif) 2012/02/04 18:53:50
Subject: Tournecrons (1500)
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Ruthless Interrogator
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Think I'll be taking this list to a tournament in a couple weeks:
Overlord (Warscythe) [100]
+ CCB (Gauss) [80]
Overlord (Warscythe) [100]
+ CCB (Gauss) [80]
4 Cryptek (1x Pulse/Lance, 3x Lance) [160]
4 Cryptek (4x Lance) [140]
5 Warrior [65]
5 Warrior [65]
5 Warrior [65]
5 Warrior [65]
5 Wraith (2x Whip Coil, 1x P. Caster) [200]
5 Wraith (2x Whip Coil, 1x P. Caster) [200]
Annihilation Barge (Gauss) [90]
Annihilation Barge (Gauss) [90]
Total: 1500
2 Lances in each Warrior squad make them painful little scoring units. The rest should all be properly threatening as well. Only weakness I foresee is AV14, but hopefully the CCBs can deal with what little of it I'll see at 1500 pts.
Any suggestions?
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![[Post New]](/s/i/i.gif) 2012/02/05 18:20:04
Subject: Tournecrons (1500)
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Ruthless Interrogator
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Fun fact: my list could beat up your list. Comments?
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![[Post New]](/s/i/i.gif) 2012/02/05 18:42:53
Subject: Tournecrons (1500)
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Ultramarine Chaplain with Hate to Spare
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8 S8 shots isn't as much AT fire as you might think. For insytance at this point level DE are likely to be looking at 20-25 S8 AP2 shots (unless they are going Darklight spam than then it should be about 30). So you're going to struggle against any mech list not just AV14.
I know you've got the Overlords too with the S7 and 2d6 and having 2 makes them better. Though at the oment should the Barge get popped the Overlord is pointless. A senpiternal Weave and Mindshackle Scarabs will make him vastely more effective should he lose his ride.
4 seven man troops choices with a 4+ save is als prettty paper thin. Coupled with no mobility in your troops choices and in objective games you are really going to struggle badly.
Look at those Wraith squads and really think if they are worth the points. In this list their role appears to be mop up but you've not enough threat elsewhere for them to be able to do that.
I think Scarabs would make a huge diffference to the threat level of this list, backed up by some tomb spiders (not saying go the whole farm hog). The tomb spiders add more AT and fullfill the role of the Wraiths only better. Whilst the Scarabs make all your other AT fire and attacks that more threatening.
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![[Post New]](/s/i/i.gif) 2012/02/05 20:24:04
Subject: Tournecrons (1500)
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Ruthless Interrogator
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As far as AT goes, don't forget the Annihilation Barges. They can each reliably stun/immob/wreck 1 AV11 vehicle per turn. They've been a dream for me against Razorspam and DE. Now of course I'm going to bring less S8/AP2 to the table than DE (who doesn't!), but my lances come at longer range (than Blasters anyway) and with a bit more resiliency than a paper-plane full of t-shirt elves. 7 4+ armored models aren't much, but in cover, with RP, they are pretty difficult to take out through shooting alone. And ideally no one gets close enough to ever assault them (hello Wraiths!)
I do see your point on Scarabs, and I really, really would like to fit them in (most of my previous 1500 lists included 8-10 of them, and occasionally 3 Spyders). The problem I have is that, at this point level, most competent players can easily minimize the threat of Scarabs. The things that Lances and Barges can't easily deal with, and Scarabs really want to get at (AV12-14 fire support like Dreads, Preds, Manticores, Russes) are most often hidden in backfield. Scarabs have a big charge distance, but they are not built for travel. Once they're in the open, they are dead, and it's not possible crossing an entire board in cover (at least not in my meta). There's also the risk that they get multicharged with my Wraiths (bye Wraiths!). I would swear by Scarabs in most cases, but my thought is they're just a little too risky here. At your advice, though, I think I will give them at least a few more tries. If they can even strip a few AV off a few key vehicles, I'm sure they'll be worth it. I know in the case of an LR/BW rushing me, I'd definitely regret not having them...
Also good advice on the Overlords. I normally do take Weaves and MSS on them (I highly enjoy them being little badasses), but in this list I see them as 90% anti-tank. Their targets would be the same things I previously mentioned Scarabs would want to get at (particularly Dreads, which do tend to be annoying). So basically, the things the Overlords will be flying near either A) won't want to dedicate their fire to taking out just an Overlord or B) will Instant Death him regardless of MSS or Weaves. So yeah, they are kind of suicidal units, but they will draw a ton of fire, possibly do some big damage, and at the very least give me access to two Courts.
Thanks a lot for the feedback. I will definitely keep it mind as I test throughout the week. So far I've trounced Purifier-Razorspam and Draigowing (well..duh) with this list, so I'll just have to see what comes up as I face more competitive 1500 pt lists.
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![[Post New]](/s/i/i.gif) 2012/02/05 20:34:15
Subject: Tournecrons (1500)
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On a Canoptek Spyder's Waiting List
Austin Texas
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Dont forget that every warrior is a thorn in every tanks treads. But try a couple harps of dissonance just for some extra help.also ccb guass is the staff or war scythe. Also as for the troops they can be flimsy but deployment is key so good luck and may you roll high.
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This message was edited 1 time. Last update was at 2012/02/05 20:36:15
those wacky Necrons
6000pts w10-L1 |
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![[Post New]](/s/i/i.gif) 2012/02/05 21:28:07
Subject: Tournecrons (1500)
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Ruthless Interrogator
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Harp of Dissonance is a really interesting idea...an infinite range shot could certainly get across the field easier than a swarm of Scarabs. I do hate relying on a 3+ then a 4+ for it to have any effect, but I guess I'd only need to get a couple off to dramatically change my AT outlook. Something to think about, thanks!
Local Necron Menace 78729 wrote:also ccb guass is the staff or war scythe.
Not sure what you meant by this, but if you're asking what weapons my CCB-Overlords have...it'll be Warscythes!
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![[Post New]](/s/i/i.gif) 2012/02/06 04:04:43
Subject: Tournecrons (1500)
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Been Around the Block
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Wraiths get shot by bolters; anti-tank goes to barges...Meh list; Wraiths are NOT as good once you face the same MSU style kinda list of another army - Lances are hardly "reliable anti-tank' (They help but not reliable); Command Barges are like meltas - Gotta get close and probably will kill 1 vehicle then shot down in retaliation; and Wraiths who "relish in mopping up 5 man squads" good use of them? Not for 200 pts a mob, no. (when msu is about 90)
I know you're going off what a lotta people do on this site, I'm just trying to show you why it doesn't work vs. a good general.
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This message was edited 2 times. Last update was at 2012/02/06 04:05:48
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![[Post New]](/s/i/i.gif) 2012/02/06 05:04:42
Subject: Tournecrons (1500)
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Ruthless Interrogator
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Smurfy wrote:I know you're going off what a lotta people do on this site, I'm just trying to show you why it doesn't work vs. a good general.
Pardon? I'm going off what has worked for me in my own games, not "what a lotta people do on this site." You have to know you're just being rude here, right?
"relish in mopping up 5 man squads"... "reliable anti-tank"... Who are you quoting exactly? Neither of those things have been said by anyone in this thread. For the record, Wraiths do a lot more than mop up MSU...if you're looking at it as a 200 > 90 equation, then I think you have an incredibly blinkered view of what Wraiths can do. In the last game I played, they tarpitted and winnowed down 6 Bloodcrushers into 1 Bloodcrusher. In the game before, they relieved Draigo of 4-5 members of his Paladin bodyguard (not to mention held him for 2 game turns). I have played with Wraiths in probably 20 games at this point and they've consistently been well worth their cost.
Now did you have any positive contributions, or was the idea to just piss on every unit I'm using?
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![[Post New]](/s/i/i.gif) 2012/02/06 05:22:29
Subject: Tournecrons (1500)
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Fixture of Dakka
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Nice. I like.
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![[Post New]](/s/i/i.gif) 2012/02/06 16:32:26
Subject: Tournecrons (1500)
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Regular Dakkanaut
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I played a similar list at a tourney and did OK. The small squads really have to be targeted to take then out. Even if they do get taken out the lance tek has a habit of popping back up on his own. Still not scoring but a massive hassle. They are still W4 S4 T4 so hit as hard as a standard marine.
AV14 is tough and a smart opponent will target the command barge will suicide melta.
Best bits
De meching a DE army in two turns. If you get lucky you can hit alot of targets or poor them onto one death star unit.
Worst bits
6 guys in a unit all with Amour 4+ does not last long to sustained fire. Don't expect to camp them on objectives and stay put for long.
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Rob
You can't keep a good robot down
Warhammer and LotR at UK Prices for Australia and New Zealand
www.ozhammer.co.uk
Based in the UK |
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