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Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

I need to make up 200 points to take my list up to 1200 in prep for a game in a couple of weeks. So far I have:

Termy Libby (epistolary I think... can't remember what my points allow for)
-combi plasma
- vod
- goi

5x termi's
- ass cannon
2x chain fist

10x tacs
- ML
- flamer
-drop pod with locator beacon

10x tacs
-ML
-flamer
- drop pod with locator beacon

5x devs
- 4x ML's

Now the question is do I add in Sicarius to make up the points for cheap, and to add some anti IC element to the force, or 3 land speeders, with 2x MM's + 1x heavy flamer and underslung ass cannon for fast moving anti tank and anti cover ability?

What do you think?

   
Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

3x Speeders

MM/HF short range, duel threat, super point efficient

or

TML/HB long range, anti-personnel, super point efficient

I have a love /hate relationship with anything green. 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Speeders. Try and arm each one for a specific role, multi-meltas or heavy flamer/heavy bolter, not a mix on each one; and consider making at least one a Typhoon (a two-shot missile launcher that can fire after moving 12" is a marvelous invention for the sheer versatility it brings to the list).

Avoid taking two HQ until your army is bigger; my typical rule is one HQ per 1,500pts or part thereof in your list.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

Other suggestions:

Rules for drop pod assault mean half come in on turn 1. Do you really want one pod to drop without support? Try to get at least one more pod in the list.

I would suggest cutting the devs and adding rifle-dreads with pods.

Also, since the tacs are in pods, take the free MM instead of the ML.

I like that you are going shooty-nators with a gating Libbi. I hope you see success with them. You could shave one of the chain fists if need be.

Good luck


Automatically Appended Next Post:
AnomanderRake wrote:Speeders. Try and arm each one for a specific role, multi-meltas or heavy flamer/heavy bolter, not a mix on each one; and consider making at least one a Typhoon (a two-shot missile launcher that can fire after moving 12" is a marvelous invention for the sheer versatility it brings to the list).

Avoid taking two HQ until your army is bigger; my typical rule is one HQ per 1,500pts or part thereof in your list.


The MM/HF is a good for duality because they are too easily shut down. If the player knows, ok all I have to do is down the one with the MM my LR spam is home free, then you made his target priority very simple.

MM/HF for 70 points (3 for 210) is beautiful. Probably my favorite unit.

This message was edited 1 time. Last update was at 2012/04/30 16:04:01


I have a love /hate relationship with anything green. 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Awesome, that's kinda what I hoped you guys would say! Kitch loves himself some speeders.

Ahem.

2 drop pods aren't a problem, the strategy is;

- Terminators,Libby and devs deploy
- turn 1, first drop pod arrives within 24" of the Libby and termy squad
- goi takes the Libby and termy fo that drop pod on the same turn
- instant tactical squad support from an elite unit capable of moving at jet bike cruising speed!
- 2nd drop pod arrives within 24" of the first, and you can see how the rest plays out from there!

I'm glad you said speeders as it gives me some fast anti tank at a pace that matches the blitzkrieg style attack pattern of the rest of the force

   
Made in ca
Boosting Space Marine Biker





Quebec, Canada

You know that the Locator Beacon must be on the board at the begining of the turn for your libby to gate safely in it's radius do you? Meaning, your tactic will be effective starting from turn 2, if the pod is still there.

First turn Locator Beacon+Gate of Infinity is achievable with Scout bikers only I'm afraid. If you go that route, I would take a unit of 3-4, with combi-melta+meltabombs and Locator Beacon. Then with the leftover points, buy some fist(s) for your tactical squads and combi-melta/flamer for maximum efficiency on the drop.

Good luck!

Praise the emperor, bless your weapon and pass the ammo!

Armies played:  
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Hm, ok - guess turn 2 will have to do for now, I'll expand with scout bikers next time (already got the drop pods).

   
Made in us
Bounding Dark Angels Assault Marine




Midwest,United States

If you know that the drop pod is going to get shot to pieces, you may want to drop an empty one to keep your tac squad from getting wasted.

~5000+ pts (95% Deathwing )
~1500 pts

"Uncertainty is an uncomfortable position. But certainty is an absurd one" - Voltaire

"You have to learn the rules of the game. And then you have to play better than anyone else." -Einstein 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

I thought you could only take a transport for a unit that can be mounted in them?

   
Made in us
Bounding Dark Angels Assault Marine




Midwest,United States

You have to buy the drop pod as a dedicated transport, but it doesn't have to have any models in it when it comes down.

~5000+ pts (95% Deathwing )
~1500 pts

"Uncertainty is an uncomfortable position. But certainty is an absurd one" - Voltaire

"You have to learn the rules of the game. And then you have to play better than anyone else." -Einstein 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Awesome, again, that'll be one for when I have more points to play with, probably the 1500 list. I'll get it for the dev's, add a missile launcher, bring it down and unleash hell.


   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Deuce11 wrote:Other suggestions:

Rules for drop pod assault mean half come in on turn 1. Do you really want one pod to drop without support? Try to get at least one more pod in the list.

I would suggest cutting the devs and adding rifle-dreads with pods.

Also, since the tacs are in pods, take the free MM instead of the ML.

I like that you are going shooty-nators with a gating Libbi. I hope you see success with them. You could shave one of the chain fists if need be.

Good luck


Automatically Appended Next Post:
AnomanderRake wrote:Speeders. Try and arm each one for a specific role, multi-meltas or heavy flamer/heavy bolter, not a mix on each one; and consider making at least one a Typhoon (a two-shot missile launcher that can fire after moving 12" is a marvelous invention for the sheer versatility it brings to the list).

Avoid taking two HQ until your army is bigger; my typical rule is one HQ per 1,500pts or part thereof in your list.


The MM/HF is a good for duality because they are too easily shut down. If the player knows, ok all I have to do is down the one with the MM my LR spam is home free, then you made his target priority very simple.

MM/HF for 70 points (3 for 210) is beautiful. Probably my favorite unit.


MM/HF speeders are great for suicide attack runs at fun things like hordes of orks or Land Raiders. However, HB/TML speeders are good for destroying light armor(AV13 and under is light armor?) and wrecking havoc in Horde armies, due to the fact that they can either fire krak missiles at tanks, or frag missiles at hordes. The benefits are pretty clear; if you use 3 speeders, you get 6 Missile Launchers, + whatever you come with on your tactical squads/devastators. In your army, it'd give you 12 Missile Launchers to throw around.

If you use the MM/HF speeder, since, you are going to be in charge range of anything like Orks, you want to make sure you move at least 12". This way, for the standard boys, he's hitting on 6s and glancing on 6s. But the nob will be hitting on 6s and glancing on 1s/pen on 2s. I'm sure his horde/blob will be big enough that your speeders can move 12" while staying within range to flame. (of course, this doesn't matter vs Guardsmen Blobs, get as close as you want. But if your Land Speeders get to flame range through those ACs, LCs, HBs, or what have you blobs like to have, I am impressed at their piloting skills.)

And, if you try to keep them behind the Horde, you can try to use them to pull the main horde away from your army for a turn. Of course, watch out for the lootas. Good positioning is key to using the suicide speeders to full effect, against any army. If you position it right, for example, you can use the Land Raider you are about to turn into debris as cover from the enemies return fire.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
 
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