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![[Post New]](/s/i/i.gif) 2012/07/11 11:59:19
Subject: 1999 IG/Blood Angels for critique
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Bane Lord Tartar Sauce
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I'm playing in a tournament in October with a gigantic grand prize, so I need the most ridiculously broken list to carry the day. This is very experimental, given how new the 6th ed rules are, and I'm thinking of this as a one-two punch of gunline and assault. The points limit is 1999 (to avoid multiple FOCs).
Primary Detachment--Guard (1160)
Company Command w/ Autocannon 60
Meltavets in Chimera 155
Infantry Platoon 521
-Command w/ Autocannon
-Infantry Squad w/ Autocannon and grenade launcher
-Infantry Squad w/ Autocannon and grenade launcher
-Infantry Squad w/ Autocannon
-Special Weapon Squad w/ 3 grenade launchers
-Hvy Weapons w/ 3 Autocannon
-Hvy Weapons w/ 3 Autocannon
-Hvy Weapons w/ 3 Missile Launchers
Manticore 160
Manticore 160
Manticore 160
Allied Detachment--Blood Angels (710)
Mephiston (Biomancy) 250
5 Death Company w/ Bolters 100
Death Company Dreadnaught w/ Blood Talons 125
Drop Pod 35
Vindicator 145
Fortification: Bastion with Quad Cannon (125)
Guard 1160
Blood Angels 710
Fortification 125
1995 Points
Tactics: Mephiston flies around being awesome. DC move up on foot. Dread drops in and causes havoc. One infantry squad (plus the special weapon squad) holes up in the bastion and uses the 4 hvy bolters (all facing forward) and fire points. Platoon Command chills on the battlements and uses the quad cannon to take out enemy air. Other infantry squads focus on claiming objectives and/or digging in where they can, massing fire on enemy infantry where possible. Hvy Weapon teams dig in and do their thing to enemy armor & use Bring It Down to advantage. Manticores drop templates everywhere. The Vindicator charges up and lets loose.
Edit: I updated the list to the tune of some of the suggestions I was getting. I currently have 4 points left over so I'm thinking maybe some searchlights etc.
So, questions, comments and critique are welcome. I'm new to using Guard as a main force but this style of army is similar to the lists I would use with Grey Knights (not as survivable lol). Please give suggestions!
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This message was edited 1 time. Last update was at 2012/07/12 03:03:41
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![[Post New]](/s/i/i.gif) 2012/07/11 13:52:45
Subject: 1999 IG/Blood Angels for critique
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Krazed Killa Kan
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I am pretty sure Mephiston cannot ride in a vehicle. Your Infantry squads need some special weapons. I'd consider plasma and auto cannons.
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2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2012/07/11 13:57:42
Subject: Re:1999 IG/Blood Angels for critique
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Bane Lord Tartar Sauce
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Mephiston can ride in a vehicle, he just can't join squads or get a dedicated transport of his own. What would you drop out of this list to make room for those special weapons? I only have 4 points left to play with.
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This message was edited 1 time. Last update was at 2012/07/11 13:58:28
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![[Post New]](/s/i/i.gif) 2012/07/11 14:12:46
Subject: 1999 IG/Blood Angels for critique
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Krazed Killa Kan
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The only thing that jumps out that could be dropped is the MoO. You got 3 manticores so thats a lot of pie plates already and the MoO is pretty hit and miss anyways. Just a thought.
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2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2012/07/11 17:34:16
Subject: 1999 IG/Blood Angels for critique
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Grumpy Longbeard
New York
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A Rhino is a terrible place for Mephiston to be. He can't ever charge in his following assault phase after disembarking, which includes disembarking from wrecks (oddly, this doesn't apply to being placed in the crater after a vehicle explodes).
The way to get Mephiston into combat is to advance him BEHIND a Rhino, not in it. He's so small that he can easily hide behind an advancing tank and Wings of Sanguinius means he can reliably jump out and charge things with a significant threat range.
Also, why trade his psychic powers (which are amazing) for biomancy? He gets jump pack movement, preferred enemy, and S10 from his codex powers, each of which is fantastic. Becoming T9 doesn't really help you in close combat at all; terminators still crush you, even with T6 you still effortlessly kill just about every MC in the game, and most everything else already needs a 6 to wound. You're less vulnerable to shooting, but the tradeoff is that you're far less mobile and will probably take more shots while trying to get into assault. Lastly, according to the FAQ he only gets to pick 2 powers from the rulebook disciplines despite having a mastery level of 3.
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This message was edited 2 times. Last update was at 2012/07/11 17:36:21
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![[Post New]](/s/i/i.gif) 2012/07/11 19:11:55
Subject: 1999 IG/Blood Angels for critique
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Longtime Dakkanaut
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I would bring a marine IC to boost the blob squad.
Also Aegis defence line seems to be better value as you can hide all your heavy weapons behind it(it is quite long), also get more heavy weapon teams.
I think you need an explicit game plan and build to it. I guess you want a IG gunline with BA as extra mobility and as a counter assault threats. This means more heavy weapons and probably more jump pack BA.
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![[Post New]](/s/i/i.gif) 2012/07/12 02:54:54
Subject: Re:1999 IG/Blood Angels for critique
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Bane Lord Tartar Sauce
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Now that I know you can't charge after getting out of a wreck the Rhino isn't very appealing for 50 points.
People are telling me to go with the Aegis line because it's cheaper, but the Bastion gives much more protection and affords me 4 extra heavy bolters. Plus if they even want to dislodge the unit inside they have to either crack open the bastion or throw grenades in the windows. Seems like an excellent way to spend 25 points, honestly. Can someone explain what's so much better about the Aegis line besides the cheapness?
So I'm thinking I'll remove the Rhino and leave Mephiston with his codex powers so that he's flyin around with a S10 sword, which'll give me enough to put an Autocannon in all 3 Infantry squads and also put one in the Company Command. After that, removing the master of ordnance is the next best suggestion I've seen. But it's only 30pts (44 total to spend) so it's not gonna afford me tons of plasma guns or anything. Meanwhile that extra template seems like a great idea (admittedly I haven't tried it out yet). So what do I do with that amount? I could put another autocannon or missile launcher in the Veterans. With snap firing that's become an option now and wouldnt decrease their mobility much. Or maybe a Special Weapon squad with grenade launchers? I could fiddle the points around just enough for that, then merge them into one of the infantry squads. Probably put them in the infantry squad manning the bastion (transport capacity of 20) and fire all the gun emplacements plus the grenade launchers out of fire points. That's kind of a lot of dakka.
Thoughts?
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![[Post New]](/s/i/i.gif) 2012/07/12 05:40:13
Subject: Re:1999 IG/Blood Angels for critique
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Angry Blood Angel Assault marine
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I think that flamers would be better in the squads, the auto D3 hit for over watch "wall of flame" and the ability to deny cover for things. Also VS blob armys there nice. Yes you do lose range and they are slightly less flexable, but I think thats a better idea also (I think i dont have my codex here) they are cheeper than Grenade launchers? as for the egis line yes you can get more of the boys behind it but its easly flanked and can be midigated with templates. so i think for what you are going to do bastion works just fine. what about your AA? I see a lot of flyers out and around and if you have 1 AA it will get a lot of uneeded attention so maby getting something to support it or maby a second AA? also why manticors? I know the D# something warheads per missile but its 4 shots then a HB on tracks... Im more of a fan of Griffin morter tanks becouse of the accurate barrage and they will shoot untill knocked out just my thoughts and why the vindicator at thoes pointes take the basic russ maby find points to take sponson HB yes its -1 STR and -1 or 2 AP (again no codex) but you get a huge jump to range and 360 traversion or just drop the vindicator and find a few points and take the short buss (storm raven) and theres a flying transportin beatstick that can have The Rape train himself (mepheston) and the DC
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This message was edited 2 times. Last update was at 2012/07/12 06:16:22
Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"
We only ever get one shot marlin. Life is one shot |
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![[Post New]](/s/i/i.gif) 2012/07/12 06:22:16
Subject: Re:1999 IG/Blood Angels for critique
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Bane Lord Tartar Sauce
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BloodAngels Brother wrote:I think that flamers would be better in the squads, the auto D3 hit for over watch "wall of flame" and the ability to deny cover for things. Also VS blob armys there nice.
Yes you do lose range and they are slightly less flexable, but I think thats a better idea also (I think i dont have my codex here) they are cheeper than Grenade launchers?
as for the egis line yes you can get more of the boys behind it but its easly flanked and can be midigated with templates. so i think for what you are going to do bastion works just fine.
what about your AA? I see a lot of flyers out and around and if you have 1 AA it will get a lot of uneeded attention so maby getting something to support it or maby a second AA?
also why manticors? I know the D# something warheads per missile but its 4 shots then a HB on tracks... Im more of a fan of Griffin morter tanks becouse of the accurate barrage and they will shoot untill knocked out
just my thoughts
Thanks for the input!
The reason I'm going with Manticores (at least til I try it all out) is because they're ungodly powerful. Sure, a Gryphon is accurate, but it's not very strong. I'm betting on the game being over by the time all my Manticores are out of ammo anyway. With 3 of them plus a fast Vindicator, I can utterly saturate the enemy deployment zone with S10 templates. If I don't get first turn it could get a little iffy depending how much antitank they brought, but the artillery will be safely behind cover using Barrage if that's the case. As far as other AA, well, there isn't much other AA out there besides flyers (I dont own any) and Hydras (only snap shots at ground units). My strategy against flyers revolves around the fact that they always start in reserves. So I wont see them until at least turn 2 or 3, and I'm thinking that by then if things have gone well I should have already thumped a big chunk of their ground forces and be able to divert a lot of autocannon fire from my Hvy Weapon Squads, rerolling to hit with Bring It Down. Most armies are only going to bring one flyer, and with the exception of the Stormraven and Necron flyers, a couple of autocannon hits will be plenty to do the job. Plus, if I pile on another AA unit, then I'm out of luck if I face an army without flyers of their own (Like I know there are going to be a couple Deathwing armies and a bunch of Space Wolves and Vanilla Marines, and they typically won't be bringing flyers).
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![[Post New]](/s/i/i.gif) 2012/07/12 06:28:14
Subject: Re:1999 IG/Blood Angels for critique
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Angry Blood Angel Assault marine
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there may be anouther option, a Dev squad with missile launchers. becouse of the option of Frag,Krak,Flak rounds. but i have not seen any updates for the flack rounds so I dont know if BA can take them
but if they can theres 130 points for 4 missile launchers and a Sgt that insted of firing can bump a squad member to BS 5
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Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"
We only ever get one shot marlin. Life is one shot |
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![[Post New]](/s/i/i.gif) 2012/07/12 07:10:35
Subject: Re:1999 IG/Blood Angels for critique
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Bane Lord Tartar Sauce
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Oh, I hadn't even read that the flakk round existed. Well, I do already have a Hvy Weapon squad with 3 missile launchers so I don't see a whole lot of need for more anti-air now that I know about those. If I face an opponent who is running a mass air list then those launchers are going in the Bastion and using the fire points. Can't shoot my AA weapons til you bust my AV14 bunker. ANother selling point for the Bastion over the Aegis line, since flyers can just blast your infantry all to hell with naught but a cover save to keep them alive.
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![[Post New]](/s/i/i.gif) 2012/07/12 08:31:13
Subject: Re:1999 IG/Blood Angels for critique
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Angry Blood Angel Assault marine
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oh alright didnt know that tid bit so that makes it even better and yeas its a Range 48" S7 AP4 heavy 1 skyfire
but I have no clue what armys can take it I would asume its the Imperium as a whole but I have been wronge in my time
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Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"
We only ever get one shot marlin. Life is one shot |
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![[Post New]](/s/i/i.gif) 2012/07/12 19:10:01
Subject: 1999 IG/Blood Angels for critique
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Bane Lord Tartar Sauce
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Apparently we have to wait a while to find out which armies can get it, but they'll probably give it to Guard missile launchers for free, since (contrary to popular belief) it's the Guard that get everything, not SM.
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![[Post New]](/s/i/i.gif) 2012/07/12 22:27:32
Subject: Re:1999 IG/Blood Angels for critique
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Angry Blood Angel Assault marine
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honestly I wouldent mind if i had to pay for flakk rounds it just makes leaf blower units even better
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Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"
We only ever get one shot marlin. Life is one shot |
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![[Post New]](/s/i/i.gif) 2012/07/13 06:32:33
Subject: 1999 IG/Blood Angels for critique
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Bane Lord Tartar Sauce
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Okay, tried this list out tonight and I learned a lot of things. First of all, Mephiston is not the beast he used to be. Yes he's still pretty nasty, but with an AP3 weapon he can't kill most of the characters people are going to be taking. Got his head smashed in by Marneus Calgar, so that's quite a change from normal.
First practice game tonight went well despite making a couple major tactical errors, playing on a board only 30" across and being outnumbered by 1000 points (when I play practice games, I make damn sure it's a challenge). I had still managed to wipe out all his vehicles by the end of turn 2, and at best the ones that lived through the first volley were only firing snap shots. The Vindicator served me very well, and I'm wondering how to get more of that kind of good time.
I'm thinking about switching from BA to GK as my allies. A dreadknight will serve better than the DC Dread, Coteaz will be a great utility HQ, and a unit of Purifiers split into combat squads will deliver massive firepower and counter assault. This'll leave some extra points for plasma guns.
Also looking to switch out one to two of the manticores for Leman Russ Demolisher/Executioner, and however I decide to go will either free up or eat up points.
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This message was edited 1 time. Last update was at 2012/07/13 06:45:10
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