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Made in jp
World-Weary Pathfinder




I like the idea of outflanking SM's and Khan. I'm hoping this is a decent TAC list but I'm new to SM in general so a little unsure. Any advice welcome.

HQ

Khan-160

Elites

Terminator Assault Squad-th/ss-200
-Land Raider Redeemer-240 (Khan goes with them)

Sternguard Veteransx9-285
2xmultimeltas-3xcombi-melta-rhino

Troops

Tactical Squadx10-205
flamer/multimelta-rhino

Tactical Squadx10-205
missilelauncher-rhino

Tactical Squadx10-205
missilelauncher-rhino

Total Models-44 Infantry, 5 Tanks
Total Points-1500


The basic idea is to have the two missile launcher tac squads sit on objectives while the rest of the force outflanks. The land raider and the sternguards are the real deathstars and should be able to smash most things they come up against, plus keep the opponent scrunched up in his deployment. Initially I have one tac squad with the flamer/mm also outflanking, but I may switch it to a missile launcher squad so that turn one the opponent cant just focus everything on two rhino tac squads. Let me know what you think, if this list has any merit, or tweeks needed, or a new plan all together. Thanks in advance.

   
Made in ie
Stealthy Grot Snipa




With bikes after becoming better in this edition, you'd be crazy not to run bikes in a list that is led by Khan

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in us
Frightening Flamer of Tzeentch





a multi melta is useless on a tac squad!
   
Made in jp
World-Weary Pathfinder




Wow, for some reason I had been under the impression that multimeltas were assault 1. With that in mind Id swap the two MM's from the sternguards and add another two combi-meltas. Additionally I'd have to revert the outflanking mm/flamer tac squad to a missile squad and not outflank it. As to the bikes, while I like them, it becomes a question of whether 3x10 man tac squads in rhinos is better or worse than 3x4-5 bikers (with plasma guns and mm/attackbike). For the moment I'm not sold either way. Thanks for these quick replies, keep them coming.
   
Made in it
Infiltrating Broodlord





Italy

The redeemer deserve a MM (only 10 pts).
Disembarking from an assault vehicle may motivate you to mix the weapons on the Terminators. Something like 2x LC/LC and the rest hammernators. the reroll-to-hit at regular I will be usefull in challenges. At least make the Sergeant this way.
Otherwise, have you consider regular tactical Terminators? Eventually with Assaul Cannon or CML?


You're investing a lot of pts on Sternguards. Ok their good but are they esential? mmm I don't know honestly.

3 Tactical sq. looks like the standard base of each SM list. I'm not completly sold on this, having Khan on bike will let you try a solid and effective mix. Some Tactical on home-obj, bikers (troops) turboing ahead first turn and then shooting down all the necessary with nice guns (plasmaguns and MM).

This message was edited 1 time. Last update was at 2012/07/27 08:54:23


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in jp
World-Weary Pathfinder




While I know I'm sinking a lot of points in the sternguard, the whole idea here is to have the LR/terms and the sternguard come in as kind of a hammer/anvil move, something the opponent has to count for, and something that can potentially dish out a lot of pain. Again, let me know if you think it wont work, but for now I'm wary of dropping the sternguard numbers. Crunching the points, I could take Khan on a bike and have either 3 bike squads of 5 bikes and a mm attack bike, or 1 tac squad (with rhino) and 2 4 man bike squads with mm attack bike. I'm still undecided on whats going to bring the most solid bang for the points. As for the terminators, initially they were all SS/TH because of Khan being with them, if he goes to a bike I'll swap the sergeant to dual LC's. Also I can certainly swing 10 points for a redeemer MM, I just didnt notice it could take one.
   
Made in it
Infiltrating Broodlord





Italy

Your Sternguard tactics isn't bad, I know but let me underline a problem.

you're putting in your unit 9 models, this don't let you combat sq. the unit splitting fire on 2 targets. it's a huge shame for a hammer/anvil operation.
In any case, they wouldn't stand longer then a turn as your opponent will know, so try to do the bigger damage possibile.

Grow their unit to 10 models.

However, even if you'll outlfank a couple of Tactical sq. I don't think you're making deep use of Khan. I don't even think you'll can at 1500 pts.

Do you really want to invest 250 pts on a Land raider at 1500 pts? Do you really want them to outflank?
There are many other ways, cheap ways, to let Terminators come into play via deep strike (with no scatter).

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in gb
Longtime Dakkanaut




You can not assault from outflank.
You can not outflank with everything.

These are the two main reasons why Khan isn't such a brilliant idea.
Also combat tactics is has been boosted.

I would bring preds to give longrange firepower, whilst they can make sure you are not tabled whilst your units are outflanking.
You also need some antiflyer in your list.
If going for a biker army I still would not consider Khan for the same reasons.
   
Made in us
Road-Raging Blood Angel Biker





MFletch wrote:You can not assault from outflank.
You can not outflank with everything.

These are the two main reasons why Khan isn't such a brilliant idea.
Also combat tactics is has been boosted.

I would bring preds to give longrange firepower, whilst they can make sure you are not tabled whilst your units are outflanking.
You also need some antiflyer in your list.
If going for a biker army I still would not consider Khan for the same reasons.


You can't assault from drop pods, transports, reserves, scouting or infiltrating anymore. That nerf was across the board, not just against outflank. Further, you can't reserve everything anymore either.

I'm not so sure Combat Tactics has really been boosted, either. Assaults will be less frequent, less squads are taking powerfist sarges (meaning you won't lose combat to use Combat Tactics in the first place) and it doesn't really help against shooting armies.

   
Made in gb
Longtime Dakkanaut




You can reserve a full drop pod army and then even bring 2 stormtalons for antiflyers, with a squad of scout bikers for their outflank, which actually sounds a reasonable idea.

You can regroup despite the enemy being within 6'', this is huge, it was fairly common to run away then be escorted off the pitch this happened a fair few times against clever opponents, then other times it happens that you need your own turn's running away to get the distance.
Then I think you are looking quite narrowly if you think combat tactics was all about cc.
Finally on the same point having a powerweapon over a fist will not really change the course of a nasty cc, if the enemy was better changes are you'll still die.
   
 
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