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Made in us
Ork Boy Hangin' off a Trukk




Hello friends, I haven't been collecting for long, but I have a decent army list, just needs some tweaking.
Any commentnts are appreciated. Thanks ahead of time

HQ
MOTF W/ BP, Power Sword 115

ELITES
Techmarine W/ SB, Thunder Hammer 83

Tactical Terminator Squad w/ HF 205

TROOPS
Scout squad 10 men 1 ML, 8 snipers, camo cloaks, sargeant Tellion 227

Scout squad 10 men 1 HB, 9 Snipers, camo cloaks 180

Scout squad 5 men 5 shotguns, sarge has PF 100

Scout squad 5 men 4 Combat blades, sarge has BP Power Sword Melta bombs 95

Tactical squad 10 men w/ PG, MM sarge has PF Mounted In Razorback w/ LCTLPG 280

FAST ATTACK
LSS ASSCAN 85 (Shotguns go here)

LSS HF 60 (Combat blades here)

Scout bike squad, 5 men 2 AGL, Cluster mines, sarge has melta bombs 145

HEAVY SUPPORT
Whirlwind w/ SB 95

Whirlwind w/ SB 95

Fortifications
ADO w/ icarus lascannon 85

It should add up to 1850

The snipers and the whirlwinds promote great synergy due to wound allocation.
The 5 man scout squads and scout bikes most likely outflanking to take/overrun objectives in enemy territory, Scout bikes out flank to hit side or back armor w/ AGL, cluster mines always seem useful. If anyone has any advice at all please post. You won't hurt my feelings, i promise.

   
Made in us
Steadfast Grey Hunter





Dallas, TX

Personally, if you were to use the MOTF I'd try to capitalize on his ability to make dreads into HS. Im not a huge fan of whirlwinds, while dropping pie plates is nice they lack the power to do much to tanks and heavy infantry.

Seeing you have a techmarine theme going, maybe take some thunderfire cannons for HS (along side some dreads), and you will get to fortify some cover.

Also, a little fun thing you could do: put your MOTF on a bike and upgrade it with a Conversion beamer. You get a nice little mobile gun (relentless) you can move around in your deployment zone popping tanks.

Just some other options for you to consider!

This message was edited 1 time. Last update was at 2012/08/12 00:24:56


 
   
Made in us
Ork Boy Hangin' off a Trukk




I have tried those tactics you have stated, and as they were good in 5th, the way things work in 6th makes them not as prevalent.
The techmarine and the Motf are simply there for vehicular support for repairing hull points, they have a double role as a counter charge unit. 2+ saves aren't what they used to be. A character w/ 3 ap3 attacks, and 2 ap2 attacks right after makes him a vicious counter charge unit.

Dreads are not my thing, they are too many points for what they can reliably do, however they are surprisingly durable. Whirlwinds and snipers have something in common now and it is something they barley existed in 5th edition. With them, all of your unit "upgrades" are in danger of being singled out, as well as with sniper rifles.

I had little to no success w/ conversion beamer due to The fact that you lose the servo harness. It makes him shoot a small blast every turn which isn't as helpful as a beatstick w/ ap2 and 3 attacks

I would agree that I may need some more AT, I have some now, but most of it is CC based. I will run some test games w/ him on a bike and having a conversion beamer. Thanks for the quick reply
   
Made in gb
Longtime Dakkanaut




PotionsN'Balms wrote:but I have a decent army list
Then you should post it on here then. BOOM! Only joshing friend

MotF and techmarine are not doing enough for you, they can work. Repairing vehicles is a limited occupation.
Razorback unit doesn't fit with the infantry in the list.
The whirlwinds are cute, please keep them.

The list you are clearly trying to write is probably 3 thunder fire cannons, 2 squads of deathwing, vanilla librarian in terminator armour with SS, Belial, then maybe a drop pod melta unit.(instead of your current HQ, elite, heavies and tactical squad.)
Thunderfire cannons are better then whirlwinds and then do more. Whirlwinds have search lights so I would take one, you do not see enough whirlwinds.
deathwing will be missile toting, SS protected terminators that happen to be scoring, slightly better than your current termies.
Belial will be good for LoS and making a unit fearless, librarian can run with deathwing and is better for you than a MotF
Drop pod with melta would be good for tank killing which is something you currently lack.
   
Made in us
Ork Boy Hangin' off a Trukk




With all due respect, TFC sucks compared to whirlwind. It's 15 pts more and it is demoted to a small blast. True 4 shots and ammo types, but no barrage. The key to The whirlwinds is barrage. When my scatter die rolls on Target, all them people under the template get hit, then generate wounds. The wounds are then allocated to The closest models from the center of the template. If it hits, it will most likely do more than 1 wound, forcing more saves on your nob w/ pk, or Grey hunter w/ plasma gun, or even your HQ that is attached to your infantry squad. LOS is not needed to fire unlike the TFC.
The Techmarine and motf have there work cut out for them, but they also help by bolstering ruins.

As for the deathwing thing I'm not sure why you recommended it for my list for 2 reasons.
1 the recommendations you made completely change my list and
2 the terminators in my list were throw away points.

That being said, your suggestion on deathwing made me reconsider the termies.
Instead, I wanna add another tac in a razorbacl to give more weapon options.

Thanks for the advice
   
Made in gb
Longtime Dakkanaut




PotionsN'Balms wrote:With all due respect, TFC sucks compared to whirlwind. It's 15 pts more and it is demoted to a small blast. True 4 shots and ammo types, but no barrage. The key to The whirlwinds is barrage. When my scatter die rolls on Target, all them people under the template get hit, then generate wounds. The wounds are then allocated to The closest models from the center of the template. If it hits, it will most likely do more than 1 wound, forcing more saves on your nob w/ pk, or Grey hunter w/ plasma gun, or even your HQ that is attached to your infantry squad. LOS is not needed to fire unlike the TFC.
If you use a large template to assassinate the model at the back you will catch less models, then st4/5 isn't going to do too many wounds.
4 small blasts can catch more than a single large blast, plus not just theoretical possibilities it is just easier to find a small templates worth of models bunch then a large template.

Thunderfire cannons are hard to kill. Plus can change roles once the gun dies.

They can do something to mech.
   
Made in us
Ork Boy Hangin' off a Trukk




May not be too many wounds, but they are put where you want. Mech or not, any failed saves at that point seriously detriment your opponent.
I have never found the TFC reliable especially in 5th. But i will give it a try. I'm going to run a few test games and ill repost lists.
   
 
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