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![[Post New]](/s/i/i.gif) 2012/10/19 05:31:38
Subject: 2,000pts White Scars or Crimson Fists?!
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Regular Dakkanaut
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So i've been having an awful time deciding on a 2k list i'd like to start practicing with in preparation for local tournaments that are coming up in the next month or so. I'm generally a white scar player but i've become more and more attracted to stern guard over the years. Especially scoring stern guard!
Captain: Artificer, Power First, Bike – 175
Terminators (10): 2x Cyclone – 460
Stern Guard (7): 5x Combi Meltas, 2 Heavy Flamers, Drop Pod – 255
Bike Squad (4+1), 2x Meltas, Multi Melta attack Bike – 185
Bike Squad (4+1), 2x Meltas, Multi Melta attack Bike - 185
Bike Squad (4+1), 2x Plasma, Multi Melta attack Bike - 195
Bike Squad (4+1), 2x Plasma, Multi Melta attack Bike – 195
Bike Squad (5) -, 2x Flamers – 150
Thunder Fire
Thunder Fire
2000
And Crimson Fists:
Captain: Lightening Claw, Bike – 150
Pedro – 175
Stern Guard (7); 4x Combi Meltas, 2 HF, Drop Pod – 250
Stern Guard (7), 5x Combi Meltas, 2 HF, Drop Pod – 255
Assault Terminators (10); TH/SS - 400
Bike Squad (8+1), 2x Melta, Multi Melta Attack Bike – 285
Bike Squad (8+1), 2x Melta, Multi Melta Attack Bike – 285
Thunder Fire
Thunder Fire
2000
Thoughts?
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![[Post New]](/s/i/i.gif) 2012/10/19 06:58:05
Subject: 2,000pts White Scars or Crimson Fists?!
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Steady Space Marine Vet Sergeant
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I prefer your second list more.
Assuming you will combat squad the bikes into 2 squads. How are your terminators moving? Deep Strike, or foot slog?
I think it could work.
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![[Post New]](/s/i/i.gif) 2012/10/19 13:52:05
Subject: Re:2,000pts White Scars or Crimson Fists?!
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Longtime Dakkanaut
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Your lists are a little al over the place. What other models you have access to?
I will just give a random collection of musings:
Both lists probably need something to deal with flyers such is 40k tournaments.
Scout bikers are awesome when you have bikes and things deepstriking.
Shooting terminators are lovely at low points, bad at normal point levels. Then only exception is taking deathwing allies is nearly always a good.
Having slow units that can not run away like drop pods and terminators makes the bikers a little silly. The bikers will hit(which the drop pod unit will be good at) and then run(where the drop pod unit starts to cry.)
The captain could do with something so he can hit at I5, either relic blade or lightning claw then meltabombs for the harder units. Else powerfist+lightning claws is a good combo. Also stormshield is a reasonable addition and hellfire ammo is well worth the points.
Sternguard will want a squad of 10 so you can combat squad and kill two things when they land. This is also a good use of the heavy flamer in tournaments, as you have 4 options with combat squadding and choose the one for the mission and the enemy.
I would go for combat squads of bikers, so you can get more scoring units for the points unless the tournament has weird rules against scoring units.
The thunderfire cannons will be lonely. I would give them an antimech thing to sit with, as covering fire is a bit useless if people stay in their rhinos. Also an ADL to sit behind. Then a quadgun is probably a very sensible idea to shoot down flyers.
Stormtalons are probably the best bet to shoot down flyers and yet fit into your list.
2 HQs is usually a little too top heavy for vanilla marines.
Foot slogging a unit that is only good in cc is not so sensible, even for orks. Apparently foot slogging the new new khorne bezerkers works but I believe that when I see it.
Do you only have any more sternguard? Do you have any tactical squads or scout squads?
I really like combat tactics for bikers. Part of the point cost of kantor and a biker captain is that troops are awful, so having the both does seem a waste.
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![[Post New]](/s/i/i.gif) 2012/10/19 14:05:59
Subject: Re:2,000pts White Scars or Crimson Fists?!
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Tunneling Trygon
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Either list you're only getting 1 drop-pod down T1 so making them a bit of a target. You really want 3 pods in the list so that 2 drop and give your enemy too many targets when you add the turbo bikes as well ...
First list, the 5th bike squad is not worth it. Better to add ablative wounds to the 4 other squads or your into the special weapons too soon.
I'd take a 2nd sternguard unit in the first list and then give a drop-pod to a thunderfire cannon so both sternguard drop T1. Don't worry about them scoring, they are to kill stuff for maybe 2 turns and take a lot of fire for the privelidge. For the points left you could probably take a libby on a bike, which has nice utility.
Second list you have scoring sternguard, so can probably manage without combat squadding the bikes. Trim the bike squads down, take a drop-pod for a thunderfire (see above - it comes down empty later in the game) and I would always find the points for artificer on the bike captain. With those TH/SS termies I would be tempted by a beacon on a drop-pod, even if all it does is cause a lot of units to shoot at the drop-pods rather than the sternguard for fear of the termies coming in next turn ...
On that point, you can't afford a bad reserve roll for those termies so any way of squeezing a comm relay in there would be good.
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2012/10/19 19:41:26
Subject: Re:2,000pts White Scars or Crimson Fists?!
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Regular Dakkanaut
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Thanks for the great advice. Here's a new concept
Captain; Fist, Bike Arty- 175
Stern (7); 5 CM, 2 HF - 255
Stern (7); 5 CM, 2 HF - 255
Th/SS Terms (5) - 200
Bike Squad (4+1) 2 Meltas, MM AB - 185
Bike Squad (4+1) 2 Melta, MM AB - 185
Bike Squad (4+1) 2 Plasma, Mm AB - 195
Bike Squad (4+1) 2 Plasma, Mm AB-
195
Thunder Fire
Thunder Fire with Pod
1880
I was think 5 camo Snipers and 2 homers on the stern guard pods to create a spear head for the terminators
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