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Made in us
Regular Dakkanaut




Hey guys.

I'm going to be attending a doubles tourney next month. Teams will be random each game, so I can't pick a partner, and there's no changing lists, so we're stuck with what we get when we show up. I do know that the tourney has been split into two teams, and I only get partnered with people on my team.

As a result, I've built this list for your perusal.

HQ: CCS w either a MOO or a OOF. Haven't decided which yet. Lots of people at the tourney on the other team will be using drop pods. 4 Snipers.

Total HQ: 100

Troops:

Vet Squad w Plas x3, Lascannon, in Chimera. 190

PCS w Plas x4 in Chimera. 145

Inf Squad w GL and Autocannon. 65
Inf Squad w GL and Autocannon. 65

Total Troops: 465

Heavy Support

LREx w Plas Sponsons 230

Total HS: 230

Fast Attack

Vendetta 130

Total FA: 130

Fortifications:

Skyshield: 75

Total Fortifications: 75

Total Army: 1000


The idea, obviously, is to get the Shield near the middle of my deployment zone, drive the Chimeras and LREx onto it, and have a great vantage for the game with a 4++. The Vendetta will provide support and transport for one infantry squad, and the other will try to keep its head down and hold an objective on my side of the field. Without knowing what my partner will bring or what list he will be running, though, I'm finding it difficult to make sure my weak points are covered. He will most likely be CSM, I know that, since over half of the people on my side are running CSM.

This message was edited 1 time. Last update was at 2012/10/22 02:13:09


 
   
Made in us
Angry Blood Angel Assault marine






Cut the Plasma cannons on the Exicutioner they can over heat and kill the tank
cut the LC out of the Vet squad they need mobility so snapfiring a LC is not worth it IMO
I would switch out the GL for a flamer just to deter assaulting
and I would not worry about the OOF or the MOO and just put Cammo Cloaks on your CCS
And with the Extra points you can take someting small like a Guard Squad oe Heavy weapons teams with mourters

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 
   
Made in us
Gore-Soaked Lunatic Witchhunter







I have to agree with the Blood Angel on the Executioner (though not on the spelling); it's a very expensive unit to have to risk overheating on. On the whole this looks like a pretty unfocused list; you've got a little bit of mobility, a little bit of long-ranged fire, and a little bit of numbers, which means you're relying on not very durable individual elements to do any individual thing. I'd recommend focusing on a smaller section and taking more redundancy in individual areas rather than trying to spread a list across everything. I realize you don't know what your ally is fielding, but whatever he's using (or she, we don't discriminate here) it'll be more helpful if you have some redundancy in whatever you're using so that one ill-timed destroyed unit won't derail your battle plan.

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
Boom! Leman Russ Commander





Ohio

I would switch the CCS and the PCS loadouts around as the CCS will make better use of the plasma guns. Personally Ive used the executioner a dozen times with 6th and not once has it over heated to kill itself, idk if players know you have to roll a 1 and then a 1,2,or 3 then. I would assume people just have bad luck with dice if you kill your own tank lol. At this point level its hard to cover all of guards weak points. i would agree as too dropping the lascannon on the vets.

Also you mention the vendetta transporting a infantry squad around, I think it would be better if you armed them with better weapons for being dropped and firing at something because if you drop that autocannon it can only snap fire. Might be better to give the squad a melta gun.

 
   
Made in us
Angry Blood Angel Assault marine






Sorry for my spelling
and the Executioner cannon does not get hot so its still viable tank be Plasma Sponsons do, and yes it is a 1/6 to role a 1 but the Dice Gods have a wicked sence of humor.
I agree with Tankboy, Maby Plasma/Melta Vets?

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 
   
Made in us
Regular Dakkanaut




 AnomanderRake wrote:
I have to agree with the Blood Angel on the Executioner (though not on the spelling); it's a very expensive unit to have to risk overheating on. On the whole this looks like a pretty unfocused list; you've got a little bit of mobility, a little bit of long-ranged fire, and a little bit of numbers, which means you're relying on not very durable individual elements to do any individual thing. I'd recommend focusing on a smaller section and taking more redundancy in individual areas rather than trying to spread a list across everything. I realize you don't know what your ally is fielding, but whatever he's using (or she, we don't discriminate here) it'll be more helpful if you have some redundancy in whatever you're using so that one ill-timed destroyed unit won't derail your battle plan.


I feel like, since you need to roll a 1, then a 1, 2, 3, and THEN a 1, 2, 3 again thanks to the 4++ from the skyshield, the cannons will have only a ~4% chance to even cause a hull point loss.

I sort of disagree on it being "unfocused"...the focus is having 3 tanks with a 4++ loaded with plasmas on a pad for the first 3-4 turns. The Chims will have a 24 inch threat range on nearly everything, which will reach into my opponents deployment zone directly opposite the pad, and cover nearly all of midfield, and the LR will be even better. Once the enemy's a bit more thinned out, I'll be able to drive down, and at that point the lascannon will hopefully have done its job. The Vendetta will hopefully be able to counter anything in the corners the pad can't reach tank-wise, and it's fairly likely I'll have a CSM partner with a Heldrake and Baleflamer (seriously, there are 7 guys besides me in the tourney and 5 of them have this) to take out infantry hiding in the corners. The biggest thing I'm worried about is lack of troops, but Marines are pretty durable for capping objectives, and it's guaranteed my partner will have MEQ (the other two are necrons and space wolves).

I was thinking about putting the CCS in the center of the pad to give orders to the vets and PCS--but it's a great point that I should switch the loadouts on the CCS and PCS, not sure why I didn't think of that myself. I've personally had great success with countering heavy deep-strike armies with the OOF--it helps alot when instead of having to deal with 4 squads in my face I only have to deal with 2 or 3. And the MOO is just gravy. I don't think camo cloaks will help as much as those upgrades, seeing as they'll be on the pad anyway. I could drop the OOF and Las and the Snipers and pick up a SWS or HWS, but honestly I don't feel like 3 mortars would be better than a Lascannon, MOO/OOF, and 4 Snipers. If my math is off or I'm missing something, please feel free to correct me, I'm admittedly a noob at this game, only started 6 months ago.

As far as the squad in the vendetta goes, I was hoping to drop them in cover/on an objective around turn 3-4. It might be worth it to make them more assualt orientated, though, I'll have to play some practice games.
   
Made in us
Angry Blood Angel Assault marine






The Vendetta Drop squads going to get really close and are going to get shot at so how I run them is Plasma/Melta Vets With Carapace for the 4+
Yes the Sky shield overrides the Cover but I was ball parking what you were doing with them
as for the LRBT I know that its a very small % that anything will happen but can you pull the game out if it does. Probably but It will get all the harder so I just don’t give it a chance
And you only have 1 tank with 2 armored personnel carriers, there is a difference.
MOO is nice but always scatters...to unreliable for me
All of your toys require LOS mortars do not so that though weak could cause an opponent to move from around a Bldg sooner or some such
Having you heavy weapons split up is nice but if you want to use them you land lock a unit or snap fire I would rather have them in a HWT

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 
   
Made in gb
Junior Officer with Laspistol





Just some data on executioners from my games:

6 games had one or more with plasma sponsons.
3 games had an over heat
1 game had a glance

I'm very comfortable with using them. People also miss the point that you don't have to fire them. If your main cannon scores enough wounds then just leave them. If you have one hull point, leave them. More often than not I fire them since it's incredibly tempting. Still my very small personal data set shows you can rely on the low statistical chance of over heat and then a glance.

Also: no risk no reward man.

This message was edited 2 times. Last update was at 2012/10/22 11:15:46



Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in gb
Rough Rider with Boomstick






Not much I would change apart from perhaps dropping the GL's and sticking a pintle on the Exe for additional Weapon Destroyed safety.

I'd like to say stick the CCS in the chimera with 4* Plasma + MoF/MoO. The PCS can then have flamers or snipers because they aren't going to be doing much useful. You could also try this instead of a platoon (whilst sticking the CCS in a Chimera)
Vet Squad w Plas x3, AC, in Chimera. 180
   
 
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