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![[Post New]](/s/i/i.gif) 2013/01/06 16:37:54
Subject: White Scars and Blood Angels 2000pts
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Fresh-Faced New User
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Hey guys havent been on the site in ages (cant even remeber joinin :p) but am interested in gettin more outside views on my list and to see where others are with 6th ed now
PRIMARY DETACHMENT: (Codex Marines)
HQ:
Space Marine Captain, Storm Shield, Thunder Hammer, Artificer Armour, Space Marine Bike 195pts
TR:
6 Space Marine Bikers / Sgt, Power Spear / 2 Flamers
Attack Bike, Heavy Bolter 230pts
7 Space Marine Bikers / Sgt, Combi-melta, Melta Bombs / 2 Meltaguns
Attack Bike, Multi-melta 275pts
7 Space Marine Bikers / Sgt, Combi-melta, Melta Bombs / 2 Meltaguns
Attack Bike, Multi-melta 275pts
FA:
Stormtalon Gunship, Twin-linked Assault Cannon, Twin-linked Heavy Bolters 130pts
Stormtalon Gunship, Twin-linked Assault Cannon, Twin-linked Lascannon 150pts
TOTAL: 1255pts
ALLIED DETACHMENT: (Blood Angels)
HQ:
Librarian, Force Sword, The Blood Lance, Shield of Sanguinius 100pts
TR:
8 Assault Marines / Sgt, with dual Infernus Pistols / Meltagun
Drop Pod 194pts
EL:
Brother Corbulo 105pts
FA:
Baal Predator, Twin-linked Assault Cannon, Heavy Bolter Side Sponsons 145pts
HSP:
Stormraven Gunship, Twin-linked Multi-melta, Twin-linked Lascannon 200pts
4 Bloodstrike Missiles
TOTAL: 744pts
GRAND TOTAL: 1999pts
C&C welcomed
cheers guys... and gals :p
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"Surround yourself with the greatest warriors at your command, or cower in the deepest and darkest hole you can find. It matters not. I shall take your head for the Great Khan and for the Emperor."
-Kor'sarro Khan, White Scars 3rd Company. |
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![[Post New]](/s/i/i.gif) 2013/01/06 21:19:39
Subject: White Scars and Blood Angels 2000pts
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Steady Space Marine Vet Sergeant
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Firstly, i think you've gone a little overkill on the captain. SS isn't really needed, he already has a 4++ invuln from iron halo, you could save yourself 15 (iirc) points. Also, i'm not fond of the TH on a captain, i mean, you'll pound crap into the ground, yes, but with I1. Relic blades are the same cost and allows you to strike at I5.
I would also consider swapping the meltaguns to plasma on the bike squads. Your already rocking a MM, and you're likely to fry the tank with the MM's range - making your MGs useless. That and PGs have decent range, meaning you can keep your distance from a unit you are shooting at. I would keep the combi-melta (and meltabombs) as insurance, just in case your MM misses.
I also think you should be rocking with typhoon missiles on your storm talons. The lascannon is good, but i'd rather have the more shots, seeing as BS4 is rather reliable. And the Hbolters... i can understand why you picked them, for anti-infantry, but your fliers should be worried about what else is in the air before shooting ground targets.
I'm no expert on BA, but i do like the amount of firepower the fast pred can do, and the storm raven is a solid choice.
Well, thats just my 2 cents
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![[Post New]](/s/i/i.gif) 2013/01/06 21:33:33
Subject: White Scars and Blood Angels 2000pts
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Aspirant Tech-Adept
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I think you need 2 troop choices in your allied detachment.
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![[Post New]](/s/i/i.gif) 2013/01/07 01:32:08
Subject: White Scars and Blood Angels 2000pts
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Steady Space Marine Vet Sergeant
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1 troop for allies, unless your above 2k with double force organisation
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![[Post New]](/s/i/i.gif) 2013/01/07 04:27:04
Subject: White Scars and Blood Angels 2000pts
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Fresh-Faced New User
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Zambro :thumbs up:
yea the captains a bit of a tank and thats what i want someone who can absorb firepower go head to head with a bloodthirster and he does that if its not Str 10 n hes not on his last wound ill take the 3++
if i was to change my captain it be 2+/4++ powerfist, lightning claw on bike
the melta gun bikers are just what i have n im confortable with cause the only problem i have with plasma be sides the cost (40pts for a biker) is the fact that he can kill him self
melta also are good against infantry with feel no pain / causeing instant death on T4 dudes
wounding monstars :p on 2+ (as most are T6)
but i must admit that dont kill to many tanks these days as i have other units that can but always nice to have a back up
defently will look in to running plasmas
i use to run typoons on my talons n didnt like them any where as much as i to with lascannons or standard, the str 9 ap 2 hit makes other flyers think yep got to avade that sucker, ass cans are the bak up, and twin-linked h.bolt n ass cans on a outflankin talon to target rear armour is great fun
what do you think of the list overall though ???
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"Surround yourself with the greatest warriors at your command, or cower in the deepest and darkest hole you can find. It matters not. I shall take your head for the Great Khan and for the Emperor."
-Kor'sarro Khan, White Scars 3rd Company. |
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![[Post New]](/s/i/i.gif) 2013/01/07 06:58:14
Subject: White Scars and Blood Angels 2000pts
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Aspirant Tech-Adept
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Zambro wrote:1 troop for allies, unless your above 2k with double force organisation
Yup, absolutely right. Always thought allies followed the same FoC as your primary. Oh well, corrected.
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![[Post New]](/s/i/i.gif) 2013/01/07 10:08:01
Subject: White Scars and Blood Angels 2000pts
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Steady Space Marine Vet Sergeant
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TBH, i think the primary detachment is fine. The loadout of the captain is very much up to you. Whether its TH+ SS or PF/ LC or RB, they all work well.
but im not sold on the allies part. I dont really see what BA is bringing you. Another flier, is all i see.
A lone pred (that will attract alot of anti-tank fire), and 8 marines that will jump into the enemy's face and get shot to pieces while waiting to assault.
What if you cut the allies and get more bikes?
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![[Post New]](/s/i/i.gif) 2013/01/07 10:28:24
Subject: White Scars and Blood Angels 2000pts
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Perturbed Blood Angel Tactical Marine
London
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I think this list looks fun. Best of luck with it.
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3500
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![[Post New]](/s/i/i.gif) 2013/01/07 15:52:28
Subject: Re:White Scars and Blood Angels 2000pts
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Fresh-Faced New User
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the blood angels squad is great fun to use deep strike first turn n pop some tanks and if vsing an opponent not ready for them they earn the points back quickly they average 2 tanks on first turn best so far is 4, there survivabilty is awsum aswell worst they have done is dead by turn 3 best is stayed all game average surviveal is turn 4/5, their also a squad that opponents cant afford to ignore taking the heat of the bikes for the first part of the game which is a great advantage, and to assume their just gonna get wiped off easly is the way i like my opponents to think and then the look on their faces when there wrong =) gives me a nice warm feeling in side =p
not every unit in an army has to be a game keep some units are good to use as a distraction/treat that opponents dont expect (but reading a list and seeing how the player uses it is obvesly a totaly different thing) the assault squad works well
the twin-linked h.bolter talon escorts the outflanking baal pred (giving it the ability to get in to the rear of enemy flyers if lucky, but are more of a combo against infantry the talons second turn on the table is to go to hover mode n try to pin a unit if it can or just dakka stuff at a higher BS) i will admit the baal does get smashed in the face pretty quickly but it takes the focus of high strenght n ap weaponery away from other units, the lascannon talon escorts the raven and these guys own the air for me (their a solid combo)
the list has a high amount of maneuverability, majority of fire power is twin-linked, high survivability (with high T, 3+ and pretty much everyone brings theier own 'cover')
the list does reasonably well with:
1 win 1 draw n 1 lose against chaos marines
1 win 1 draw n 1 lose against minatours (IA space marines they have prefered enemy against marines)
2 wins 1 draw 1 lose against necrons
2 wins against marines
1 win against nids
3 wins against grey knights
1 lose to space wolfs
2 lose to daemons =( their nasty
2 wins against blood angels
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"Surround yourself with the greatest warriors at your command, or cower in the deepest and darkest hole you can find. It matters not. I shall take your head for the Great Khan and for the Emperor."
-Kor'sarro Khan, White Scars 3rd Company. |
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![[Post New]](/s/i/i.gif) 2013/01/07 17:46:56
Subject: White Scars and Blood Angels 2000pts
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Steady Space Marine Vet Sergeant
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3 wins against GK... and no loses? good job lol
Anyway, how can the baal pred outflank?
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![[Post New]](/s/i/i.gif) 2013/01/08 01:38:32
Subject: Re:White Scars and Blood Angels 2000pts
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Fresh-Faced New User
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Yea i play grey knights so i know what i have to do and there weakness well...
Ball preds have scout USR =)
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"Surround yourself with the greatest warriors at your command, or cower in the deepest and darkest hole you can find. It matters not. I shall take your head for the Great Khan and for the Emperor."
-Kor'sarro Khan, White Scars 3rd Company. |
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![[Post New]](/s/i/i.gif) 2013/01/11 16:21:02
Subject: White Scars and Blood Angels 2000pts
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Fresh-Faced New User
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Had another 2 games with the list both where wins for me against necrons n deamons
the list does reasonably well with:
1 win 1 draw n 1 lose against chaos marines
1 win 1 draw n 1 lose against minatours (IA space marines they have prefered enemy against marines)
3 wins 1 draw 1 lose against necrons
2 wins against marines
1 win against nids
3 wins against grey knights
1 lose to space wolfs
1win 2 lose to daemons =( their nasty
2 wins against blood angels
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This message was edited 1 time. Last update was at 2013/01/11 16:26:49
"Surround yourself with the greatest warriors at your command, or cower in the deepest and darkest hole you can find. It matters not. I shall take your head for the Great Khan and for the Emperor."
-Kor'sarro Khan, White Scars 3rd Company. |
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![[Post New]](/s/i/i.gif) 2013/01/11 17:19:23
Subject: White Scars and Blood Angels 2000pts
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Steady Space Marine Vet Sergeant
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If you're pulling wins, i see no need to change the list
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