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![[Post New]](/s/i/i.gif) 2013/08/15 21:04:33
Subject: 1500 IG
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Lurking Gaunt
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CCS in Chimera, commander w/ bolter, 3x meltas, vox (142)
Lord Commissar w/ power fist (85)
PCS in chimera w/ hunter killer, heavy flamer, vox, lascannon, commander w/ bolter (117)
squad, flamer, vox, lascannon, sarg w/ bolt pistol, power axe (92)
squad, flamer, lacannon, sarg w/ bolt pistol power axe (87)
veterans, demolitions, 3x meltas, vox, sarg w/ bolt pistol power axe (147)
Vendetta (for vets) (130)
Leman Russ squadron(385)
Demolisher
Vanquisher, pask, lascannon
LR squadron (170)
Eradicator
Manticore (145)
Playing eldar today, will havew time to trade feedback and edit in time for a chaos marine match later in the week
(edited for points)
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This message was edited 1 time. Last update was at 2013/08/15 21:08:49
4800 points
4200 points
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![[Post New]](/s/i/i.gif) 2013/08/15 21:34:08
Subject: 1500 IG
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Drop Trooper with Demo Charge
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hmm, at first glance I don't see any glaringly obvious problems, especially against eldar the manticore will be nice. I'd consider ditching the demolisher for another variant, but I'm just not a huge fan of the demolisher.
Instead of an eradicator, consider a colossus. It has barrage so can fire indirectly, some crazy range and also ignores cover with a better AP. What's your vision for the lord comissar? If he's not joining up with a unit I'd say drop him and then I believe you'll have enough for two colossi for some good ol' barrage blasting fun.
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![[Post New]](/s/i/i.gif) 2013/08/15 21:51:30
Subject: 1500 IG
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Is 'Eavy Metal Calling?
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Hmm, it looks solid enough, but there are a few things I would change. First, I would possibly drop the demolisher as is doesn't really fit with the vanquisher, as the demo needs to advance while the vanq should be sitting back. That way, you could fit in more artillery as suggested above, and as above, I'm not sure on the Lord Commissar at this level. Also, I would perhaps get more infantry, as a shooty army can easily kill 20 PIS members. I think you can safely drop the BP on the sgts, they are unlikely to make much of a difference. That said, if you have the points, they are cheap and might do something, so why not?
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![[Post New]](/s/i/i.gif) 2013/08/18 00:42:20
Subject: 1500 IG
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Lurking Gaunt
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So an extra person showed up and the game turned into a surprise 2v2 (2v1, 1 guy with 2 armies) and it turned into guard and orks vs eldar and wolves.
I'm not very good at bat reps so I'll just recap how all my units did down the list.
CCS pretty much did its job with its orders the whole game. every shot it made was pretty much pumped into a lone wolf that was walking up the board. annoying little guy. survived 3-4 rounds before wolf popped it. wolf challenged commander who refused, then 3 vets put a single wound on him. next round tac squad joined and slaughtered them
Lord Commissar was attached to the blob the whole match. didnt see much action minus surviving some pie plates til round 3-4 where he challenged during a multi assault on the blob. (rune priest + posse and 2 termies) he refused and a termie sat out while the rest slaughtered everyone but commissar in 2 turns who then failed a morale and had nobody to execute.
PCS was used to deal with a drop podded termie squad in our backfield. killed a single term and the actual drop pod before some killa kans assaulted, giving them a chance to move back in command range of the blob. ended up doing a lot of nothing (shooting lone wolf and failing, helping pop a rhino) before lone wolf took care of them as well.
squad blob got into a wall of martyrs and stayed there the whole game. lascannons did some damage on a few vehicles but were also the first ones to be targeted. lost 1 on turn 2-3 and second on following turn. lit up rune priests unit for a turn with few casulties, then lone wolf the next turn who didnt take a scratch (bastard loner) before rune priest assaulted them. oh the horror of guardsmen in CC flamer helped with wall of death, bolt pistols and power axes did squat.
Vet squad in vendetta didnt get into the game until turn 3. by then I was pretty much fethed by the wolves (orks and eldar spent most of the game at ends while I was stuck with the army I wasnt prepared for) dropped the vets out immediately who proceeded to meltagun/krag grenade/ melta bomb a... eldar tank I forget the name. him behind LOS block then rushed to melta a wraithknight. charged it, half the squad was killed before meltas misfired. failed morale then was crushed in a sweeping advance. hell of an assault.
vendetta's first turn failed all 3 shots at wraithknight, but second got 2 or 3 wounds on it. 3rd counds get sight on a target so went in evasive maneuvers and dodged the only shot that landed on it.
Pask in vanquisher made up its points on the very first shot of the game, one shotting a land raider with the lascannon. actual vanquisher cannon and demolisher was unneeded. but, wolves turn one dropped terminators on their butthole who proceeded to blow them both up with plasma combies and whatnot. so as a squadron not quite worth the points as pask himself would have been.
Eradicator spent most of the game in the background fireing potshots at some eldar snipers and the rune priest unit. no significant casulties caused but a few. ended up unable to escape the bastard loner. possibly made up its points but didnt quite feel like it.
Manticore was hidden in the corner the whole game launching shots at rhinos and marines. a group of jetbikes surrounded it first turn, but instead of trying to deal with them, I ignored them and continued to fire downfield the whole game. popped a vehicle or two, caused a good amount of deaths, and those bikes wasted the whole game trying to kill it and never causing a would. pretty good I'd say.
overall I would have been happier with this if I played against the army I thought I was going to, but otherwise I do like the suggestions.
new list I built I really wanted to have yarrick in it instead of a CCS and have 2-3 mech vets. really wanted to try a punisher and executioner as well. not quite sure on a list yet but I'll build one in a bit. until then let me know what you think
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4800 points
4200 points
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![[Post New]](/s/i/i.gif) 2013/08/18 09:18:13
Subject: 1500 IG
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Is 'Eavy Metal Calling?
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2-3 squads of mech vets makes a nice and mobile force which can either spearhead your attack or function as great counter-attack units if held back. I'd recommend 2 plasma squads to one melta squad. combined with the CCS and a couple of russes, you have a nice mechanised component there.
I'd keep the vanquisher, drop the demolisher, and swap the eradicator for a 3x HB punisher. This give you dedicated anti-tank, and anti-infantry.
To prevent the combi-plasma pods or other DS melta killing the tanks, try to deploy them either with their back to either terrain or the edge of the board, in the case of the vanquisher, or bubble wrap them with an infantry squad to block DS and give you a cover save for the punisher.
Regarding the LC on the blob, they should be kept at the back so that, barring precision shots, they are the last ones to die. And again, I think the PW on the blob were points better spent elsewhere.
Not sure on Yarrik, as I have never used him ot seen him used, but on paper he seems ok. Try him and see, with the infantry blob I'd suggest.
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![[Post New]](/s/i/i.gif) 2013/08/19 02:02:44
Subject: 1500 IG
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Lurking Gaunt
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new list.
Yarrick
CCS, astropath, krak grenades, lascannon, plasma, standard (135)
Marbo
mech vet, 3x melta, lascannon, demolitions (205)
mech vet 3x plasma (170)
vendetta (130)
Punisher, sponson plasma (220)
vanquisher, pask, lascannon (220)
manticore (160)
1490 total
sponson plasman and a lascannon or two are optional. not sure if yarrick ccs or a vet squad should ride the vendetta. also not sure if ccs is necessary with yarrick around
basically this is a rough draft in need of some editing. any thoughts?
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4800 points
4200 points
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![[Post New]](/s/i/i.gif) 2013/08/19 06:04:58
Subject: 1500 IG
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Regular Dakkanaut
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Need more gold... err, scoring
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![[Post New]](/s/i/i.gif) 2013/08/19 09:22:20
Subject: 1500 IG
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Is 'Eavy Metal Calling?
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To be honest, I'm not sure Yarrik belongs in a list like this, as hit ability to give Ld boosts and re-rolls is more useful with an infantry horde rather than mech vets. I'd suggest dropping him and outting the points towards another vet squad with plasmas. To make the rest of the point for this I'd drop demolitions on the meltavets, as although the demo charge is nice, the meltabombs are wasted as long as you are in the transport.
I'd also downgrade the plasma on the punisher, and give it HB instead to cut costs and better suit the role of anti-horde. I'd also see if you can find the points for a chimera for the CCS, to add to the armour saturation. I'd drop the standard (less useful in a mech list) and the Krak grenades, and if you need more points, the meltavets don't really need the LC. lascannons and meltas are fine for IS, but don't really suit the vets, so give them just melta.
Don't feel you have to put something in the vendetta, as in this kind of list you want as many chimeras on the board as possible, so the vendetta should be in more of an AA/AT role here rather than as a transport.
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![[Post New]](/s/i/i.gif) 2013/08/19 13:04:49
Subject: 1500 IG
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Long-Range Land Speeder Pilot
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I'm going to have to agree,for this points level you really don't have many scoring units. adding even a no bauble platoon gives you 25 men to sit on your home objective, and adding more men and a perhaps some heavy weapons would increase the threat of that blob from something were your opponent merely sees it, to getting it noticed once it starts popping his transports with 3+ autocannons hidden inside it.
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![[Post New]](/s/i/i.gif) 2013/08/19 13:40:07
Subject: 1500 IG
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Drop Trooper with Demo Charge
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TyCorny wrote:new list.
Yarrick
CCS, astropath, krak grenades, lascannon, plasma, standard (135)
Marbo
mech vet, 3x melta, lascannon, demolitions (205)
mech vet 3x plasma (170)
vendetta (130)
Punisher, sponson plasma (220)
vanquisher, pask, lascannon (220)
manticore (160)
1490 total
sponson plasman and a lascannon or two are optional. not sure if yarrick ccs or a vet squad should ride the vendetta. also not sure if ccs is necessary with yarrick around
basically this is a rough draft in need of some editing. any thoughts?
I agree with everything already said about this, but I'd also reccomend dropping the CCS entirely. As I see it, the CCS's purpose is to give orders, which are much less effective in a mechanized list. Then you can either take another vet unit in Chimera (which I'd recommend as you only have two scoring units now), or you can add some more artillery. For a TAC you might drop the manticore and pick up a more MEQ artillery squad, like basilisks.
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![[Post New]](/s/i/i.gif) 2013/08/19 13:52:31
Subject: 1500 IG
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Long-Range Land Speeder Pilot
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I just noticed that you have krak grenades on the ccs, which seems to conflict with the fact that you have a lascannon
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