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Made in gb
The Last Chancer Who Survived




United Kingdom

After getting thoroughly battered in a battle yesterday against my friend's lascannon/tau spam army, I've decided to get the jump on him with what I have that I tend not to use:

Spoiler:
-Chaos Lord w/Pwrfist, MoN [105 pts]
-Plague Marines w/+2, 2 Plasguns [198 pts]
-Cultists w/Autoguns [59 pts]
-Terminators w/2xPowerfists [109 pts]
-Helbrute [100 pts]
-Helbrute [100 pts]
-Heldrake [170 pts]
-Predator Annihilator [140 pts]
-Land Raider [230 pts]
-Vindicator w/Combi-bolter [125 pts]
-Havocs w/+2, 3xML, Lascannon [166 pts]

Yes, the LR is a dedicated transport here.
(1502 pts)


I'm not here asking for recommendations as I'm not planning to buy anything atm. What I am looking for, however, is any evaluations about this list and possible tactics to use

This message was edited 1 time. Last update was at 2013/11/01 17:30:37


 
   
Made in us
Daemonic Dreadnought





Eye of Terror

Some observations:

- This is a decent list. It has a lot of long range firepower that will set up opportunities to one-shot enemy commanders and vehicles. I like the lascannons and believe you can do something with them.

- You need to think about VPs and how they relate to this list. You don't have a lot of troops, so you would need to win by blowing up enemy units. A winning strategy would be to focus on getting first blood, getting slay the warlord, killing their weakest units while avoiding their strongest ones, and putting something into their deployment zone by turn 5 to secure linebreaker. You are not going to do it by securing objectives or playing a defensive game.

- There are not enough troops to cover objectives and this is a big risk. If I was playing you, I would pick off the cultists first then go after your Plague Marines hard just to deny you the opportunity to score. I don't think it's impossible to win with this selection of troops, but you definitely can't use them on offense. They will need to grab objectives early and stay out of sight.

- The Heldrake is a nice touch, but, in all honesty, he might be too much for this list. If you think about it, all the action is going to need to happen in the first few rounds for you and your opponent. You are going to need to blow stuff up with long range shots, he is going to need to go after your troops. Having the Heldrake enter in rounds 3+ might be too late, especially if it means you are losing your troops in the meantime. You need things that are bigger threats than your troops and he can't be one while he's not on the board.

- The Havocs, Preds and LR all have long range firepower, the Helbrutes do not. I would consider dropping one helbrute to give the other a plasma cannon because there's a good chance one of them is going down before they get close enough to do anything.

- I don't see how the Vindicator fits into this list. The concern is over the other armor, it's all long range firepower and this needs to be close range. Vindicators are not really much more survivable than Rhinos and will definitely fall to lascannon / Tau spam. You might get a lot more value for the points with a second predator or havoc squad that can shoot from range. You might also want to look at a Forgefiend, the hades autocannons have decent range and are going to devastate something.

- Concerned about the CL, the powerfist doesn't do much for me considering he will probably be in some challenges. It's hard to see using a model with so many attacks in a way that causes him to strike at I1. Consider the Black Mace instead, it's not that much more in terms of points and the curse is very effective.

- If you are considering embedding the CL with the Cultists or PMs, don't. Your troops are scarce enough as it is and you will need to keep them in a position where they can get to VPs. You might be better off getting the CL a jump pack and the sigil of corruption and letting him just go it alone.

- You might want to give the Terminators combi-weapons. They look a little naked as is. I am assuming they will be in the Land Raider, no? It's not bad to come out of a land raider, drop 5 flamer templates on a unit, then assault.


   
Made in us
Dakka Veteran





To expand a bit on strategy that techsoldaten mentioned.

Running the list as is - you want to concentrate fire on your first turn to getting first blood. This means that if you go first deploy aggressively so that you can hit enemy vehicles and small units with the lascannons so that you destroy something. If you go second, it means deploying into cover so that you are protected enough so that nothing falls first turn yet allows you to pop out and take out something during your turn. If you do not/cannot kill a small unit or vehicle each turn, the lascannons are not doing their job. Make sure to concentrate them all on the same target until it's dead. Splitting fire is just going to keep threats on the board and threats that need lascannons are not threats you want to stick around.

I also echo techsoldaten's concerns about your lack of scoring and denial units. Your only scoring units are the plague marines and cultists. Your other denial units are couple terminators, Chaos Lord, and the Havocs. If the havocs are denying though, you're in bad shape.

   
Made in gb
The Last Chancer Who Survived




United Kingdom


techsoldaten wrote:
1) You need to think about VPs and how they relate to this list. You don't have a lot of troops, so you would need to win by blowing up enemy units. A winning strategy would be to focus on getting first blood, getting slay the warlord, killing their weakest units while avoiding their strongest ones, and putting something into their deployment zone by turn 5 to secure linebreaker. You are not going to do it by securing objectives or playing a defensive game.

2) There are not enough troops to cover objectives and this is a big risk. If I was playing you, I would pick off the cultists first then go after your Plague Marines hard just to deny you the opportunity to score. I don't think it's impossible to win with this selection of troops, but you definitely can't use them on offense. They will need to grab objectives early and stay out of sight.

3) The Heldrake is a nice touch, but, in all honesty, he might be too much for this list. If you think about it, all the action is going to need to happen in the first few rounds for you and your opponent. You are going to need to blow stuff up with long range shots, he is going to need to go after your troops. Having the Heldrake enter in rounds 3+ might be too late, especially if it means you are losing your troops in the meantime. You need things that are bigger threats than your troops and he can't be one while he's not on the board.

4) The Havocs, Preds and LR all have long range firepower, the Helbrutes do not. I would consider dropping one helbrute to give the other a plasma cannon because there's a good chance one of them is going down before they get close enough to do anything.

5) I don't see how the Vindicator fits into this list. The concern is over the other armor, it's all long range firepower and this needs to be close range. Vindicators are not really much more survivable than Rhinos and will definitely fall to lascannon / Tau spam. You might get a lot more value for the points with a second predator or havoc squad that can shoot from range. You might also want to look at a Forgefiend, the hades autocannons have decent range and are going to devastate something.

6) Concerned about the CL, the powerfist doesn't do much for me considering he will probably be in some challenges. It's hard to see using a model with so many attacks in a way that causes him to strike at I1. Consider the Black Mace instead, it's not that much more in terms of points and the curse is very effective.

7) If you are considering embedding the CL with the Cultists or PMs, don't. Your troops are scarce enough as it is and you will need to keep them in a position where they can get to VPs. You might be better off getting the CL a jump pack and the sigil of corruption and letting him just go it alone.

8) You might want to give the Terminators combi-weapons. They look a little naked as is. I am assuming they will be in the Land Raider, no? It's not bad to come out of a land raider, drop 5 flamer templates on a unit, then assault.



1) I had given some thought to holding objective, but last game I had taken a PM unit and 70 zombies and all of them died by turn 5. I'm blaming the firewarriors for that one. Last game was, however 1750 pts, so his composition may be different now, but the core has always kept a theme. And that theme does not like me :/
On a positive note, however, he tends to have combat squad tactical marines and a pair of razorbacks. If I can get the jump on him with this list, he'll be giving me an easy first blood. I plan to get linebreaker with the terminators in the Land Raider. I'll get to the "Slay the Warlord" one in a moment.

2) That's the plan. I gave the cultists autoguns so that they could at least try to kill something. The PM's are to stick with them and wait for something to cover in plasma. Though, it must be said, between us we've rarely seen a game where the objectives were even claimable by the last turn, as they tend to act like chess pawns far too often with us.

3) The heldrake is in part there to scare the feth out of him mid-late game (he fires everything at it) and to assassinate his HQ. His HQ is usually hidden backfield in a transport until the last two turns.

4)I'm stuck for unit swapping atm, I'll rethink things in a bit here.

5) Get his annoying Tacticals off an objective Also partly because it goes boom

6) The idea with him is to have the challenge go to the termie champ, or to go after tanks/hard targets after getting linebreaker.

7) He's with the termies. He exists partly as a way to get the PM's in for some 24" plas.

8) This is a thing that has bugged me for a while, I've only got converted AOBR termies. I plan to get a CSM box of them at some point though. Still, a couple of powerfists can do some damage.


Unholyllama wrote:To expand a bit on strategy that techsoldaten mentioned.

Running the list as is - you want to concentrate fire on your first turn to getting first blood. This means that if you go first deploy aggressively so that you can hit enemy vehicles and small units with the lascannons so that you destroy something. If you go second, it means deploying into cover so that you are protected enough so that nothing falls first turn yet allows you to pop out and take out something during your turn. If you do not/cannot kill a small unit or vehicle each turn, the lascannons are not doing their job. Make sure to concentrate them all on the same target until it's dead. Splitting fire is just going to keep threats on the board and threats that need lascannons are not threats you want to stick around.

I also echo techsoldaten's concerns about your lack of scoring and denial units. Your only scoring units are the plague marines and cultists. Your other denial units are couple terminators, Chaos Lord, and the Havocs. If the havocs are denying though, you're in bad shape.



I plan to try to do some kind of bum-rush with the Vindicator, LR, Termies and CL, backing them up with some good ol' 48" shooting - I don't plan to have the havocs move at all after turn two.


Thankyou for the tactical advice, it gave me some much needed thinking
   
 
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