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Made in us
Stubborn Dark Angels Veteran Sergeant





Calgar-275
5 man honor guard w/ chapter banner- 160
10 man Tac squad w/ vet Sgt. grav gun ML- 180
10 man Tac squad w/ vet sgt. flamer ML- 170
10 man Tac squad w/ plasma gun ML- 170
3x razor backs w/ Assault cannon -225
5 man dev squad w/ lascannons- 150
5 man dev squad w/ lascannons- 150
Centurion dev squad w/ ML and grav cannon- 280
2x stormtalons w/ skyhammer missiles- 250
combat squad the tacs, and plop them in razor backs.

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Below are my thoughts on how to make a Calgar army work. First I'll make some quick general comments on your list. Please note these commends are on how to make a competitive list. If your just playing for beer and pretzels then your list is great.
- Razorback are awful. Don't bring them. AV11 disintegrates in a meta of serpents and scythes.
- Talons are good, but does not maximize Calgars strength
- Long range cents in cover should work. A TFC bolstering terrain for them would help. I would still go with devs
- In a spam foot army you don't want to provide a juicy target. You want to make sure that every target sucks equally to shoot.
- If you like honor guard, they might actually be worth taking 3 squads of them. 2+ armor is twice as durable as AV3+ armor (save when shot by AP2 weapons). Therefore your paying the same as 12.5 points each. Going this route lowers your board footprint (sometimes a good thing), increases your assault capability, and lowers your damage output (you can buy just under 2 bolter marines for 1 bolter honor guard)....still, bringing 30 2+ armor save models for 750 points is something to consider. Deathwing would pay 1320 for the same thing....but that's why deathwing are overpriced lol

Bodies, bodies, bodies. That's what makes Calgar very good.
What Calgar does is gives you 'God of War'. This is a combination of 'chapter tactics' from the old codex combined with the ability to auto-pass any tests. That is complete money, as it lets you really exploit having lots of bodies on the table.

Calgar is your beat stick to stick near the center of your army to scream 'Get off my Lawn!" to anything that gets close. Throw him at wraiths, ICs, MCs, etc.. Hes your ticket to getting things knocked out of your way. You don't need an honor guard or anything fancy. Just sticking him in 10 marines will do the trick.

So what does it look like?
This is what I would bring with Calgar

HQ
Calgar
Tigurius

Troops
10 Tactical Squad w/MG + LC
10 Tactical Squad w/MG + LC
10 Tactical Squad w/MG + LC
10 Tactical Squad w/MG + LC
10 Tactical Squad w/MG + LC
10 Tactical Squad w/MG + LC

Heavy Support
10 Devastators w/2 ML + 2 LC
10 Devastators w/4 ML
10 Devastators w/4 ML

Areas to grow
This is a good base. It gives you a lot bodies to spam the table with (92 MEQ bodies is no joke to dislodge) To make matters worse, its 18 different squads, 12 of which are scoring. That means there can be a lot of overkill wasted when your opponent is shooting at them.

It also gives you a lot of firepower. 8 LCs and 10 MLs can do a number of enemy targets, and they are hard to dislodge. Unlike long fangs your devs have 3 bolters for every heavy weapon. Burn your tactical doctrine on the first round of the game. If your facing lots of flyers, burn your dev doctrine. Use Calgars power to burn the most practical one next.

Divination has some great things for tiggy. Prescience, Misfortune, and Ignore cover come to mind.

Final Thoughts
This army has some bad match ups -- like calvary based daemons. However, you have a lot more good match ups than bad match ups.

I think that is a strong army that will take many people off guard. The way you play it is not to rush into someones face but just sit on the objectives and plink away at the enemy. Sure, a wave serpent spam player will kill 10-12 models on turn one, but you should be able to take down a wave serpent or two per turn, until hes not killing more than a few per turn.

The best thing -- the army is cheap to buy. Marines are very affordable.

This message was edited 1 time. Last update was at 2013/11/06 18:43:20


 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





What do you think of this?
I WANT FLUFFY BUT PLAYABLE (playable = not necessarily competitive, but decent list that can win games)


Calgar-275
10 man Tac squad w/ flamer and ML- 160
10 man Tac squad w/ flamer and ML-160
10 man Tac squad w/ plasma gun and LC- 175
10 man tac squad w/ plasma gun and LC- 175
10 man Tac squad w/ Grav gun and LC- 175
5 man Sternguard w/ 1 heavy flamer- 130
Assualt terminators w/ 4 TH/SS 1 LC/LC- 220
3x Typhoon speeders w/ MM- 255
7 man Dev squad w/ 4 LC- 178
5 man dev squad w/ 4 ML- 115
OR drop the terminators for a full Sternguard units, and more bodies on the devs
comes out to 1998

the devs and speeders supply long range firepower while the assualt terminators w/ calger act as a "you shall not pass" force buffer to my tacs. If need be I can split the two up and send calgar off to intercept something on his lonesome. or I can drop the terminators to get a full 10 man sternguard and more bodies on the devs, probably filling them too about 10.

I went with this build as it is what I see the basic company using most likely in a large scale battle/skirmish, main tac army supported by some vets and heavy firepower.

This message was edited 1 time. Last update was at 2013/11/06 22:54:16


 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Your terminators and typhoons will be easy targets.

You can bring more sternguard in their place. Sure, the sternguard will be targeted but losing 22 point models is not as painful as losing 45 point models.

The typhoons will be evaporated at long range by any army. They will look at your list and say 'oh, i can shoot infantry with my lascannons or those 70 point speeders there.' Which will they choose?

Aside from that, I think your on the right track.
   
Made in us
Executing Exarch





McKenzie, TN

I really like that list. Very tough nut to crack in any objective based game.

Actually calvary based daemons are not as bad a matchup as you might fear. With combat squads you can layer your army like a fuzzy ball. This will mean that the daemon player has to chew through 18 squads 2-3 squads at a time to get to your important suff. They probably won't even be able to get through half of it by the end game.

Now a KP game will be murder as this list "sacrifice the meat to save the bone" as it were.

I also would be worried about a CSM helldrake + noise marine spam player. Some variation of this seems to show every now and then.

An interesting note about the devs is that you can hide them behind LoS blocking terrain turn 1 and use the dev tactic to move and shoot at full BS. This is useful against Tau and serpent spam who have the range to kill them from across the board.

   
 
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