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![[Post New]](/s/i/i.gif) 2013/11/18 20:30:47
Subject: Iron Hands 1850
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Regular Dakkanaut
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HQ: Chapter Master
Bike
Artificer Armor
Shield Eternal
Power Maul
HQ: Terminator Captain
Power Fist
Teeth of Terra
HQ (allotted due to Terminator Captain): Space Marine Command Squad
Bikes
Apothacary
4 Grav Guns
E: 5 Assault Terminators
4 Thunder Hammer Storm Shield
1 Dual Lightning Claws
Land Raider Redeemer
Tr: 10 Tactical Marines
Missile Launcher
Flamer
Rhino
Tr: 10 Tactical Marines
Missile Launcher
Flamer
Rhino
Tr: 10 Tactical Marines
Fa: Storm Talon Gunship
Skyhammer Missile Launcher
Fa: Storm Talon Gunship
Skyhammer Missile Launcher
Description - My idea is to wear down threats with combined Grav Guns and Redeemer Cannons, then assault with the near unkillable Chapter Master and then follow up the assault with the Captain and Terminator squad. Rhinos to hold objectives and Storm Talons to help rules the skies.
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![[Post New]](/s/i/i.gif) 2013/11/18 21:51:36
Subject: Re:Iron Hands 1850
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Slippery Scout Biker
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Why on Earth does your chapter master have a power maul of all weapons? He's just gonna get locked in combat with anyone with a 3+ save for eternity. PF, TH, or Burning Blade are the only weapons he should ever have.
Terminator Captain doesn't really serve a purpose unless you planned to deep strike(I imagine not, he's probably going to be in the land raider?). Give a regular captain artificer armor, he has an iron halo already, and boom he's a terminator(no relentless, but I see no reason for him to have relentless the way you have him set up.)
I never use terminators, so I can't comment on their usefulness. They probably all want TH/SS though. Redeemer is a fine tank.
Where is the gear on the 3rd Tactical squad, you didnt' say what they were using? If you're using a 10 man squad of naked tacticals that's probably very bad. Flamers on guys in a rhino is also not that good, you'll never be close enough to use them efficiently, you need a pod for flamers to be good. Plasma is probably the better gun here.
Stormtalons are great.
Aside from your unkillable chapter master being unable to kill things himself, the list looks okay.
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![[Post New]](/s/i/i.gif) 2013/11/18 21:52:19
Subject: Iron Hands 1850
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Ultramarine Chaplain with Hate to Spare
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Why a power maul on the Chapter Master? A thunder hammer would make more sense heck even a power axe wound give him the AP2 he'll need. Going last doesn't matter when you're a 4 wound EW with a 2+/3++...
Single Landraiders in this edition are a huge mistake. Everyone can deal with a Landraider, EVERYONE! Not many can deal with 2 or 3 coming at their lines.
Bikes and tacticals don't really mix nor does this half mech quarter bike quarter infantry mess you've got at the moment. Pick one of those 3 and build a list to that.
Tac squads should not be taken when bikes are available as troops but if you are taking them they need a defined role with a matched combi-weapon to their special weapon. Yours just don't appear yo have a defined role at all.
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![[Post New]](/s/i/i.gif) 2013/11/19 02:31:45
Subject: Re:Iron Hands 1850
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Revving Ravenwing Biker
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Ive been playing dark angels with 2-3 land raiders using the dakka banner (24 TL bolter shots a turn per land raider is pretty fun) and i'm about to swap to C:SM bikes ... if your running a land raider you really need at least 2, ive had quite a few games where one LR has been 1 shot or dropped to 1 hull point by turn 2-3 depending on the army - with multiple ones to deal with it becomes alot more difficult. I see what your going for but if your going to take a captain to unlock bikes at least take bikes for troops I normally use 1-2 units of bikes with my DA land raider spam, they can mesh really well depending on your play style.
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This message was edited 1 time. Last update was at 2013/11/19 02:32:04
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![[Post New]](/s/i/i.gif) 2013/11/19 03:27:00
Subject: Iron Hands 1850
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Fireknife Shas'el
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1 Land Raider will get owned. You need either another Land Raider or another threat of similar status. Also, no power maul. Thunder hammer, powerfist, or burning blade.
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![[Post New]](/s/i/i.gif) 2013/11/19 23:18:48
Subject: Re:Iron Hands 1850
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Steadfast Grey Hunter
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I really like this list, I play plenty of games and very few things touch a landraider Automatically Appended Next Post: Add a vindicator they ll be too busy fighting the vindi
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This message was edited 1 time. Last update was at 2013/11/19 23:19:44
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![[Post New]](/s/i/i.gif) 2013/11/19 23:40:41
Subject: Iron Hands 1850
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Dark Angels Librarian with Book of Secrets
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Piroko wrote:HQ: Chapter Master
Bike
Artificer Armor
Shield Eternal
Power Maul
Why no power fist? With this guy a power fist or thunder hammer seems a no brainer.
Piroko wrote:HQ (allotted due to Terminator Captain): Space Marine Command Squad
Bikes
Apothacary
4 Grav Guns
I'm not a fan of this squad. I find it can be a bit pricy for what it gives, as you can just as easily get 2 more biker squads. Smart players will just focus fire it down.
Piroko wrote:E: 5 Assault Terminators
4 Thunder Hammer Storm Shield
1 Dual Lightning Claws
Land Raider Redeemer
These are garbage. Sorry to say that but its the truth. Terminators are way overpriced for an edition where assault is dead.
Piroko wrote:Tr: 10 Tactical Marines
Missile Launcher
Flamer
Rhino
Tr: 10 Tactical Marines
Missile Launcher
Flamer
Rhino
Tr: 10 Tactical Marines
Solid. Good troop selections.
Piroko wrote:Fa: Storm Talon Gunship
Skyhammer Missile Launcher
Fa: Storm Talon Gunship
Skyhammer Missile Launcher
One storm raven is better than 2 talons for taking advantage of Iron Hands rules. Usually a talon will be dead before it can regenerate a hull point. A raven has a greater chance of living.
Furthermore, you can stick 5 or 10 marines in there when you don't want to start with them on the board.
Overall -- dump your assault terminators. If you want to assault, hit them with bikes. If you want to make a bike-deathstar using allies (either other marines, or dark angels) then just throw 500 more points of characters into your bike squad.
If your dead set on the assault land raider of doom, get inquisitional allies and fill up a land raider full of stuff that can actually kill stuff cheaply -- death cult assassains, priests, an inquisitor, and crusaders.
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![[Post New]](/s/i/i.gif) 2013/11/19 23:43:08
Subject: Iron Hands 1850
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Ultramarine Chaplain with Hate to Spare
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I really like this list, I play plenty of games and very few things touch a landraider
Sorry but you clearly don't play at a competent level. Anyone will have some melta in their army or haywire or lance or Psycannons. Dealing with a single Landraider is easy and any half decent list would not be phased by it.
Likewise adding a Vindicator doesn't solve the problem. It just makes it worse. S7 spam units and even S8 units that won't bother with the LR will now have a nice juicy target to shoot. Vindicators need to be run in pairs if not triples.
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![[Post New]](/s/i/i.gif) 2013/11/19 23:46:35
Subject: Iron Hands 1850
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Dark Angels Librarian with Book of Secrets
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FlingitNow wrote:Sorry but you clearly don't play at a competent level. Anyone will have some melta in their army or haywire or lance or Psycannons. Dealing with a single Landraider is easy and any half decent list would not be phased by it
Dude...there is a nice way to say things and a not so nice way to say things.
Skilled players will be able to deal with a single AV14 target pretty well. If your going to take a land raider, you need to be cognisant of this and prepare your army accordingly. Perhaps you will screen your land raider with infantry. Perhaps you will focus fire with long range support to remove any ranged AV14 threats (though there are few). Perhaps you will use tigerious to give the land raider a 4++ invuln save.
Either way, you need to be aware that a single land raider death star will shine out like a beacon to enemy fire.
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