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2014/01/05 06:33:33
Subject: Competitive UMs, Calgar, Tigurius and Centurions
Calgar, TDA Honour Guards x6, 2 power axes, 4x PS, chapter banner, pod Tigurius
TROOPS:
Tacticals x10, combi-plasma, PG, PC, rhino Tacticals x10, combi-melta, MG, MM, rhino Tacticals x10, combi-flamer, flamer, HB, pod
HEAVY SUPPORT:
Devastators x10, 2 LCs, 2 MLs with flakks TFC Dev Centurions x3, 3x grav cannons, 3x MLs
Aegis Defence Line, quad-gun
Comes to 2000pts on the dot.
Overall tactics: Calgar + HGs drop in on turn 1 either aggressively against a weak flank or a key unit or defensively by staying within casting reach of Tigurius for a 4++ save. Tigurius joins the Centurions for added toughness and 2+ armor, casts prescience and/or 4++ on his squad; they will try to move towards and control the center of the board while supported by the 2 tacts in rhinos. Fire support provided by devastators + quad gun and TFC.
Thoughts?
This message was edited 1 time. Last update was at 2014/01/05 06:34:02
2014/01/05 06:50:41
Subject: Re:Competitive UMs, Calgar, Tigurius and Centurions
Tigurius with the Centurions is a good idea, but I would leave them with the hurricane bolters instead of the ML. More shots at the same range as the grav cannons and takes care of 5+ saves much better than the grav. I'd also make the devs all las or all flakk as they will be more effective that way. Otherwise I'd look for the points to get another Centurion in the squad, but otherwise things look ok. Maybe a third drop pod and no rhinos as they just give up first blood way too easily.
1) If you put Calgar in TDA, he can't go in the pod with the Honor Guard. Keep him in his Aritificier.
2) That being said, the Honor Guard are kinda weak. Thing is, they'll fold in CC to anything that truly belongs in CC. At I4 and S4, those power swords will probably never get to swing, or even if they do, will fail to wound in such an MC heavy meta. The I1 axes, depending on how you position them may get to swing, but for the points, there's just better options.
3) A Calgar+Tiggy list is built for tactical spam. You only have 3 squads. I'd say drop the HG for more tacticals. Put them all in Rhinos and play a board control list.
4) Devastators. I feel extremely meh about them. Let me explain. If the DevCents are pushing into the middle of the board (as they should) then only the TFC and Devastators are behind the Aegis (and maybe a combat squad or 2). The TFC doesn't need it, because the techmarine can buff the ruin that is bound to be there (in most games). SO, the Devastators primarily necessitate the Aegis.
Now, you also have very poor AA. 2 flakk missiles are a very expensive and ineffective way to combat enemy air.
SO. What to do? This is what I'd do:
Dump the Devs and Aegis. That's 330 by my count. Pick up a Stormraven; best AA flier in the game.
Sorry, should've mentioned that. The PG/PC and Flamer/HB squads are meant to be combat squadded. Keeping those Heavy Weapons in there is just a waste of their potential. The MMs; well, you've got to get them upfield, so that is what it is.
Rule #1 is Look Cool.
2014/01/05 15:53:05
Subject: Competitive UMs, Calgar, Tigurius and Centurions
I can speak from experience the Prescience-led centurions will do some heavy damage and truly excel at middle board control (especially if you are able to get forewarning).
As for the devastators,bear in mind that since you took a squad of 10, so you can combat squad them with 2 heavy weapons per squad, thus making the ML pure anti-air (and coupled with the quad gun), and the las cannons anti-vehicle. Just be sure to put the Sgt with the AA unit and put a basic marine from that squad on the quad gun (to get the Sgt's +1 to BS). Combat squading devastators can keep them alive longer and allows you to split your fire if necessary.
2014/01/05 20:30:27
Subject: Competitive UMs, Calgar, Tigurius and Centurions
1) Calgar in TDA can in fact hop in with the HGs in the pod, as long as there's room for him (there's no rule forbidding TDA models from getting in pods), the reason for the TDA is to allow the OB to drop on the move + it doesn't prevent him from sweeping.
2) I had the MLs on the centurions because that's how they're modeled (I magnetized every other guns but ran out of patience with those...), but by swapping to bolters it saves me 30 pts which turns into an extra HG.
3)I actually love the HGs with the banner + Calgar, they've done great for me in the past and make for an awesome diversion. As mentioned, they won't take out multiple DPs but that is not their purpose. I use them to force my opponent to make tough choices and use the tactical and heavies for the heavy lifting.
4) short of the occasional kill-point mission, all the tacticals and devs will combat-squad for sure
5) the reason for not going "all tactical spam" is simple: flexibility. I've actually found the devastator doctrine more useful than the tactical one and relentless devs who still get to reroll snap shots is awesome.
Thanks for all the feedback guys.
2014/01/07 15:37:08
Subject: Competitive UMs, Calgar, Tigurius and Centurions
I find Calgar with Honour Guard to be a really nice, tough distraction when podded into the enemies lines freeing up your other units to do what they need to do. And with Tiggy giving the dev centurions (or devastators) prescience behind the ADL that's another major threat (to most anyway).
Definitely combat squad the Devastators into 2 LC + 3 marines and 2 ML + 3 marines to get the most out of them.
2014/01/09 16:45:47
Subject: Competitive UMs, Calgar, Tigurius and Centurions
Well after playing 2 tourney-style practice games, I had to make some significant changes.
Game 1, I faced:
Necrons:, Imhotek, 4x 5-man warriors in Night-Scythes, 3x 6-man Wraith units each led by a decked-out D-Lord.
This was a super-aggressive in your face list; by round 2 the Wraiths were tied in combat with key units (tacticals, and centurions); I tried to bait with Calgar but he just stayed away.
The centurions, got one round of shooting before becoming worthless. The HGs got into combat on round 3 but not enough to make a difference.
Game 2, I faced:
Tau, 2 riptides, 2 squads of broadsides, 1 squad of crisis suits, and a bunch of supporting fire (not super familiar with the Tau dex). Key issues: this time the centurions could not get in range and got shredded before being of any significant use, and the HGs (while they could have done a good job) are severely impaired by having to sit for a round.
Overall findings: both the HGs and the grav-centurions need a LR to be truly efficient at the competitive level. Since I believe the Centurions have a better overall efficiency, here's how I've adjusted my list:
HEADQUARTERS:
Calgar, TDA Tigurius
ELITES:
Mortis Dreadnought (not contemptor), dual ACs (this is the one with updated rules in IA, skyfire + interceptor)
TROOPS:
Tacticals x10, combi-plasma, PG, PC, rhino
Tacticals x10, combi-melta, MG, MM, rhino
Tacticals x10, combi-flamer, flamer, HB, pod
HEAVY SUPPORT:
Devastator centurions x3, grav cannons, 1x ML on the srgt
LRR dedicated transport with storm bolter and MM Devastators (x7), 4 LCs TFC
Calgar + Tigurius + centurions in the LRR; this will make for an uber deathstar and Calgar will be able to tank wounds. The key thing here is that I will be able to place them strategically right away and make use of the guns.
I dropped the flakk missiles (they work great with IF CT but sucked big time in those 2 games) and went for all LCs, with the devastator doctrine I feel that they actually will do a better job.
I dropped the ADL and added the Dread, it gives me added mobility and better deployment options, I'm thinking of placing the devs, TFC and dread in a reinforced ruin for a serious firebase while the LRR and rhinos get in postion.
Crucible qualifier is this Saturday and I wont have time for more training games, what do you guys think?
2014/01/10 14:16:08
Subject: Competitive UMs, Calgar, Tigurius and Centurions
phoenix darkus wrote: Well after playing 2 tourney-style practice games, I had to make some significant changes.
Game 1, I faced:
Necrons:, Imhotek, 4x 5-man warriors in Night-Scythes, 3x 6-man Wraith units each led by a decked-out D-Lord.
This was a super-aggressive in your face list; by round 2 the Wraiths were tied in combat with key units (tacticals, and centurions); I tried to bait with Calgar but he just stayed away.
The centurions, got one round of shooting before becoming worthless. The HGs got into combat on round 3 but not enough to make a difference.
Game 2, I faced:
Tau, 2 riptides, 2 squads of broadsides, 1 squad of crisis suits, and a bunch of supporting fire (not super familiar with the Tau dex). Key issues: this time the centurions could not get in range and got shredded before being of any significant use, and the HGs (while they could have done a good job) are severely impaired by having to sit for a round.
Overall findings: both the HGs and the grav-centurions need a LR to be truly efficient at the competitive level. Since I believe the Centurions have a better overall efficiency, here's how I've adjusted my list:
Spoiler:
HEADQUARTERS:
Calgar, TDA Tigurius
ELITES:
Mortis Dreadnought (not contemptor), dual ACs (this is the one with updated rules in IA, skyfire + interceptor)
TROOPS:
Tacticals x10, combi-plasma, PG, PC, rhino
Tacticals x10, combi-melta, MG, MM, rhino
Tacticals x10, combi-flamer, flamer, HB, pod
HEAVY SUPPORT:
Devastator centurions x3, grav cannons, 1x ML on the srgt
LRR dedicated transport with storm bolter and MM Devastators (x7), 4 LCs TFC
Calgar + Tigurius + centurions in the LRR; this will make for an uber deathstar and Calgar will be able to tank wounds. The key thing here is that I will be able to place them strategically right away and make use of the guns.
I dropped the flakk missiles (they work great with IF CT but sucked big time in those 2 games) and went for all LCs, with the devastator doctrine I feel that they actually will do a better job.
I dropped the ADL and added the Dread, it gives me added mobility and better deployment options, I'm thinking of placing the devs, TFC and dread in a reinforced ruin for a serious firebase while the LRR and rhinos get in postion.
Crucible qualifier is this Saturday and I wont have time for more training games, what do you guys think?
Personally I really like this list. It seems like a very fun 2k list!
2014/01/18 06:37:34
Subject: Competitive UMs, Calgar, Tigurius and Centurions
One thing you continue to do that I would change is the flamers in the drop pod. I would change the drop pod to the melta tac. You'll get much more damage out of that. Another thing is instead of a land raider I would take a storm raven. Put centurions and hqs inside and when it arrives do skies of fury, and unload them right in the enemies face, or even behind there lines.
I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine.
2014/01/18 17:38:06
Subject: Competitive UMs, Calgar, Tigurius and Centurions
Don't have a Stormraven sadly and in my latest revision I've dropped all pods for a semi-mechanized list.
The list did pretty decent at the Crucible qualifier. Lost game 1 to an awesome Chaos player (local champ), won game 2 against another SM list, lost game 3 to Tau (rolled a 1 on my LRC terrain test before it could go anywhere), 1 more turn and I might have squeezed a victory out of it.