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![[Post New]](/s/i/i.gif) 2014/04/19 18:16:05
Subject: AM/IG 1500 Mech
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Fresh-Faced New User
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This is a variation of a list I brought to dakka for help with awhile back, I waited for the new codex to drop and wanted some opinions before making any more purchases. I'm not looking for super competitive, but I'd rather not get steamrolled all the time. The list is pretty much AV 12 Spam.
Inquisition Detachment [72 pts]
Ordo Xenos Inquisitor:
+Power Armor
+Psyker
+3 Servo Skulls
HQ: [145 pts]
CCS
+2 Grenade Launchers
+Carapace Armor
+Chimera
Troops [708 pts]
Vet Platoon 1:
+3 Multimeltas
+Sgt Bolter
+Carapace
+Chimera
Vet Platoon 2:
+3 Multimeltas
+Sgt Bolter
+Carapace
+Chimera
Vet Platoon 3:
+Heavy Flamer
+2 Flamers
+Shotguns
+Carapace
+Chimera
+2 Heavy Flamers
Vet Platoon 4:
+3 Plasma Guns
+Sgt Bolter
+Carapace
+Chimera
Elites: [305pt]
Scion CS:
+4 Multimeltas
Scion Squad 1:
+2 Plasma Guns
Scion Squad 2:
+2 Plasma Guns
Fast Attack: [285]
3 Armored Sentinels
+3 Lascannons
3 Armored Sentinels
+3 Autocannons
Also, side question: for carapace vets, would people normally get upset if they are just standard cadian troopers?
Thanks in advance
LS
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![[Post New]](/s/i/i.gif) 2014/04/19 18:27:14
Subject: AM/IG 1500 Mech
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Guard Heavy Weapon Crewman
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I doubt that they would as there are no veteran models. You should swap a squad of sentinels for a full squadron of wyverns. Your list seems to be severely lacking in troop killing power, and wyverns are probably the best unit in the game at that job.
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"In battle, you're either killing or dying. So don't stop not dying!"
"The enemies of Mankind may employ dark sciences or alien weapons beyond Humanity's ken, but such deviance come to naught in the face of honest human intolerance backed by a sufficient number of guns" |
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![[Post New]](/s/i/i.gif) 2014/04/19 18:40:48
Subject: AM/IG 1500 Mech
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Lieutenant Colonel
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I would have to ask, why the bolters on the sergeants? They don't seem to do very much, unless it's just to fill points.
As for using normal cadians as carapace vets, there's no alternative, so I don't see any problem with it. It's what I do.
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![[Post New]](/s/i/i.gif) 2014/04/20 03:30:16
Subject: Re:AM/IG 1500 Mech
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Fresh-Faced New User
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The bolters were to fill in 3 spare points that I had, I wanted to add some flavor to the troops.
I like the idea of the wyverns, I just don't have any experience with them.
I think that I will make the scions an allied detachment so that they are scoring, doesn't seem to be any reason not to.
Does anyone see any major shortcomings?
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![[Post New]](/s/i/i.gif) 2014/04/20 04:28:09
Subject: AM/IG 1500 Mech
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Beast of Nurgle
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You might want to read over what veterans can and can't bring again. I know they can't take multimeltas, and I believe it is three special weapons total, including up to one heavy flamer. So you can't bring two flamers and two heavy flamers.
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Painting: Grey Hunters
Reading : Space Wolves Omnibus v1
Watching: Game of Thrones s2
CSM Undivided 4000+
Dark Eldar Sold... =(
Dark Angels 200
Space Wolves 3000+
Cadians 1000
Legion of Everblight 50 |
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![[Post New]](/s/i/i.gif) 2014/04/20 04:55:44
Subject: Re:AM/IG 1500 Mech
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Hardened Veteran Guardsman
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Every unit needs a role/goal. Picking units without a purpose/goal is a good way to end up with a lot of useless units. Your goal is to be armored fist, so lets stick with that. That being said, we now have to make a few assumptions.
We are going to run lots of small squads in transports
Stay in the transports until forced out.
So with that in mind, look at your list again.
Ordo Xenos Inquisitor:
+Power Armor
+Psyker
+3 Servo Skulls
great choice, but where is he going? whats his job? Normally his job would be to give divination to a large guard blob, but with no blobs in sight and bs4 on everyone, I dont think Your going to get much use out of him, unless you want to run him as an offensive psyker. Also the power armor is useless. He will either be in a squad or transport. Save the points. Maybe just take a Primaris Psyker
HQ: [145 pts]
CCS
+2 Grenade Launchers
+Carapace Armor
+Chimera
looks good, possibly drop carapace, you wont need it inside a transport.
Troops [708 pts]
Vet Platoon 1:
+3 Multimeltas
+Sgt Bolter
+Carapace
+Chimera
now that only 2 man can fire out a chim, you may only want to take 2 multimeltas, unless you plan on hoping out and roasting targets often.
Sargent doesnt need the bolter, he cant fire it anyway. Use the points on searchlights or smoke!
Same stuff about carapace
Vet Platoon 2:
+3 Multimeltas
+Sgt Bolter
+Carapace
+Chimera
see above
Vet Platoon 3:
+Heavy Flamer
+2 Flamers
+Shotguns
+Carapace
+Chimera
+2 Heavy Flamers
you can only have 1 heavy flamer per squad, so you should have 1 heavy and 1 reg flamer here.
Vet Platoon 4:
+3 Plasma Guns
+Sgt Bolter
+Carapace
+Chimera
see above
Elites: [305pt]
Scion CS:
+4 Multimeltas
These guys are a decent deepstriking ball of death. Do it up!
Scion Squad 1:
+2 Plasma Guns
Scion Squad 2:
+2 Plasma Guns
Solid for their cost. Are they deepstriking or footslogging? Maybe they need a ride too.
Fast Attack: [285]
3 Armored Sentinels
+3 Lascannons
3 Armored Sentinels
+3 Autocannons
Sentinels are usually considered weak, but if you really like em, go ahead. I personally think you should take the scout version.
This allows them to avoid getting shot off the table 1st turn, and outflank for shots at some juicy side armor. Id reccomend scouts with autocannons and possibly hunter-killers.
These guys are usually able to bring at least 1 tank with them. If not, they can outflank for linebreaker/contesting. Walking armored sentinels across the battlefield is just not cost-effective.
Maybe take a vendetta for the extra lascannons, or a leman russ vanquisher. This list needs a few ways of killing tanks at range. Your also lacking in the AA department but im assuming theres no Air in your local meta.
Hope it helped
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-7k
-3k Watch my guys die in the tens per turn!
2k with fancy lava bases!
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![[Post New]](/s/i/i.gif) 2014/04/20 05:29:37
Subject: AM/IG 1500 Mech
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Boom! Leman Russ Commander
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Scout sentinels are heads and heels over armoured sentinels. AV12 does not top outflanking. Give them heavy flamers or keep the multi-lasers - they do more to light rear armour than they do to frontal armour with lascannons.
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