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![[Post New]](/s/i/i.gif) 2014/04/29 03:47:32
Subject: 1500, Iron hands
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Fresh-Faced New User
Oregon
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What do you think? What would give this army trouble?
HQ
-master of the forge
Troop
-tactical squad, heavy bolter, plasma gun, sergeant has metal bombs and combi flamer
-tactical squad, heavy bolter, plasma gun, sergeant has metal bombs and combi flamer
-tactical squad, multi-melta, flamer, sergeant has metal bombs and combi grav gun, rhino
Fast Attack
-bike squad, two meltas, attack bike with multi-melta, sergeant has melta bombs-- (8 bikers, 1 attack bike)
-stormtalon, skyhammer missile launchers
-stormtalon, skyhammer missile launchers
Heavy Support
-devastator squad, 4 lascannons
-vindicator, siege shield
-vindicator, siege sheild
-1484
Vindicators and master of the forge push up together with the two tactical squads on foot as support, lascannons and bike squad pick off priority targets, stormtalons are for aa and support and the tac squad in the rhino hangs back a bit for point clearing or an extra punch.
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This message was edited 1 time. Last update was at 2014/04/29 03:48:01
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![[Post New]](/s/i/i.gif) 2014/04/29 09:36:54
Subject: 1500, Iron hands
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Judgemental Grey Knight Justicar
Northern Texas, USA
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First of all, I like the redundancy of the dual Vindicators and Stormtalons. The melta bike squad is also nice, but it's expensive; I'd try to capitalize on the fact that a Captain or Chapter Master on a bike makes them scoring as your Warlord.
I would drop the dev squad unless you're really planning on maximizing their potential with psychic powers. They are not worth the points at just 5 models but as you start layering on buffs, it boosts their efficiency exponentially. Unless you're open to allying in psykers, I'd drop them.
I think with a slight adjustment to the troops' loadout you'll have something pretty balanced. I like melta bombs on the tac squads, but don't like the fact that they are mostly on foot. Forcing the enemy to break open a rhino delays them and absorbs shots... Don't underestimate the tactical flexibility of the Rhino either, as it can tank shock, block LoS, etc. I would drop the heavy weapons from any mobile squads, as snap firing is not something you should be relying on, and the grav weaponry is not effective on non-relentless models. Stick to melta or plasma and their matching combi, respectively. Automatically Appended Next Post: I would adjust the list to look like this:
Captain - bike, artificer armor, power fist, storm shield
3x Tactical Squad (10) - rhino, plasma, combi-plasma, melta bomb
Bike Squad (10) - 2x melta, melta bombs, multimelta attack bike
Stormtalon - skyhammers
Hunter
2x Vindicator - siege shield
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This message was edited 1 time. Last update was at 2014/04/29 09:40:53
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![[Post New]](/s/i/i.gif) 2014/04/29 20:47:11
Subject: 1500, Iron hands
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Been Around the Block
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Hi like the balance but I would drop the heavy bolsters from the tac squads. If you move then they are only able to shoot snap gaks reducing their effectiveness. Personally I wouldn't bother with hw in tac squads. I would use plasma cannons rather than las cannons as they are better for troops as well as tanks.
I would take a thunderfire cannon rather than a vindicator they offer more variety.
With your bikes I would take more squads less bikes. I would also use grav guns rather than melt as as they give you more shots.
With spare points I would take a Libby to give you some powers.
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