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Made in gb
Roarin' Runtherd




Stockport UK

Hi All,

I had put a list up a week ago but have learnt that my understanding of formations meant my army was truly unbound...as I wish to use it for campaign nights it needs to be a bound army, and therefore I suggest this...

most of those playing in the campaign will be using Orks, Necrons, Eldar, Imperial Guard (tank company style) with the odd Chaos Marine or Space Wolf thrown in for good measure, maybe 1 dark eldar and 1 tau, I need something that can hold its own, if not handle all comers well

suggested List is this...

Militarum Tempestus - Combined Arms Detachment

HQ - Warlord - MT Command Squad with Medpack

Troops - MT Squad - 5 Man - no upgrades

Troops - MT Squad - 5 Man - no upgrades

Officio Assassinorim Detachment

Elite - Vindicare Assassin

Militarum Tempestus Air Formation

HQ - Commissar - no upgrades

HQ - MT Command Squad - Medipack and 2 Hot-Shot Volleyguns

Troops - MT Squad - 10 Man - Plasmagun and Flamer

Troops - MT Squad - 10 Man - Plasmagun and Flamer

Troops - MT Squad - 5 Man - 2 Meltaguns

Fast Attack - Valkyrie - Lascannon upgrade

Fast Attack - 2 Valkyries - Multi-Rocket Pod and Heavy Bolter Upgrades

Fast Attack - Valkyrie - Lascannon upgrade

the combined arms detachment hold off the first/second turn hopefully moving forward through cover, supported by the Vindicare sniping whatever is causing the most trouble, then once the 4 flyers swoop in, I should have plenty of anti-tank and anti-horde, with 4 units including a anti-tank 5 man suicide squad and 2 large objective secured squads with a plasma for extra punch on armour, and a flamer for a bit of anti-assault/horde decimation

does that sound like it should run ok, aware its a very fragile army, and I'm going to have to think carefully before doing anything, but it feels rather like a scout unit calling in the rest of the boys, and having the vindicare there just adds a bit of 1 shot 1 kill to the game, at 150 points, I could field a lot more units without him, but he should get me first blood on a warlord, or snik a tank for me

please leave comments

thanks as always

Binks


Long time Necromunda Player and 40k, new to 30k and AoS

3000+pt Salamanders army
1750pt Eldar army
4000pt Ork Goff army
1500pt Grey Knight army
1500pt tempestus army
Lizard men and Ogre AoS armies
Building 30k Emperors Children 
   
Made in us
Speed Drybrushing





. Hmm, interesting list, I would suggest always having a purpose to each and every squad. I think the assassins are a bit fragile, but they are probably fun to use. Interesting that there are little to no space marines in your META.

Militarum Tempestus - Combined Arms Detachment

HQ - Warlord - MT Command Squad with Medpack ( I would drop the medpack and get 4 of some type of gun, ie. 4 meltaguns and bombs and hunt tanks)

Troops - MT Squad - 5 Man - no upgrades same with these, give them a purpose, anti tank, anti horde, anti terminators , objective secured holders and give them the upgrade they need to fulfill that purpose, same below.

Troops - MT Squad - 5 Man - no upgrades

Officio Assassinorim Detachment

Elite - Vindicare Assassin

Militarum Tempestus Air Formation

HQ - Commissar - no upgrades

HQ - MT Command Squad - Medipack and 2 Hot-Shot Volleyguns same with this squad, give them 4 volley guns and make them kill stuff when they come in or make the enemy have to allocate fire to them, to spare the other troops

Troops - MT Squad - 10 Man - Plasmagun and Flamer dont ever split purpose like this, otherwise they suck at both jobs. If you want plasma, take two plasma and a plasmapistol, if you want flamers, take two flamers for hordes, etc. personally I would make these squads a bit smaller than the ones on top. They have to enter play in the valkyries , so they need to be small so they don't mishap when they drop chute in. Make the units up top a little bigger or with upgrades so they can survive the first turn of the opponent and still hold the objective

Troops - MT Squad - 10 Man - Plasmagun and Flamer

Troops - MT Squad - 5 Man - 2 Meltaguns

Fast Attack - Valkyrie - Lascannon upgrade

Fast Attack - 2 Valkyries - Multi-Rocket Pod and Heavy Bolter Upgrades

Fast Attack - Valkyrie - Lascannon upgrade

with all the melta you can take and deep strike with your troops, I'd almost prefer three balks with the heavy bolter missile pods setup, heavy bolters and multilaser can take out other flyers through hull point attrition and getting on the rear of the enemy flyer, while it is easy to waste a turn missing everything and blowing all you missiles with BS 3 and then you only have a lascannon to shoot the re eat of the game making that Valkyrie almost useless
   
Made in gb
Roarin' Runtherd




Stockport UK

Thanks for Your Comments, would the following list be any better?

Inquisitorial Detachment

HQ - Warlord - Inquisitor with Carapace Armour, Bolt Pistol
and Power Sword

Elites - Warband - 2 Jokareo, 3 Acolytes in Carapace with Plasmaguns

Allied Detachment - Militarum Tempestus

HQ - MT Command Squad with 4 Hot-Shot Volleyguns

Troops - 10 Man MT Squad with 2 Flamers Tempestor with Boltpistol

Militarum Tempestus Airborne Assault Formation

HQ - Commissar

HQ - MT Command Squad with 4 Hot-shot Volleyguns

Troops - MT Squad 6 with 2 Meltaguns

Troops - MT Squad 6 with 2 Meltaguns

Troops - MT Squad 8 with 2 Plasmaguns

Fast Attack - Valkyrie with Lascannon

Fast Attack - 3 Valkyries with Heavy Bolters and Multi Rocket Pods (obviously as its the formation they don't have to run as a squadron, so won't)


Long time Necromunda Player and 40k, new to 30k and AoS

3000+pt Salamanders army
1750pt Eldar army
4000pt Ork Goff army
1500pt Grey Knight army
1500pt tempestus army
Lizard men and Ogre AoS armies
Building 30k Emperors Children 
   
Made in gb
Battleship Captain




is easy to waste a turn missing everything and blowing all you missiles with BS 3 and then you only have a lascannon to shoot the re eat of the game making that Valkyrie almost useless


Is the 'snap shots only' thing with Ordnance still in, too, because I seem to remember Hellstrike Missiles being ordnance (unless that's changed).

Inquisitorial Detachment

HQ - Warlord - Inquisitor with Carapace Armour, Bolt Pistol
and Power Sword

Elites - Warband - 2 Jokareo, 3 Acolytes in Carapace with Plasmaguns


If these guys are footslogging - and there's no transport for them in the list - they really need some warm bodies to absorb bullets. Losing a 20+ point special weapon with every failed save is not appealing...

Also, Inquisitors are some of the best 'dirty tricks' models in the game - just taking them with a power sword when they're not that great in assaults is a bit of a waste.
~Servo Skulls prevent scouts and infiltrators overruning you turn 1 and/or make your grav chute drops much more accurate
~ Heavy bolter Servitors provide some of the cheapest antipersonnel firepower in the game.
~ All of the relics are awesome. The Tome of Vethic is probably the best, but it's also the most expensive.
~ Cheap acolytes are massively shooty

One of my personal favourites:
Ordo Hereticus Inquisitor
~ Psyker
~ Force Axe
~ Psyocculum
~ Tome of Vethic
~ 3 Servoskulls

Henchman Warband
~ 9 Acoltyes, Carapace Armour, Stormbolters
~ 3 Servitors, Heavy bolters

The henchmen cost less than the price of a marine tactical squad, and kicking out about twice the firepower at 24" range. A nice Anchor unit.
The inquisitor provides scatter/infiltrator control by his servo-skulls, and boosts the unit.
- If the enemy has no psykers, then take a divination power and if it doesn't appeal, Prescience twin-links 18 stormbolter and 9 heavy bolter shots a turn.
- If the enemy has a psyker, then you improve the squad's protection from witchfires and maledictions, and the squad becomes a lethal BS10 firebase.

Tome of Vethic pairs well with this against Dark Eldar (Night Vision) and Tyranids. It's especially scary against nids because things like a tervigon or hive tyrant are both psykers and monstous creatures - a unit with this much small arms fire getting BS10 and Monster Hunter means even bolter shells become dangerous...





The Tempestus Command Squad is perfect for a footslogger unit. Dig into some decent cover and sit there issuing "Autonomous Fire Sanctioned!" and watch marine squads be shredded like paper. It's not easy to use but the hotshot volley gun is hands-down the scariest thing the Militarum Tempestus have access to, with firepower not far off two Reaper Launchers strapped together.

The other squad.... depends on your plan. You'll need to press forwards to get any advantage out of hotshot lasguns, so flamers aren't a bad plan. The bolt pistol pairs well for slightly improved crowd control.

Militarum Tempestus Airborne Assault Formation

HQ - Commissar

HQ - MT Command Squad with 4 Hot-shot Volleyguns

Troops - MT Squad 6 with 2 Meltaguns

Troops - MT Squad 6 with 2 Meltaguns

Troops - MT Squad 8 with 2 Plasmaguns

Fast Attack - Valkyrie with Lascannon

Fast Attack - 3 Valkyries with Heavy Bolters and Multi Rocket Pods (obviously as its the formation they don't have to run as a squadron, so won't)


Much as I rave about volley guns, in a unit that's arriving by valkyrie drop, they're not the ideal weapon - on the turn where you have magic twin-linked fire, you're stuck with something not much better than a rapid-firing hotshot lasgun. Either plasma guns or grenade launchers might be a better buy.

The melta squads are fine. Frankly I'd leave them at 5 - the purpose of their existance is to protect the two meltaguns and frankly if your opponent turns any meaningful firepower on them they're going to evapourate. Treat them as dead men walking, accept the loss and don't invest points in keeping the unit alive.

The plasma gunners are a more enduring squad and should live long enough to contribute to the battle for longer. More importantly, if you're rapid-firing plasma guns into a squad, you're in range to shoot it with hotshots - I'd put the two "spare" scions from the melta squads in here and make it full strength (unless you planned on the commissar going in here?)

I'd keep the Valkyrie with a multilaser and spend the points on rocket pods instead. Unlike Taurox Primes, Valkyries have Navy crew and are only BS3.



The main weakness of the list is surviving long enough for the Air Assault Formation Detachment to arrive. You need to survive a minimum of 1 turn - maybe two if you screw up your reserve roll (and/or your opponent pulls out a dirty trick like an Officer Of The Fleet, Chapter Master Lias Issodon or a Callidus Assassin).

Against an ork or tyranid army which can't do much to you on turn 1, you're probably fine. Against a tank company, or a marine drop pod assault, something like twenty warm bodies in carapace is probably not enough. I may be being paranoid, but it's the same reason I get nervy about trying a legion of the damned army...




Termagants expended for the Hive Mind: ~2835
 
   
 
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