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Made in au
Lurking Gaunt






Hi All,

I really like the idea of dropping the core of an army into the center of the enemy and seeing if it can survive. The idea is that 3 pods will drop close to one another and burn/melta what they can by combat squads. The Knight and DC will move quickly up supporting each other and try to help the core of the army. The two assault squads will come down eventually and be used for objectives or to move the enemy off the back field.

Mephiston (175)
5 Stern guard, 5 combi-melta guns, drop pod (195)

Tac squad, 10 marines, heavy flamer, melta gun, 2 inferno pistols, Drop pod (225)
Tac squad, 10 marines, heavy flamer, melta gun, 2 inferno pistols, Drop pod (225)

Death Company, 9 marines, 2 power fists, jump packs (257)

Assault squad, 5 marines, 2 melta guns, drop pod (105)
Assault squad, 5 marines, 2 melta guns, drop pod (105)

Storm Raven 200
1418

Knight Errant 370
1857



What do you thing??!?!?! anything will help!

Cheers
   
Made in us
Shunting Grey Knight Interceptor





If playing in a tournament, you need to drop 7 points. I suggest a combi weapon or infernus pistol. Other than that, looks good!
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





The dual-wielding Inferno pistols is generally a bad idea.
Too expensive, too short range to be effective.

4000p
1500p

=====Begin Dakka Geek Code=====
DS:90S+G+MB--IPw40k12+D+A++/mWD-R+T(T)DM+
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Made in us
Angry Blood Angel Assault marine






I have to Agree with Soom, with 2 Inferno pistols you are looking at one pricey Sgt. I would go with 1 pice and see if you can round your DC to an even (or devisable by 5) point value so you are not waisting points.

Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"

We only ever get one shot marlin. Life is one shot 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





If you're going with Drop Pods you should commit to it, at this point level you'd want atleast 7 drop pods arriving turn 1 preferably more.

I would go flamer on the tac marines it suits the boltguns job. Put the infernus pistols on the Assault Marine Sergeants they do dedicated melta best.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Angry Blood Angel Assault marine






I could see him getting 5 Turn 1 with a bit of modifying on the DC and removing/ replace melta with flame but I am hard pressed to see where he would get 13 drop pods in this list and keep it viable enough to be an all comers list

Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"

We only ever get one shot marlin. Life is one shot 
   
Made in us
Longtime Dakkanaut





Pasadena

 FlingitNow wrote:
If you're going with Drop Pods you should commit to it, at this point level you'd want atleast 7 drop pods arriving turn 1 preferably more.

I would go flamer on the tac marines it suits the boltguns job. Put the infernus pistols on the Assault Marine Sergeants they do dedicated melta best.


I think you meant 7 drop pods with 4 arriving turn 1 yes? I play an all DP Salamander army quite often and the most I squeeze in effectively at 1850 is 9 with 5 coming in turn 1.

Las Vegas Open Head Judge
I'm sorry if it hurts your feelings or pride, but your credentials matter. Even on the internet.
"If you do not have the knowledge, you do not have the right to the opinion." -Plato

 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Nope I mean 7 arriving. For example this is 1850:

Flesh Tearer Detachment:
Libby Dread: lvl2: melta, pod 195

Furioso: HF, pod 170
Fragioso: melta, pod 165
Dread: MM, HF, pod 145

Tac Squad: Heavy Flamer, Handflamer, pod 125

Pod 35
Pod 35


Flesh Tearer Detachment:
Libby Dread: lvl2: melta, pod 195

Furioso: HF, pod 170
Fragioso: melta, pod 165
Dread: MM, pod 135

Tac Squad: Heavy Flamer, Handflamer, pod 125

Pod 35
Pod 35
Assault Marines: 2 meltas, combi melta, melta bombs, pod 120

That list has 9 Drop Pods arriving turn 1. That's the kind of pod list I'd expect to see at this point level.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Longtime Dakkanaut





Pasadena

While interesting I have to say the dread drop lists are pretty squishy. I haven't seen or played against a BA version of it so I will withhold judgement until I have seen it in action.

Las Vegas Open Head Judge
I'm sorry if it hurts your feelings or pride, but your credentials matter. Even on the internet.
"If you do not have the knowledge, you do not have the right to the opinion." -Plato

 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





It was an example 8 Dreads arriving turn 1 with 6 of them being AV13 will cause people problems and isn't really squishy. Having pops in FA just massively increases the number you can get down turn 1. If Infantry is your thing something like this could work:

Libby: lvl2: combi plasma, Gallian's Staff, meltabombs 115

Sternguard: 5 combimeltas, pod 195
Command Squad: 3 plasmaguns, pod 180

Tac Squad: HF, 2 handflamers, pod 135

Assault Marines: 2 meltas, 2 Infernus Pistols, pod 135
Assault Marines: 2 meltas, 2 Infernus Pistols, pod 135
Pod 35
Pod 35
Pod 35

Libby: lvl2: combi plasma 100

Sternguard: 5 combimeltas, pod 195
Command Squad: 3 plasmaguns, pod 180

Tac Squad: HF, 2 handflamers, pod 135

Assault Marines: 2 meltas, 2 Infernus Pistols, pod 135
Pod 35
Pod 35
Pod 35

8 Pods arriving 42 marines on that turn 12 with FnP. 22 melta shots and 16 plasma shots and 3 templates gives an almighty alphastrike. This list is more susceptible to interceptor as it is more reliant on the alphastrike (where as the Dreads are more a turn 2 beta strike with massed walker assault).

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Angry Blood Angel Assault marine






I stand corrected good sir.

Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"

We only ever get one shot marlin. Life is one shot 
   
Made in au
Lurking Gaunt






Wow thanks for all the replies!
So the general idea is to drop the duel pistols and round the points out.
With trying to get more pods turn 1, if I have 7, half strength squads, why is that different to say 3 full strength that then combat squad?

Originally I had wanted to duel pistols because you will never see troops sitting around when you drop pod them. Either they are in a transport or are a huge mob.

Thinking the list over. What are some options to kill special units like a Hive nid?
   
Made in us
Angry Blood Angel Assault marine






Because you can take pods for each, they each take a slot on the FoC, and you do not get acess to the second Hvy weapon but you get a Sgt for each Squad.

Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"

We only ever get one shot marlin. Life is one shot 
   
Made in au
Lurking Gaunt






Does that not make many underpowered squads? I would worry about being overwhelmed easily.
   
Made in au
Death-Dealing Devastator



Melbourne,Vic

The idea is that you hit from many different spots for maximum flexibility, plus it makes it harder for your opponent to hem you in because you're so diffuse.

Yes, each squad is individually underpowered, but you then make them work together-you have underpowered squads with combat squadding anyway, the difference here is that at least it's harder to initially get surrounded or squished. Plus, with more pods, you end up with more 'deployable cover'-handy when you're running 5 man fire teams. And, if playing objectives, you can basically sit on every objective with that many pods.
   
Made in au
Lurking Gaunt






Cool!
With that in mind, what do you think of the idea of the Knight and DC deploying and running up to backup these squads?
   
Made in au
Death-Dealing Devastator



Melbourne,Vic

I'd probably hold the DC in reserves. Put locator beacons on a couple of your turn 1 pods, and then deepstrike the DC in (hopefully on turn 2, fingers crossed) to hit where they're needed. If you're careful with your podding, you should end up with a broad selection of places you can deepstrike in safely to support your units.

In keeping with that, I'd probably be tempted to drop the knight for a second DC squad with the same intent.
   
Made in us
Angry Blood Angel Assault marine






At the same time. I know from the folks who play out here. you drop a Knight on the table and shes gona draw alot of fire. could help to keep the droped units out of the cross hairs a bit.

Do you ever go into a fight thinking "there's no point giving it my best, I'll get another chance later?"

We only ever get one shot marlin. Life is one shot 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Multiple smaller squads in DPs vs fewer big squads is more about fire power than anything. Compare the firepower of the example list I posted on turn 1 to yours. You have 2 templates vs 3, 11 melta shots vs 22, 1 plasma vs 16, 28 wounds arriving with the DC 37 wounds 9 with FnP vs 44 & 14. 15 Hull points on the board vs 24. More targets more firepower, more board control and more survivability. I would give the DC a pod too for example so they add to the turn 1 shock and awe.

Personally I don't like running solo Knights they are just too easy to deal with for their points. Particularly in this list where he and the DC are doing is giving your opponent something to shoot if he goes first. Whilst keeping the DC in DS reserve could just result in them not arriving when you need them when instead in a DP they add to the rest of the list.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in au
Lurking Gaunt






If we were to swap to smaller squads, wouldn't space wolfs be a better option then? Granted that we lose the heavy flamer, but gain counter attack and more cc attacks with weapons. Although we may lose FNP, hmm...

I guess any further replies to your comments are drawn from my not wanting to buy and pain 13 drop pods. I would really like to see how an army like this performs, especially in turn 2 (any bat reps around?)
   
 
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