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Made in gb
Fresh-Faced New User



London, UK

I've been thinking about how to set up my models for a first game (and, at the same time, I foresee that I'll be buying plenty of magnets!). The first game will be a demo game by nature, so I came up with two small lists with a max points total of 90 while still trying to keep things somewhat interesting.

EPIRIAN
Spoiler:
1st Detatchment - Zycanthian Special Taskforce

(HQ) Journeyman Bot Handler: 12pts
Command booster: 3pts
TOTAL: 15pts

(Core) Contractor Engineers: 7pts
TOTAL: 11pts

(Core) Contractor Engineers: 7pts
2x Aux Grenade Launcher: 4pts
TOTAL: 11pts

(Core) Spider Drone unit: 11pts
2x extra Spider Drones: 22pts
TOTAL: 33pts

(Anvil) Hunter-class Warmech: 13pts
Cluster Missle Pod: 3pts
Replace Hydraulic Fist with Suppressor Dual MG: 3pts
TOTAL: 19pts

GRAND TOTAL: 89pts

KARIST
Spoiler:
1st Detatchment - Hammer of Enlightenment

(HQ) Kaddar Nova: 15pts
TOTAL 15pts

(Core) Karist Troopers: 10pts
Quintarch Pulse Carbine Mk2: 1pt
TOTAL: 11pts

(Hammer) Karist Troopers (Assault Squad): 10pts
Quintarch Pulse Carbine Mk2: 1pt
Replace 2x Pulse Carbine (Mk1) with Ripper Grenade Launcher: +4
TOTAL: 15pts

(Hammer) Tempest Elites: 11pts
2x extra Tempest Elites: 10pts
TOTAL: 21pts

(Anvil) Mature Angel: 23pts
TOTAL: 23pts

GRAND TOTAL: 88pts


To simplify things a little, there are no flying bases in these lists, although later games could add Fireflies and Minnows once we're more comfortable with the game. Let me know what you think!

This message was edited 1 time. Last update was at 2016/01/09 21:20:50


Check out Fleet Signal, my Spartan sci-fi site covering Firestorm and Halo on the tabletop! 
   
Made in us
Bounding Black Templar Assault Marine





Floor-ahhh-duhhh!

Looks like a good starter list.

Peace.

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[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


The Karist detachment is actually illegal, as it contains 2 Hammer choices, but only 1 core choice.

You'd need to add at least one other core choice to the detachment to be able to take a 2nd Hammer, Anvil or Recon unit.

This will be a small game, but that's obviously good for a test/demo...but just be aware that the 'fast' units (Shadow Walkers, Angel Minnows or Firefly Drones), are really what excel at going out and grabbing objective markers, so without those in play, you'll likely have more of a static shoot back and forth kind of experience.


Thanks for posting!





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Made in gb
Fresh-Faced New User



London, UK

 yakface wrote:

The Karist detachment is actually illegal, as it contains 2 Hammer choices, but only 1 core choice.

You'd need to add at least one other core choice to the detachment to be able to take a 2nd Hammer, Anvil or Recon unit.

This will be a small game, but that's obviously good for a test/demo...but just be aware that the 'fast' units (Shadow Walkers, Angel Minnows or Firefly Drones), are really what excel at going out and grabbing objective markers, so without those in play, you'll likely have more of a static shoot back and forth kind of experience.


Thanks for posting!


Gotcha, I'd read that rule about non-cores not being able to exceed the number of cores, but completely forgot it when making these lists.

Hmm, I think I'll revise the lists to include fast units, although I'll still try to stay at the lower points total.

Check out Fleet Signal, my Spartan sci-fi site covering Firestorm and Halo on the tabletop! 
   
Made in ca
Fresh-Faced New User




You should also double check the points for the Epirians. You've overcosted one of the units of contractors and the unit of spiders, you've only got about 69pts of Epirians.

Personally I'm still mulling over how to equip the Hunters, mix equipment so they can tackle anything or stack it to focus on specific units (suppressors or cluster missiles for troops, chaingun or strike missiles for tougher targets).
   
Made in gb
[ADMIN]
Decrepit Dakkanaut






London, UK

in playtesting, the tempest elite mortars have been my favourite weapons by far. They are so powerful, but because they are slow moving projectiles, your opponent gets the option to move their models out of the way. This leads to some hilarious stressful situations on the battlefield where people must choose between certain death, or moving their models out of cover into the range of yet more certain death if your models are in the right position. We had one instance where I shot with some mortars at two hunters, but they were not moved and got completely mashed up which was very satisfying.

Check out our new, fully plastic tabletop wargame - Maelstrom's Edge, made by Dakka!
 
   
Made in us
Never Forget Isstvan!





Green Bay, Wisconson

Mine arrive last night.. Someone do a battle report... be nice to see how well the system works.

 
   
Made in gb
Fresh-Faced New User



London, UK

I've reworked the lists and included some faster units. Hopefully I haven't messed these up again and these lists will be legal for play.

EPIRIAN
Spoiler:
1st Detatchment - Zycanthian Special Taskforce

(HQ) Journeyman Bot Handler: 12pts
Additional Maglock pistol: 2pts
Targeting drone: 2pts
TOTAL: 16pts

(Core) Contractor Engineers: 7pts
2x Aux Grenade Launcher: 4pts
TOTAL: 11pts

(Core) Contractor Engineers: 7pts
2x Aux Grenade Launcher: 4pts
TOTAL: 11pts

(Core) Spider Drone unit: 11pts
2x extra Spider Drones: 6pts
TOTAL: 17pts

(Vanguard) Firefly Recon Drones: 12pts
1x extra Drone: 4pts
TOTAL: 16pts

(Anvil) Hunter-class Warmech: 13pts
Cluster Missle Pod: 3pts
Replace Hydraulic Fist with Suppressor Dual MG: 3pts
TOTAL: 19pts

GRAND TOTAL: 90pts


KARIST
Spoiler:
1st Detatchment - Hammer of Enlightenment

(HQ) Kaddar Nova: 15pts
TOTAL 15pts

(Core) Karist Troopers: 10pts
Quintarch Pulse Carbine Mk2: 1pt
TOTAL: 11pts

(Core) Karist Troopers: 10pts
Quintarch Pulse Carbine Mk2: 1pt
TOTAL: 11pts

(Core) Angel Minnow Pack: 6pts
1x extra Minnow: 2pts
TOTAL: 8pts

(Hammer) Tempest Elites: 11pts
2x extra Tempest Elites: 10pts
TOTAL: 21pts

(Anvil) Mature Angel: 23pts
TOTAL: 23pts

GRAND TOTAL: 89pts


 legoburner wrote:
in playtesting, the tempest elite mortars have been my favourite weapons by far. They are so powerful, but because they are slow moving projectiles, your opponent gets the option to move their models out of the way. This leads to some hilarious stressful situations on the battlefield where people must choose between certain death, or moving their models out of cover into the range of yet more certain death if your models are in the right position. We had one instance where I shot with some mortars at two hunters, but they were not moved and got completely mashed up which was very satisfying.


That sounds awesome, and sorely tempted me to make the elites a mortar team. Maybe after the first game!

Check out Fleet Signal, my Spartan sci-fi site covering Firestorm and Halo on the tabletop! 
   
 
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