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Made in gb
Brain-Dead Zombie of Nurgle



Yorkshire

Hopefully this list should not only be fun to play but also be pritty competitive for non-tourni play amongst mates at my local game club. But as always I'm sure theirs things i've not noticed lol and would be nice if I could have so constructive criticism and a helping suggestion or two and any thoughts please.

Combined Arms Detachment (A)

HQ: Command Squad (+Bolt Pistol, +medic, +Vox, +2 Plasma Gun) - 225pts (x2) - 450pts
Dedicated Transport: Taurox Prime (+TL Gatling Cannon, +TL Hotshot Volley Gun)

Troops: 5man Scion Squad (+Vox, +2 HSVG) - 195pts (x2) - 390pts
DT: Taurox Prime (+Missile Launcher, +TL Auto Cannon)

Combined Arms Detachment (B)

HQ: Command Squad (+4 Melta Gun) - 125pts
HQ: Command Squad (+4 Plasma Gun, +Plasma Pistol) - 160pts

Troops: 10man Scion Squad (+Vox, +2 Plasma Gun, +Plasma Pistol) - 180pts
Troops: 5man Scion Squad (+Vox, +2 HSVG) - 195pts
DT: Taurox Prime (+Missile Launcher, +TL Auto Cannon)

Astra Mili Mont'Ka Formation: Emperor's Spear Aerial Company

x1 Valkyrie (+Missile Pods, Multi-Laser) - 135pts
x1 Vendetta Gunship (x3 TL Las Cannon) - 170pts
x1 Vendetta Gunship (x3 TL Las Cannon) - 170pts

And Ta darrrrrr lol, thats my list. Its basically not a tourni rinse and repeat spam list cos I can't stand them. But it should also be pritty nasty as well.

The x2 Command squads with x4 Special weapons in each go into the vendetta's, an the x10man scion squad takes the Valkyrie for the low altitude drop precision grav-chute deployment.....So yeah ouch, melta gun command squad issues themselves twin-linked order and the plasma gun command squad can issue itself the preferred enemy order. And seeing as they won't scatter and can deploy into cover with no tests to make due to "move through cover" special rule I think they should work nicely. The 10man Valk squad will be going to where ever the most stuff needs killed and help needed to aid the ground troops, hence loading up on the x2 command squad in taurox's as well, want to have plenty of order givers.

But I digress, this seemed like the best way to do a fluffy MT list whilst actually keeping a pritty competitive edge. Plus the formation is amazing for getting access to what MT lack which is good Anti-Armour and Anti-Air. Plus allows me to perfectly place some seriously nasty fire power with the command squads inside.

The Taurox's goal is to advance and make the most of cover and deploy the squads inside into cover so I can take objectives midfield and get those HotShot Volley Guns stationary Asap. An seeing as I have x2 Vendetta Gunships and the melta command squad I think I can afford to have 2 out of the 5 taurox's take the some anti-infantry dedicated weapons instead of missile spam.

So what do you think peeps. I have to admit I happy with this list but I wana try and iron out some wrinkles before I buy it all. I do know though that its only game play you can truly get the hang of an armies tactics. I will remind you all this is surpose to be a semi-comp list whislt trying to cling to fluff so we can show those power armour pussies how a real military force fights lmao

   
Made in ca
Focused Fire Warrior





Yes, I agree. The Aerial Company is the perfect compliment to a Scion army. Someone is going to come along and say Scions suck, blah blah, not competitive, blah blah, but screw them. I want to run a Scion list too because Scions. On to the list:

1. You have a lot in reserve turn one. 1x Command squad, 2x 5-man Scion squads and 3x Taurox Primes can get tabled pretty easily and, if you're not careful, you'll have lost the game before it's started. Just something to be mindful of.
2. I don't see the point in having a Vox network unless everything has Vox. Either drop the Vox network entirely, (do you really need it?), or find the points to give your other two Command Squads Voxes.
3. Plasma Pistols in the Plasma Gun squads are probably overkill. I would get rid of them to shave some points.
4. If you're going to run a Taurox with Gatling and Volley, a better pairing would be a Command squad with four more Volley.

My two cents.

The Devil Hides in You 
   
Made in us
Longtime Dakkanaut






that's all good advice.

Since you've a Combined Arms Detachment you have a fortification slot. Consider a bastion or something with a comms relay.

Torboxes are a lot of fun to play when Fast, but for about the same points you could have another deep striking ObSec unit that's actually more durable. Even without special weapons they can overwhelm many armies. You may always lose kill point missions tho.

Also that new artillery formation gets twin linked against targets near any vox caster.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in gb
Brain-Dead Zombie of Nurgle



Yorkshire

Thanks very much for the tips guys. I did wonder about having a coms relay in their, cos as you say there's alot in reserve. I have to admit, didn't want to have to much in deepstrike reserve cos sods law is I scatter and destroyed or reposition'd, which I know sucks from my GK army.

Also I think you mis-understand. All the Taurox's are on the table, So thats x2 Command Squads in gatling varients and 3 autocannon and missile launcher variant. I take your point though about the plasma's in the command squads. As for the Vox Casters, not sure what you mean, I have one in EVERY squad cos I don't wana fail orders as their a hugely important an underated part of this army.

I'm going to have a jiggle around with the list and update it, then see what ya thinks.


Automatically Appended Next Post:
Have changed up the list now and I think this would actually do better.

Formation: Emp Spear Aerial Company

x1 Valkryie (+Missile Pods) - 135pts
x2 Vendetta Gunships (+3 TL Las Cannons) - 340pts

Combined arms detachment (1)

HQ: Command Squad (+vox/+3 HSVG) - 210pts x2=420pts
Taurox Prime (+Gatling Cannon/+TL HSVG)

Troops: 5man Scions Squad (+Vox/+2HSVG) - 195pts x2=390pts
Taurox Prime (+TL Auto Cannon/+Missile Launcher)

Combined Arms Detachment (2)

HQ: Command Squad (+Power Fist/+4Melta Gun) - 150pts
HQ: Command Squad (+4 Plasma Gun) - 145pts

Troops: 10man Scions Squad (+vox/+2Plasma Gun) - 165pts
Troops: 5man Scion Squad (+Vox/+ 2HSVG) - 95pts (This squad mans the Comms Relay, then when reserves are in, moves for back field objective and just adds volley guns to fire power.)
Troops: 5man Scion Squad (+Vox/+2Flamers) - 85pts

Fortification: Ageis Defense Line (comms Relay) - 70pts

Thats it what do you think.


Automatically Appended Next Post:
Oh Flamer squad is just to deepstrike in

This message was edited 2 times. Last update was at 2016/05/12 09:58:11


 
   
Made in ca
Focused Fire Warrior





GignoidDude wrote:
Also I think you misunderstand. All the Taurox's are on the table, So thats x2 Command Squads in gatling varients and 3 autocannon and missile launcher variant. I take your point though about the plasma's in the command squads. As for the Vox Casters, not sure what you mean, I have one in EVERY squad


Probably just the way it was posted. I missed those details. I like the revised list. The Comms-Relay makes all the difference. Lots of Hot-Shot. Now go burn things and let us know how it goes

The Devil Hides in You 
   
Made in us
Longtime Dakkanaut






With new death from skies supplement you might achieve +2 to your reserve rolls just by bringing flyers.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
 
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