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2017/02/24 04:19:19
Subject: 1000pts Imperial Militia - My interpretation of a mining colony
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Veteran Knight Baron in a Crusader
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Provenances of War:
Abhuman Helots and Survivors of The Dark Age - 110pts
HQ:
Force Commander (Power Armour, Needle Pistol) - 65pts
Auxilia Command Cadre (Carapace Armour, Boltguns) - 60pts
Troops:
Grenadier Squad (Laslocks, Enhanced Weapons, Arvus Lighter w/ Lascannon) - 195pts
Grenadier Squad (Laslocks, Enhanced Weapons, Arvus Lighter w/ Lascannon) - 195pts
Grenadier Squad (Laslocks, Enhanced Weapons, Arvus Lighter w/ Lascannon) - 195pts
Fast Attack:
Arvus Lighter (Multi-laser) - 85pts
Sentinel Scout Squadron (3 Sentinels w/ Multi-Meltas) - 105pts
Fluff: Before I go into my tactics I just want to talk a little about the army theme and how it's effected my choices for this army list. I chose the Provenances in an attempt to represent humans in voidsuits (Good protection, but very low initiative), and the use of Arvus Lighters to represent their orbital craft used when asteroid mining. Enhanced Laslocks were chosen because they can pack good punch and because the base gun for the conversion is a shotgun.
Crunch: The infantry try to get up into 18" of their Space Marine opposition hoping to get their S5 shots off without getting rapid-fired. Of course they're no good in combat, being I2, so they'll have to spend a lot of most games on the run from CC. Their Arvus transports are my main source of anti-tank, relying on the fact that most people don't bring too much anti-air to survive. The Sentinels are some light anti-tank/overkill but they'll probably end up being just DISTRACTION CARNIFEXES. Thoughts?
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3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)
2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)
Wargaming's no fun when you have a plan! |
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2017/02/24 06:24:00
Subject: 1000pts Imperial Militia - My interpretation of a mining colony
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Slippery Scout Biker
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In my experiences the sentinels die before they leave your deployment zone so outflanking them would be ideal if you weren't already gonna do that. As for the infantry, it sounds like it could put out some solid damage but I wouldn't rely on them to mow down marine squads, high strength is 1 thing, no ap is another. Also when disembarking from your lighters, keep em out of enemy rapid fire range the armour isnt worth anything against fury of the legion.
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40k:
Salamanders - 3500 points
Inquisition - 500
30k:
Salamanders - 4000
Imperial Militia - 1500
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2017/02/24 09:40:23
Subject: Re:1000pts Imperial Militia - My interpretation of a mining colony
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Douglas Bader
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One obvious problem here is that most of your army has to start the game in reserve, and the few units you can start on the table aren't very durable. If your opponent has decent long-range shooting there's a pretty good chance that you lose the game on turn 1.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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2017/02/24 09:50:33
Subject: Re:1000pts Imperial Militia - My interpretation of a mining colony
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Locked in the Tower of Amareo
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Peregrine wrote:One obvious problem here is that most of your army has to start the game in reserve, and the few units you can start on the table aren't very durable. If your opponent has decent long-range shooting there's a pretty good chance that you lose the game on turn 1.
Yeah if opponent has LOS ignoring weapons this army could be in serious trouble.
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2024 painted/bought: 109/109 |
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2017/03/01 18:46:12
Subject: 1000pts Imperial Militia - My interpretation of a mining colony
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Battleship Captain
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The big problem is laslocks....suck.
Assuming you're within 12" - and with a flyer dropping you off thats not hard - 2 shot wounding on 4s (1 wound per accurate attack) are better than one wounding on a 3 (only 2/3 as good).
The only advantage of the laslock is a slight range edge if footslogging (and even then, single shots reach further) and the fact you can charge afterwards (something these guys emphatically won't be doing). Theyre generally best for giving melee militia a bit of punch on the way in.
Plus it costs more.
Regardless, the list looks interesting. If you can hide your sentinels turn 1, it should do okay but as noted they arent exactly durable...
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This message was edited 1 time. Last update was at 2017/03/01 18:47:29
Termagants expended for the Hive Mind: ~2835
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2017/03/05 07:28:48
Subject: Re:1000pts Imperial Militia - My interpretation of a mining colony
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Warning From Magnus? Not Listening!
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This is interesting. It seems to be a very fluff list, and would be awesome to play against. But you may want to consider dropping the sentinels and adding either a Leman Russ or rapier, as a more heavy hitting unit. I am interested to see how this turns out.
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