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Made in us
Dakka Veteran




There's a tournament at my FLGS on the 29th this month and this is the list I'm currently planning on bringing. My two test games have been inconclusive. They were wins, but both opponents were fairly new to 8th (I explained that the list was my intended tournament list beforehand). One ran what looked like a TAC guard list and the other ran four Baneblade chassis. The first game I "turned off" the Knight after it deleted a squad of infantry on turn one and just ran it back and forth without shooting the rest of the game. In the second game, the Shadowsword knocked out the Knight turn one. By the end of turn five, I won on objectives 6-4, but I had about 700 points worth of stuff left on the table to his two mostly undamaged Baneblade chassis tanks. More importantly, if the game had gone to turn 6 or 7, he could have cleared the remaining conscripts sitting on the Strong objective marker with his Stormlord and won.

So my biggest concern is whether I should take the Knight or not. It definitely could put out some hurt, but taking it feels like a huge risk of losing 25% of my army in one go. I'm thinking of swapping out out for maybe another Leman Russ variant and some more Scions or maybe two dakka Tauroxen and some more Scions.

Don't have Hellhounds/Basilisks/Manticores and I don't think I could get them in the mail in time for the tournament.

I have one Demolisher hull (magnetized), one stock LR hull (magnetized), a Chimera (magnetized), 3 Sentinels (magnetized), 8 more heavy weapons teams, 50 more infantry, 2 dakka Tauroxen, a Tempestor Prime, 2 more officers, 2 priests, a Commissar, a techpriest, and about 20 more scions available to make substitutions.

The store currently has a Taurox Prime, a LR Demolisher, and a Start Collecting Tempestus and Astra Militarum box.


Battalion 1

HQ

Knight Commander Pask - Demo Cannon / LC / PCx2 267

Leman Russ Tank Commander - BC / LC / HBx2 225

Elites
Astropath - 15
Eversor Assassin - 70

Troops
Scions x 5 - 2xHSLG / 2x PG / PP - 66
Scions x 5 - 2xHSLG / 2x PG / PP - 66
Infantry Squad - Boltgun / PG / LC - 68

Battalion 2

HQ

Company Commander - LP / Chainsword 30
Company Commander - LP / Chainsword 30

Elites
Commissar - BP/Chainsword 31
Commissar - BP/Chainsword 31

Ratlings x 5 - 35
Ratlings x 5 - 35


Troops

Conscripts x 30 - 150
Conscripts x 30 - 150

Infantry Squad - Boltgun / PG / LC - 68
Infantry Squad - Boltgun / PG / LC - 68
Infantry Squad - Boltgun / PG / LC - 68


Heavy Support
Mortar Heavy Weapons Team 27
Mortar Heavy Weapons Team 27
Mortar Heavy Weapons Team 27

Super Heavy Auxiliary

Knight Crusader - Avenger Cannon/Thermal Cannon/ Heavy Stubber/Heavy Flamer/ Stormspear Rockets - 561

   
Made in au
Battle-tested Knight Castellan Pilot





Perth

I'd drop both ratling squads in favour of a vindicare (the sniper assassin. He is probably one of the only snipers capable of killing characters quickly. Get two and drop the evesor imo. Awesome range, no invulns can be taken, good ap modifier and strength.

A good comp list will be prepared for scion ds and deny you range on their big tanks, so be prepared to ds them onto objectives instead. Also, a good alpha strike list will decimate this t1, with the knight, any HQ above 10w and some HWT gone quicksmart.

Conscripts are good but if your playing to a time limit moving and rolling dice for that many takes too much time.

Hordes are good against alpha strike lists as they don't have the dakka to kill a majillion troops.

If you don't have a time limit on rounds I'd spam conscripts, HWT w/ lascannons, autocannons (amazing vs necrons) and mortars, DS scion plasma.

Conscripts will kill any infantry that is midfield with FRFSRF, while the HWT in the back will do lots of work against their big nasties. Additionally, spamming HWT neuteres big guns from the opposition as they're usually only killing a few squads a turn, and wasting their firepower.

Edit: I don't play IG but they're my main opponent so I have a rough idea of what's good/not so take my advice with a grain of salt

This message was edited 1 time. Last update was at 2017/07/19 06:48:11


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Made in us
Dakka Veteran




I'd need to free up 40 more points after dropping the eversor and the ratlings to fit in two Vindicare. The store might be able to get one in before the tournament but I wouldn't want to plan around it. Should I just drop the Ratlings for more Scions then? Should be able to get another 5man with 2x PG + PP for those points.

So I should definitely drop the Knight then? Or do you think it'll be a big enough help against non alpha strike lists to keep it?

2.5 hr time limits per game, but I've been doing my turns fairly quickly given 130 models. I keep dice blocks of different colors for common roll amounts ie 20 red if im running a gatling cannon, 8 blue for a plasma drop, etc. If I need a bunch of dice, I just add the colors together and take away from the larger dice block. Ie need 54 dice, all 20 of the reds then the whole block of 36 orange dice and subtract two.

I think I've got mortar HWT spam covered unless 9 mortars isn't enough.
   
Made in us
Dakka Veteran




Ok, so the TO just sent out the mission pack. It's a end of every turn control point mission, a end of game control point mission with an up to 6 kill point secondary mission, and the relic with a secondary kill point mission where kill points are derived from % of enemy army destroyed. First Blood, slay the warlord, and linebreaker are in all three. 2.5 hour time limits. Should this list work out ok for these missions?
   
Made in us
Drone without a Controller



St, Paul Mn

i don't know gun Lines excel at end of game scoring rather than progressive scoring, gun lines have little mobility but that can fulfilled by your rats/knight/scions/eversor . Ratlings are better than the vindicare keep them. in regards to the knight. the main perk is the decrease in drops. you are playing guard you have many drops the titanic feet are OP but once it starts degrading the knight is ineffective. most likely wont be going first or have the +1 to roll. to be honest ive seen dirtier lists the only thing i would change is min maxing your troops. why are you taking regular guard infantry. maybe decrease conscript squads to 3 20 man and try and fit in one more anti tank unit. but this should be able to compete. don't be to prideful to ask for help moving your infantry ( is a two player game don't want to run out of time/only get to turn 3)
   
Made in us
Dakka Veteran




NahteBear wrote:
i don't know gun Lines excel at end of game scoring rather than progressive scoring, gun lines have little mobility but that can fulfilled by your rats/knight/scions/eversor . Ratlings are better than the vindicare keep them. in regards to the knight. the main perk is the decrease in drops. you are playing guard you have many drops the titanic feet are OP but once it starts degrading the knight is ineffective. most likely wont be going first or have the +1 to roll. to be honest ive seen dirtier lists the only thing i would change is min maxing your troops. why are you taking regular guard infantry. maybe decrease conscript squads to 3 20 man and try and fit in one more anti tank unit. but this should be able to compete. don't be to prideful to ask for help moving your infantry ( is a two player game don't want to run out of time/only get to turn 3)


Main reason I put in the infantry squads is for AT back-up if/when the tanks and knight get nuked. The four squads run 272 points. Which could get me another russ and something else (more conscripts maybe)?

I'm pretty sure 4 Baneblade guy is playing in this one and last time he killed my Knight and Pask, a full mob of conscripts, all my scions, and almost killed the tank commander. So, I'm worried about giving lists like that too many 'ideal' targets for the volcano cannon/equivalent. Ironically, the Knight was added to the list to punish anyone who didn't bring enough AT.

There may be a 4 knight list in play as well. Which I have no idea how to deal with.

I have some Deathwatch stuff to draw from for substitutions too. Including a LC razorback, a Corvus, and a couple kill teams.

As for time, I've been able to keep my practice games within the 2.5 hour limit so far.
   
Made in us
Dakka Veteran




Ok, this is my latest draft

Here are the changes:

One Company Commander dropped
Pask 2 x PC changed to 2 x MM
Leman Russ Command Tank dropped
One Scion Squad Dropped
One Scion 5-man squad dropped

One Tempestor Prime added
One Scion Command squad with 4x Plasma added
Two Dakka Taurox Primes added
Added 1 Conscript to each squad for 31 man squads


HQ
Company Commander
Company Commander

Pask
Demo/MM/LC

Tempestor Prime

Elites
Astropath

Eversor

Commissar
Commissar

Scion CCS 4x PG

Ratlings x 5
Ratlings x 5

Troops
Conscripts x 31
Conscripts x 31

Infantry Squad
Lascannon/ Plasma Gun/ Boltgun
Infantry Squad
Lascannon/ Plasma Gun/ Boltgun
Infantry Squad
Lascannon/ Plasma Gun/ Boltgun
Infantry Squad
Lascannon/ Plasma Gun/ Boltgun

Scions x 5
2x Plasma Gun/1 x PP/ 2x HSLG

Transports
Taurox Prime
Gatling/HSVG/SB
Taurox Prime
Gatling/HSVG/SB

Lord of War
Knight Crusader
Avenger Cannon/Thermal Cannon/Stormspear Rockets/Heavy Flamer/Heavy Stubber

   
Made in fr
Bounding Assault Marine



Providence, RI

My list is a lot like yours but without the knight and Russes. I would advocate for more scions in yours if you own more plasma scions.
Plasma scions pay for themselves in one turn against more targets than people realize.
I think armies like yours and mine most fear either bigger hordes like green tide or 300 guardsmen on one hand and impregnable baneblade lists on the other. Scions will help you against the latter. Does a knight help you against the former? If not, replace it with things that help against those two.

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Made in us
Dakka Veteran




I've got about 6 more plasma scions on sprue. Don't think I can get them built tonight as I have a friend's birthday to attend.

My other 2k list is mostly the same minus the Knight. It has a bbq Chimera with 8x plasma vets, lr tank commander, pask, and 2x tauroxen for vehicles. I'm pretty sure the super heavies/fliers are a bigger threat in my local meta but it looks like one guy is going conscript spam (saw him painting 120 in the store the other day).
   
Made in us
Storm Trooper with Maglight





CO

Lists I've been testing to see if they're tournament worthy have QUICKLY removed my battle tanks in favor of artillery. Also become a huge fan of mortar squads. So cheap and effective! I use Harker and then use Bring it Down. Actually quite good.

I find 1 Vindicare + 2x5 Ratlings can finish off a character per turn or so.

Plasma gun + Las Cannon squads are fantastic.

If you add Harker, he will IMMEDIATELY improve your damage output, drastically so.

I've never been a large fan of big models, so I'm not big on the knight. You could have so much more stuff without the knight and those battle tanks. The meta seems quite AT heavy and I have loved not giving them anything to shoot at.

The Eversor on his own has done quite well. However, when I added some DSing Scions or flanking Rough Riders, it has been downright brutal.

Often times, my rough Riders just cap OBJs because they are low threat, so easily hidden in terrain and forgotten by my opponent. They can also move very quickly.

This message was edited 1 time. Last update was at 2017/07/29 00:08:17


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Made in us
Dakka Veteran




Welp. I got rekt. 0-3 with one crushing defeat. I dropped the Knight and ran

Pask
LR TC executioner
3x comp commander
Tempestor prime

Eversor
Astropath
Scion ccs w/ plasma
Vet CCS x 2 w/ plasma

4x inf as in the list
3 x 20 conscripts

2x scion 5man w/ plasma

Bbq chimera
2x dakka Taurox Prime

3x mortar hws

All three were the annoying short end deployments. Which made moving models a royal pain and cost a lot of time during deployment and movement.

Game one was vs nids. This one honestly should have been mine but we ran out of time after the top of turn 3 so i got only one round to score progressive objectives to his two. I would have been on track to table him by 4 and definitely 5. But he had two more points from progressive scoring and First Blood so minor loss.

2nd game against BA. Two Stormravens + dante, 2 dreads and 15 death company. End of game scoring + killpoints (capped at 6). He won the rolloff for deployment and gets the side which had 3/5 of the objective points.

Stormravens drop off dante and crew in front of my lines. Fly past my conscripts, and murder Pask and most of my conscripts in tge back row where after devoting my entire army's firepower I finally bring them down. People who bitch about conscripts soaking damage must not have fought many fliers. Get him down to his last couple models (again on track to table) When we run out of time. He had 1-4 marines on 3/5 of the points and all 6 kp. Major loss.

Game 3 vs Necrons. Relic + kp based on power level. 3 of those crescent shaped fliers, 3 stalkers, like 15 immortals and a bunch of destroyers. Fliers go past my conscripts and delete pask, my two tauroxes, and one of my mortar teams. Entire army spends 3 turns trying to kill them. Meanwhile, immortals deployed pretty far up and advanced into cover 6" from the relic and waited. Absolutely annihilating the 40 conscripts I tried to take the relic with those tesla guns. Turn 4 they grab it and run back and I dont have enough firepower left to deal with them. I probably deployed my scions too late on this one but was trying to get a window of space closer to the relic to appear to drop them in. Crushing defeat.

I impulse bought two Hydras after the last game.




   
Made in us
Bounding Assault Marine



Providence, RI

Note about Russes: In the old days, if I aimed 3+ BS lascannons at a Leman Russ, stripping off four hull points would take an average of 18 shots, assuming it wasn't in cover. Twice as long if it were in ruins.

Now, it takes about 11 shots on average. The big change is due to wounding on threes. So there's that. Last edition, a leman russ was more survivable than a razorback. That isn't always true this edition.

Your army needs more scions, and their correct application is to take out flyers and any other mutli-wound targets that move to where they're vulnerable to deep strike. With their BS, they suffer less than any other units of yours when it comes to efficiency against flyers.


Automatically Appended Next Post:
Other half-decent anti-aircraft weapons: Astropaths and primaris psykers.About 20 points per mortal wound inflicted, if the flyers get close enough. Which they will if they're flying over your conscripts. My list has 5 astropaths, but should probably have more like 10, I guess, since flyers appeared in 2/3 of your games.

This message was edited 1 time. Last update was at 2017/07/30 11:22:15


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