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Made in us
Been Around the Block




Los Angeles

Hello hivemind,

I have a game tomorrow versus the Thousand Sons. Any and all critique is appreciated!!!

General tactic will be to keep all but one infantry unit within the Chimeras to zerg rush objectives. One Infantry unit which is equipped with a mortar will be somewhere midline to fire upon the enemy.
Psychers travel in the Chimeras to provide support for the guardsmen when disembarked. Primaris Psycher will hang with the one infantry group not in the chimeras.

Tanks will run a pincher move one on each side with the command tank driving in the center.



++ Battalion Detachment 0CP (Imperium - Astra Militarum) [60 PL, 6CP, 1,000pts] ++

+ Configuration +

Battle Size [6CP]: 2. Incursion (51-100 Total PL / 501-1000 Points)

Detachment CP

Regimental Doctrine: Regiment: Armageddon

+ HQ +

Primaris Psyker : Nightshroud, Psychic Maelstrom

Tank Commander : Battle Cannon, Display Tank Orders, Heavy Bolter, Relic (Armageddon): Skull Mask of Acheron, Steel Commander, Track guards, Warlord

+ Troops +

Infantry Squad
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Plasma pistol

Infantry Squad
. 7x Guardsman: 7x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Sergeant: Chainsword, Plasma pistol

Infantry Squad
. 5x Guardsman: 5x Lasgun
. Guardsman W/ Special Weapon: Grenade Launcher
. Guardsman w/ Vox-caster: Vox-caster
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Plasma pistol

+ Elites +

Astropath : Gaze of the Emperor, Telepathica Stave

Astropath : Psychic Barrier, Telepathica Stave

+ Heavy Support +

Leman Russ Battle Tanks
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter
. Leman Russ Battle Tank: Battle Cannon, Heavy Bolter

+ Dedicated Transport +

Chimera : Heavy Bolter, Multi-laser

Chimera : Heavy Bolter, Multi-laser

++ Total: [60 PL, 6CP, 1,000pts] ++

Created with BattleScribe

This message was edited 1 time. Last update was at 2020/10/18 05:43:15


 
   
Made in gb
Lord of the Fleet






London

1 Mortar in a squad isn't going to do much in terms of support, you'd be better off going for a Heavy Weapon Squad.

I would drop a Russ for a HWS, and maybe even drop both Astropaths. You could then get a CC for the orders for your Infantry Squads,
   
Made in us
Longtime Dakkanaut





HI!

1. Your vox casters are useless with NO order to pass, so drop them.
2. Gaze of the Emperor is a rough spell to find use of. It may zip across some of your and some of his troops but the one thign that is sure is that your astropath is REAL close to the enemy and made of paper. Perhaps giving one astropath +1 to save and the other -1 to be hit to cast, and then making your psyker primaris a melee unit (I know, sounds insane) with the relic "deathmask of oleanus" on him. Its a command point well spent, and he can run around doing stuff with a 4++ shield that he would be very hesitant to do with just a robe on. Like smiting, gazing of emperor, or hitting with stick .. ing.

That way your 2 "workhorse" guys can hang back and strip cover for troops or tanks, and not be risked up front (its a unique ability the primaris doesn't share). And if you are firing 24 shots lasguns just out of the chimeras and another 48 to 96 from 3 squads, stripped cover matters.

This message was edited 2 times. Last update was at 2020/10/20 21:27:15


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in ca
Focused Fire Warrior





A few comments:

1. You're very psychic heavy for 1000 points. Burning spells like Psychic Barrier and Nightshroud on Infantry squads is a waste. The spells won't save them and you're going up against Thousand Sons. They'll have so many denies and just outclass you in every way during the Psychic phase, so don't try to beat them at their game.

2. As has been mentioned, a single mortar isn't going to do much. If you're taking just the one heavy weapon in the one infantry squad, go for something with punch like a Lascannon or Missile Launcher.

3. I'm not sure why you're taking the Skull Mask of Acheron. It's a horrible relic. Enemy units need to be within 3" for it to do anything, which is a bad place to be for a tank, and it's Relic Level Epic Effect is [drum roll]... -1 Ld. It was horrible in 8th and is just abysmal in 9th. Unfortunately, the only decent relic we have is Kurov's Aquila.

To tighten it up, I would go for something like this:

HQ: Primaris Psyker: Nightshroud, Psychic Barrier
HQ: Tank Commander: Battle Cannon, 3x Heavy Bolters, Tank Ace: Slow and Purposeful

ELITES: Platoon Commander: Warlord - Old Grudges, Kurov's Aquila

TROOP: Infantry Squad: Plasma Gun, Plasma Pistol
TROOP: Infantry Squad: Plasma Gun, Plasma Pistol
TROOP: Infantry Squad: Missile Launcher

HEAVY SUPPORT: Leman Russ: Battle Cannon, Heavy Bolter
HEAVY SUPPORT: Leman Russ: Battle Cannon, Heavy Bolter

TRANSPORT: Chimera: 2x Heavy Bolters
TRANSPORT: Chimera: 2x Heavy Bolters

This message was edited 2 times. Last update was at 2020/10/29 20:16:43


The Devil Hides in You 
   
Made in us
Longtime Dakkanaut





Note that i believe his aztros are intended to buff the leman rusa more than any squad. Especially if minus 1 wound from tank ace that can really help although marines tend to ignore thin cover effects or thin minus to hit.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in ca
Focused Fire Warrior





Dukeofstuff wrote:
Note that i believe his aztros are intended to buff the leman rusa more than any squad. Especially if minus 1 wound from tank ace that can really help although marines tend to ignore thin cover effects or thin minus to hit.


I don't think so. The original poster mentioned that the plan was for the Astropaths to ride in the Chimeras with the Infantry squads to support them once they disembark.

The Devil Hides in You 
   
Made in ca
Fighter Ace






 counterwavecounter wrote:
A few comments:

1. You're very psychic heavy for 1000 points. Burning spells like Psychic Barrier and Nightshroud on Infantry squads is a waste. The spells won't save them and you're going up against Thousand Sons. They'll have so many denies and just outclass you in every way during the Psychic phase, so don't try to beat them at their game.

2. As has been mentioned, a single mortar isn't going to do much. If you're taking just the one heavy weapon in the one infantry squad, go for something with punch like a Lascannon or Missile Launcher.

3. I'm not sure why you're taking the Skull Mask of Acheron. It's a horrible relic. Enemy units need to be within 3" for it to do anything, which is a bad place to be for a tank, and it's Relic Level Epic Effect is [drum roll]... -1 Ld. It was horrible in 8th and is just abysmal in 9th. Unfortunately, the only decent relic we have is Kurov's Aquila.

To tighten it up, I would go for something like this:

HQ: Primaris Psyker: Nightshroud, Psychic Barrier
HQ: Tank Commander: Battle Cannon, 3x Heavy Bolters, Tank Ace: Slow and Purposeful

ELITES: Platoon Commander: Warlord - Old Grudges, Kurov's Aquila

TROOP: Infantry Squad: Plasma Gun, Plasma Pistol
TROOP: Infantry Squad: Plasma Gun, Plasma Pistol
TROOP: Infantry Squad: Missile Launcher

HEAVY SUPPORT: Leman Russ: Battle Cannon, Heavy Bolter
HEAVY SUPPORT: Leman Russ: Battle Cannon, Heavy Bolter

TRANSPORT: Chimera: 2x Heavy Bolters
TRANSPORT: Chimera: 2x Heavy Bolters


I think OP should strongly considered a further tweaked version of this list. Sponsor weapons are overpriced for value, especially on mobile russes, which if he switches to demolishers, which he should, then they should be mobile. Plasma pistols are pretty meh. Hwt in infantry doesn't actually synergies well with how much they should move or how easy they are to kill. ML on Chimeras are fine. That's enough points saved to get a 3rd chimera, or a HW mortar team and another character.

Food for thought.

This message was edited 1 time. Last update was at 2020/10/30 19:36:04


 
   
Made in ca
Focused Fire Warrior





slip wrote:
 counterwavecounter wrote:
A few comments:
HQ: Primaris Psyker: Nightshroud, Psychic Barrier
HQ: Tank Commander: Battle Cannon, 3x Heavy Bolters, Tank Ace: Slow and Purposeful

ELITES: Platoon Commander: Warlord - Old Grudges, Kurov's Aquila

TROOP: Infantry Squad: Plasma Gun, Plasma Pistol
TROOP: Infantry Squad: Plasma Gun, Plasma Pistol
TROOP: Infantry Squad: Missile Launcher

HEAVY SUPPORT: Leman Russ: Battle Cannon, Heavy Bolter
HEAVY SUPPORT: Leman Russ: Battle Cannon, Heavy Bolter

TRANSPORT: Chimera: 2x Heavy Bolters
TRANSPORT: Chimera: 2x Heavy Bolters


I think OP should strongly considered a further tweaked version of this list. Sponsor weapons are overpriced for value, especially on mobile russes, which if he switches to demolishers, which he should, then they should be mobile. Plasma pistols are pretty meh. Hwt in infantry doesn't actually synergies well with how much they should move or how easy they are to kill. ML on Chimeras are fine. That's enough points saved to get a 3rd chimera, or a HW mortar team and another character.

Food for thought.


All fair points. To counter, I don't see how sponsons contradict mobile Russes. There's no minus for moving and shooting anymore, so moving has zero impact on your shooting output. Plasma Guns synergize with the Steel Legion regimental doctrine, so I wouldn't drop them. Multi-Lasers are not really fine. It's a horrible weapon that doesn't really do anything. I can't think of any scenario where I would take the Multi-Laser over the Heavy Bolter or Heavy Flamer. Now, it may get a stat change in the new codex, but until then, Heavy Bolters or Heavy Flamers are the way to go.

This message was edited 3 times. Last update was at 2020/11/03 17:17:58


The Devil Hides in You 
   
Made in ca
Fighter Ace






Plasma guns def keep, pistols tho are meh.

You think -1ap is a game changer? I was leaning toward +1 S being more useful personally but it could just come down to personal pref.

Thanks for reminding me about no more move and shoot penalty. Old habits, you know how it is.
   
Made in ca
Focused Fire Warrior





slip wrote:
Plasma guns def keep, pistols tho are meh.

You think -1ap is a game changer? I was leaning toward +1 S being more useful personally but it could just come down to personal pref.

Thanks for reminding me about no more move and shoot penalty. Old habits, you know how it is.


Yeah, the pistols can probably go and I know how it is. Also on old habits... Heavy Bolters are now Damage 2. That's the main selling point I think, but I suspect Multi-Lasers are getting a stat change with the 9th edition codex, so it may swing back in their favour.

This message was edited 1 time. Last update was at 2020/11/03 17:18:43


The Devil Hides in You 
   
Made in us
Agile Revenant Titan






Austin, Texas.

I for sure think the best way to run chimeras is with x2 heavy flamer and track guards. Being able to fire and move at full accuracy even at 1 wound is huge, and with flamers you can just jam the chimera into combat with a troop unit or something and deal some serious damage. As mentioned above, multi lasers are pitifully bad.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in ca
Focused Fire Warrior





 ninjafiredragon wrote:
I for sure think the best way to run chimeras is with x2 heavy flamer and track guards. Being able to fire and move at full accuracy even at 1 wound is huge, and with flamers you can just jam the chimera into combat with a troop unit or something and deal some serious damage. As mentioned above, multi lasers are pitifully bad.


I agree. I run my Steel Legion Chimeras with twin Heavy Flamers. That's not to say the heavy Bolter variant is bad, it's just different.

The Devil Hides in You 
   
 
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