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Made in us
Krazed Killa Kan






South NJ/Philly

Been playing with the 1850 Pod List in some test games against a tough matchup (Mech Sisters) and I've come to the conclusion that if I'm going to use Terminators in a pod list then I better go "I'm almost Deathwing" style or let them go.   As I don't want to buy that many terminators at the moment, I'm going with the "More Boyz Less Toyz" route for Pods at 1850:

Traits: Cleanse & Purify, Heed the Wisdom of the Ancients
Disadvantages: Eye to Eye, Without Allies

HQ
Epistolary Librarian - Fury, Fear, Bolt Pistol, Iron Halo, Terminator Honors, Frags, Familiar - 181 Points
Command Squad - 8 Marines (BP/CCW), 2 Meltaguns, Company Champion, Vet Sarge w/ Power Fist, Frags - 198 Points
    Drop Pod Transport - 30 Points

Elites
Dreadnought - Venerable, Assault Cannon, Heavy Flamer, Extra Armor - 140 Points
    Drop Pod Transport - 30 Points

Dreadnought
- Venerable, Assault Cannon, Heavy Flamer, Extra Armor - 140 Points
    Drop Pod Transport - 30 Points

Dreadnought - Venerable, Assault Cannon, Storm Bolter, Extra Armor - 130 Points
    Drop Pod Transport - 30 Points

Troops
Tactical Squad - 10 Marines (Bolters), 2 Meltaguns, Vet Sarge w/ Power Fist - 205 Points
    Drop Pod Transport - 30 Points

Tactical Squad - 10 Marines (Bolters), 2 Meltaguns, Vet Sarge w/ Power Fist - 205 Points
    Drop Pod Transport - 30 Points

Tactical Squad - 10 Marines (Bolters), 2 Meltaguns, Vet Sarge w/ Power Fist - 205 Points
    Drop Pod Transport - 30 Points

Tactical Squad - 10 Marines (Bolters), 2 Meltaguns, Vet Sarge w/ Power Fist - 205 Points
    Drop Pod Transport - 30 Points

1849 Points Total

49 Marines, 3 Dreads, 8 Scoring Units, and I start 120 Victory Points in the hole per the new FAQ.

Comments would be appreciated.

   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

Its nice but I would consider findsing some points to put furrious assault on the Command squad to give it that little bit of an edge.
   
Made in us
Krazed Killa Kan






South NJ/Philly

The reason I didn't put Furious Charge on the Command Squad is because I'm figuring that most of the time it's wasted. I can't charge when I drop, which means if I'm playing an assaulty person I'll get charged next turn, reguardless of how scary the squad is, and if I'm vs. a shooty opponent then I won't need the extra strength/I to kill them outright when I assault in my following turn.

Plus a lot of the time I'd rather have the squad not wipe out what I'm charging so they can finish them off in my opponents assault phase, meaning I get to consolidate then move and charge again.
   
Made in us
Rampaging Carnifex





That is starting to look eerily like my list, dude. It'll be fine.

2 things--
I think you'll get more mileage out of BP/CCW than the venerable dreads. one venerable is fine, but the others are not really that necessary.

You need some flamer squads. They plug a lot of holes in your list (e.g. dealing with Orks and Nids). The heavy flamers on dreads are not enough.

I'd recommend you drop venerable, drop your squads to 8, and eke out one or two dual flamer 5 man squads.

Btw -- compare what you get in your command squad for 370ish pts to what you get for 400 with a termie squad. Assault cannon shots (range range range!), 2+/5+, and a much tougher librarian (more attacks, 2+ save).

The termie command squad is always better for the librarian. Even if they always seem to die - I know mine always does - the normal command squad will die just as fast and be sucky.
   
Made in us
Krazed Killa Kan






South NJ/Philly

I hadn't seen your list (did a search) but I obviously have listened to your advice about making sure I have assault weapons instead of plasma.

See, I've specifically avoided going with the Libby/Termy Command squad mainly because in the few games I've tried termy heavy pod lists I simply haven't found them to be overly effective and just draw all the AP2 fire available. Probably doesn't help that the times I use them they just seem to get bad scatters and end up in LOS of more guns than I hoped for em. I figured the more wounds this squad has to soak up is pretty good vs. taking a small terminator squad. It's also a very nasty CC unit and can deal with most anything on the drop. Also the Libby here has more 5 attacks base as opposed to 4 from a Termy Libby, where I could get him that high but it costs more since I need to give him a Power Weapon for the second CCW.

I don't want to go CCW+BP Marines....because I have 40 Bolter Marines assembled and painted. :p Otherwise I'd agree with you.

I also don't have the dual flamer squad because my problem is that if they come in early my opponent is castling and they have no real target and can't deal with armor, hence all the Meltaguns.
   
Made in us
Rampaging Carnifex





Yeah, the termies will seem to fail a lot. I would say it took me 10-15 games before I got the hang of using them. You'll get a lot more mileage as you learn when to drop 20" out and plink something, or simply to not drop in range of anything to preserve their VPs, or to drop on an extreme edge of your formation and fear a few things and murder the rest.

Having some extra 24" firepower really, really helps. It's far superior to a normal command squad in any and all circumstances, but it requires a lot more care and practice.

I'd say buy the bp/ccw marines and get painting, buddy. They're a million times better. You cannot choose not to fire your bolters and then assault by strict RAW. Someone might not hold you to that, but it only takes once and a judge supporting it for your army to be hosed.

Thing with pods is, when it's cheap enough you can afford to sacrifice it. It's always nice to have one throwaway unit in your army anyway. Throw the 2 flamer squad in cover behind your enemy's army and force him to divert forces to take it out.

I usually use a 5 man 2 meltagun squad for this, as dropping in the back field and ganking a tank usually seriously divides someone's attention.

My list is at 2k points:

termie librarian squad with fear, tank hunters
3 dreads, 1 venerable
3 x 8 dual flamer squads, fist
2 x 8 dual melta squads, fist
1 x 5 dual melta squad

At 1850, I lose one dread.



   
Made in us
Krazed Killa Kan






South NJ/Philly

Alright, so more termies then.

HQ
Epistolary - Terminator Armor, Fury, Fear, Storm Bolter - 159 Points
Terminator Command Squad - 4 Terminators, 2 Assault Cannons - 200 Points
-Drop Pod Transport - 30 Points

Elites
Dread - Extra Armor, Storm Bolter - 110 Points
-Drop Pod Transport - 30 Points

Dread - Extra Armor, Storm Bolter - 110 Points
-Drop Pod Transport - 30 Points

Terminator Squad - 5 Terminators, 2 Assault Cannons - 240 Points

Troops
Tactical Squad - 10 Marines, 2 Meltaguns, Vet with Power Fist - 205 Points
-Drop Pod Transport - 30 Points

Tactical Squad - 10 Marines, 2 Meltaguns, Vet with Power Fist - 205 Points
-Drop Pod Transport - 30 Points

Tactical Squad - 10 Marines, 2 Meltaguns, Vet with Power Fist - 205 Points
-Drop Pod Transport - 30 Points

Tactical Squad - 10 Marines, 2 Meltaguns, Vet with Power Fist - 205 Points
-Drop Pod Transport - 30 Points

I could drop the one terminator squad into another drop tactical squad, but I figure if I'm going to put one terminator squad I should just put two in for extra assault cannon death.  This does drop the other dreads to non-venerable/heavy flamer, but that does make them much more troublesome as they don't give up as much VP's and still pack a hell of a punch. 

I'm honestly not that concerned about the lack of Flamers since the assault cannons can deal with hoardish Orks and nids almost all by themselves while the meltas go after the bigger stuff. 


   
Made in us
Longtime Dakkanaut




Cherry Hill, NJ

List looks much better now.
   
Made in us
Rampaging Carnifex





Here's something to think about when assuming assault cannons will kill orks/nids fine.

orks in 5+ cover are shot by 2 assault cannons.
8 shots, 5.33 hits, 4.44 wounds. 2.96 dead after saves.

orks in 5+ cover are shot by 2 flamers.
Assuming 6 hits per flamer (I very regularly score more)
12 hits, 6 wounds, 6 dead orks.

Flamers are better for killing squads than assault cannons are, against 90% of your opponents in 90% of situations.

Assault cannons are good for:
1) high toughness
2) vehicles
3) backup squad killing, or anything with a 4+ save outside of cover or 2+ saves.

So assault cannons are great but they're not a flamer replacement against genestealers, orks, gaunts. You don't want to get into a situation where you're shooting your assault cannons at 12pt models anyway.

Against orks, your assault cannons should be shooting vehicles (kans, buggies, trukks, whatever). Against nids they should be shooting carnies. Against Tau they should be shooting vehicles and suits.
   
 
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