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in what game do 3 AV 12 vehicles get popped the first round of the game? and on that same vein of questioning how many 1500 point armies have the capacity to deal with 10+ tanks and still be even semi-competitive?
I would laugh at 3 AV-12 tanks, and my IG lists are not super competitive. I bring 4-5 lascannons a game on just a platoon. That isn't counting MY demolishers, autocannons or hell, even my plasma guns. Turn one I zapp all three medusas from behind my aegis. I get +2 to the damage chart because you are opened top and I am AP2. Odds are, I am killing three tanks.
You are right lasguns are worthless against vehicles or honestly most things. But in numbers they can definately wear down and opponents units. But no, not vehicles at all.
Wear down what, exactly? Once your tanks are dead, I am pulling my infantry out of your 24" bubble and sending in tanks that you can not hurt.
Adding a Lascannon to each of my PIS would help, so would adding meltas. But its the point costs. at higher point games (i.e. 1750, 1850, 2000, 2500) i do have Lascannons, Meltas and Plasma in all of my squads. because your right it does help. again 1500 points.
So drop the ratlings and the bolt pistols. Those are wasted points.
If you read the rules on FRF SRF its for lasguns only. in fact it says "models firing lasguns" now i could be wrong. they might have FAQ this... but wouldn't the FAQ'd +1 attack still be talking about lasguns?
Yes, it would. You don't care about loseing two lasguns because lasguns can't reliable kill anything.
Okay so because this seems to be the crux of your issue with my list i will try to explain the 3 medusas: At the beginning of the game i have them placed where they will b difficult to hit or fire upon. Now i don't know what ur meta is like where you play, but where we play we have a pretty good amount of terrain on the board. so tucking my medusas somewhere where they wont be shelled the first game is fairly easy. Now on the other hand my infantry get hit a ton first turn normally, but thats kinda what their there for and with 60+ they can take it. So then by turn two i have my vendettas out killing, and my medusas are shelling the enemies units into the ground. I hope that answers your questions as to how my medusas are effective and used.
Turn two you MIGHT have your Vendettas killing things. Failed reserve rolls and interceptor fire can do a number on a vendettas killing power. And you can not place Medusas somewhere where I can't see them but you can see me.
Also, what if I have cover, or am a flyer myself?
As to the PCS and where they are, they have to be within 6" of their squad to issue orders to them. so usually they are as close as i can legally get them so they can add their lasgun shots to my Blobs. same goes for my CCS except they are behind my quad gun since it give just that little bit extra LOS coverage to them, and they stay within 12" of all their boys. And durability is the issue, my Dettas are out and about roughing up the opponent and my Command Squads are hiding in back of their men. The more durable position is obvious, your right.
You can't add you lasguns to your blob, they still have to fire separately because they are a separate unit. And the PCS has garbage orders.
We have already covered that your Vendettas might not be there turn 2.
If you want a foot CCS, build a foot CCS. It's just that your list isn't really lending itself to a foot CCS.
whats not to love about FRF SRF? it gives crappy guns more shots. thats kinda the motto of the IG "We have more dice" and with 60 shots then 120 shots and at close range if your lucky 180 shots (at max and with nobody dead lol never ever would happen buuut....) that is a whole heck of a lot of shots for the enemy to swallow. can flamers do that? nope. nothing can except Lasguns with FRF SRF.
What's not to love is that the lasgun is still a terrible gun. Sure, you get a lot of shots, but you need something else to help out. You will not hit all those shots as some of your guys could be out of range or you fail to hit. Then you have to wound something, which is normally on a 5+. FRFSRF is good, but not the be all end all of anti-infantry shooting.
And flamers CAN do that. Ask the Burna boys battlewagon.
To take leman russ' i would have to cut away alot of my Blob infantry. and you really can't do that and still be an effective blob. anything under 40 guard is pretty weak sause. I don't think your getting that this is a 1500 point list. at higher levels there would be at least a couple Russes. My Executioner is great but at 230 points for a single tank... not gonna happen in a Foot guard list of 1500 points.
I run 30 man blobs all the time. You just need to pressure your opponent and sit them behind cover (ADL is great for this). Sure, not as durable as a 40-50 man blob, but it is also much cheaper and easier to manage.
And we are not saying to run a 230 point tank. The demolisher is 165 and dose everything the Medusa dose AND brings AV14.
This message was edited 2 times. Last update was at 2013/03/08 15:39:00
40k: IG "The Poli-Aima 1st" ~3500pts (and various allies) KHADOR X-Wing (Empire Strong)
Ouze wrote: I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
in what game do 3 AV 12 vehicles get popped the first round of the game? and on that same vein of questioning how many 1500 point armies have the capacity to deal with 10+ tanks and still be even semi-competitive?
Necrons, Tau, my IG, and almost any Marine list in Drop Pods say hello.
For 1,500, Tau can bring 3-6 railguns on fairly durable platforms, which pretty much spells doom if they manage to go first. Twin-linked Railguns penetrating on 3's and with a +3 to the chart (+2 for AP1, +1 for Open Topped) usually means dead on average rolling. Plus, Markerlights can strip your cover save. This is also ignoring the rest of the Tau army. Railguns of ANY kind are pretty much an auto-include for Tau armies, which means that the average TAC Tau list could take this one.
The Space Wolf Razorspam of old could take this list, too. All of those TL Lascannons/LasPlas Razors on the board will eat through 3 AV 12 vehicles, even if they do get a 4+ cover save.
Drop Pods also wreck this list's day. For 1,500 points, I could bring:
Spoiler:
Codex: Marines, 1,500
HQ:
Vulkan
Elites:
Sternguard
x4 Combi-Meltas
x1 HF ->Drop Pod
Dreadnought (MM/HF)
->Drop Pod
Troops:
Tactical Squad:
Flamer
->Drop Pod
Tactical Squad:
Plasma Gun
Lascannon
->Rhino
Scout Squad
Telion
Missile
Fast Attack:
Land Speeder (MM/HF)
Land Speeder (MM/HF)
Heavy Support
Whirlwind
Whirlwind
Fortifications:
ADL+ Quad Gun (Telion goes on the Quad gun for wound allocation shenanigans)
This is pretty much my standard 1,500 point list. It's not the most competitive thing ever, and I know it won't take most higher level tournies, but it does well enough my current meta, which is the shooty-as-balls Tau list I described, mech Chaos, footslogging Chaos, IG (similar to your list, actually...), and DP Wolves.
I know comparing lists in a vacuum is worthless without actually playing, but, TBH, you're putting too many eggs in one basket here, dude. The others in this thread have it right.
Why not replace the Medusae with Manticores? They're usually excellent multi-taskers.
Necrons, Tau, my IG, and almost any Marine list in Drop Pods say hello.
I agree, almost any list can deal with 3 AV:12 vehicles on turn one and every list should be able to finish them off by turn 2. They're not survivable enough.
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
Lews Therin wrote: in what game do 3 AV 12 vehicles get popped the first round of the game?
Every game. I use Medusas and they're often dead by the second turn, and almost never get more than two turns of shooting. And that's with multiple Chimeras full of melta vets to force hard targeting choices. When the only thing you have on the table is the Medusas every single gun in your opponent's army will be shooting at them.
You are right lasguns are worthless against vehicles or honestly most things. But in numbers they can definately wear down and opponents units. But no, not vehicles at all.
And that's the problem. You have exactly seven models which can threaten vehicles, and four of them are fragile. Once they're gone your lasguns can't do anything and you lose.
If you read the rules on FRF SRF its for lasguns only. in fact it says "models firing lasguns" now i could be wrong. they might have FAQ this... but wouldn't the FAQ'd +1 attack still be talking about lasguns?
You're missing the point. The lascannon doesn't benefit from FRFSRF, but the rest of the squad does. So you give the order to an infantry squad and you have seven models firing lasguns with an extra shot, and two models firing heavy/special weapons normally. You aren't banned from issuing FRFSRF just because some the unit isn't 100% lagsuns. And an un-boosted lascannon is far more poweful than the pair of FRFSRF lasguns it replaces.
Now i don't know what ur meta is like where you play, but where we play we have a pretty good amount of terrain on the board. so tucking my medusas somewhere where they wont be shelled the first game is fairly easy.
So how exactly do you shoot anything with the Medusas if you have them hiding in the back out of LOS?
(And if they aren't out of LOS they just have a cover save. And a cover save won't keep them alive when they're the only targets on the table.)
And durability is the issue, my Dettas are out and about roughing up the opponent and my Command Squads are hiding in back of their men. The more durable position is obvious, your right.
Apparently not obvious enough, because you missed it. A PCS staying aboard a Vendetta (AV 12, 6s to hit) until a late-game objective grab is FAR more durable than one sitting on the table.
whats not to love about FRF SRF?
It's often worse than giving BiD or FOMT to the unit. Heavy and special weapons do the majority of the killing for IG, so you want to give the orders that boost them. And of course against vehicle targets lasguns do nothing. FRFSRF can sometimes be useful in the right situation, but I wouldn't even think of planning my army around maximizing it.
I don't think your getting that this is a 1500 point list. at higher levels there would be at least a couple Russes.
Oh, I get it entirely. You have a 1500 point list that somehow manages to have the firepower of a 750 point list. I play at 1500 points most of the time and your list is full of useless point sinks and severely lacking in firepower.
This message was edited 1 time. Last update was at 2013/03/09 01:41:44
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.
Okay so what i'm getting from the feedback is add lascannons to my PICs and get some vets with meltas and plasma into my vendettas. Also get rid of the AV 12 medusas for Demos. My only concern is that this is not looking like a foot slogging army but a hybrid mix. Vets in Dettas and some infantry on the ground behind the ADL and throw in some tanks for AP 2 pie plates.
Well yall have certainly given me something to think about. I'm going to go to the drawing board and try to fit in some of the advice and see what I can do. I'll post back my newer list and how they do this weekend at my FLGS.
So, if we are in the mood to post prospective lists, I have one that I am thinking might have some merit. Based on the models I have/ stuff I am tradeing for (In this case, just one chimera), I came up with this list. It is no where near perfect, but it looks fun and might be able to do reasonable well.
IG/BA: 1850
HQ:
CCS: 160
Plasma Pistol
Lascannon
2x Plasma Guns
Carapace
Master of the Fleet
Chimera ML/HF
Allied Blood Angels:
HQ:
Librarian: 100
Blood Lance, Fear the Darkness
Elites:
Chaplin: 135
Hand Flamer
Jump Pack
Troops:
Assault Squad: 200
+5 men
2x Flamers
The librarian will roll on divination.
My idea here is that everything moves forward except for the blob, who camps my deployment behind the ADL. The Chaplin and Assault Squad will deepstrike to flame things while the rest of my army rolls around to capture objectives/fight. The CCS has the loadout it dose so that they can pull double duty, either siting next to the blob handing out FoMT (Divination will cover the rerolls) or rolling around with the other chimeras to plasma things.
40k: IG "The Poli-Aima 1st" ~3500pts (and various allies) KHADOR X-Wing (Empire Strong)
Ouze wrote: I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
Lews Therin wrote:Okay so what i'm getting from the feedback is add lascannons to my PICs and get some vets with meltas and plasma into my vendettas. Also get rid of the AV 12 medusas for Demos. My only concern is that this is not looking like a foot slogging army but a hybrid mix. Vets in Dettas and some infantry on the ground behind the ADL and throw in some tanks for AP 2 pie plates.
Well yall have certainly given me something to think about. I'm going to go to the drawing board and try to fit in some of the advice and see what I can do. I'll post back my newer list and how they do this weekend at my FLGS.
Again thank you for your comments
Medusae are fine behind an ADL, especially if you want your ground-forces to be static. Rushing demos upfield is much more dangerous than keeping Medusas behind an Aegis. Put some camo nets on the Medusas, and they'll have quite impressive survivability.
psychadelicmime wrote:One of the few things that I've learned in my short time of playing guard is to bring a master of ordnance, he is amazing.
For 30 points you're buying a basilisk shot that never hits where you want it to.
I'd rather have Camo netting on a CCS Chimera
Dakka member since 2012/01/09 16:44:06
Rick's Cards&Games 1000pt Tourney: 2nd Legion's Winter Showdown 1850: 2nd Place Snake Eyes 1000pt Mixed Doubles: 3rd Place
Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition
psychadelicmime wrote: One of the few things that I've learned in my short time of playing guard is to bring a master of ordnance, he is amazing.
The MoO might as well be blind. 30pts of missing every turn.
Depends if he is on foot or not, and the size of the game. On foot the ccs can issue bring it down to it's self. At 2,000 points the moo is going to hit something given 2 attempts.
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
I think the only time a MoO is worth it is in an Apoc game when you have a lot models packed in and your chances of hitting something go up. It might even be fun to have more than one. Otherwise I have found them to not be points well spent. All they really have is an intimidation factor against people who don't realize how ineffective they are.
schadenfreude wrote:
On foot the ccs can issue bring it down to it's self. At 2,000 points the moo is going to hit something given 2 attempts.
TheLionOfTheForest wrote:I think the only time a MoO is worth it is in an Apoc game when you have a lot models packed in and your chances of hitting something go up.
Indeed, however I wouldn't call either of those situations:
psychadelicmime wrote:amazing.
Especially when you have to consider that your CCS therefore has to fire at the same target as the MoO and sit back with a Lascannon, never moving.
Amazing would be a squad with 8-10 BS4 plasma gun shots per turn at 12".
All they really have is an intimidation factor against people who don't realize how ineffective they are.
Sorta like a gak Marbo? I really don't want people shooting at my CCSmore than they already do. It's too fragile as it is.
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
schadenfreude wrote:
On foot the ccs can issue bring it down to it's self. At 2,000 points the moo is going to hit something given 2 attempts.
TheLionOfTheForest wrote:I think the only time a MoO is worth it is in an Apoc game when you have a lot models packed in and your chances of hitting something go up.
Indeed, however I wouldn't call either of those situations:
psychadelicmime wrote:amazing.
Especially when you have to consider that your CCS therefore has to fire at the same target as the MoO and sit back with a Lascannon, never moving.
Amazing would be a squad with 8-10 BS4 plasma gun shots per turn at 12".
All they really have is an intimidation factor against people who don't realize how ineffective they are.
Sorta like a gak Marbo? I really don't want people shooting at my CCSmore than they already do. It's too fragile as it is.
Actually the rest of the ccs can shoot at a vehicle say with 1 tllc while the tlmoo shoots at the same vehicle, but in all honesty the target vehicle is the only thing near the vehicle that's safe from the moo.
The most valid argument against the moo is it's hard enough to keep command squads alive without drawing more attention to them while simultaneously increasing their cost.
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
The most valid argument against the moo is it's hard enough to keep command squads alive without drawing more attention to them while simultaneously increasing their cost.
The most valid argument is that the MoO will do nothing more than something. Your idea of how often it hits (once every two turns) is a massive over estimate.
The MoO also forces the CCS to be static, and thus limits its weapon choice.
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
ADL plus blobs with Lascannons and plasma guns, plus a pask punisher and executioner is awesome. There's nothing not to love, played a game with a list like this today and tabled a Dark angels player, it's just mean.
I must be the only one who doesn't put special weapons in their blob. I honestly don't see the point of putting plasma guns in the squad if I have vets in Chimeras running around with plasma/metla.
Also, are Hydras any good as a dedicated Anti-Air option?
40k: IG "The Poli-Aima 1st" ~3500pts (and various allies) KHADOR X-Wing (Empire Strong)
Ouze wrote: I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
Happygrunt wrote: I must be the only one who doesn't put special weapons in their blob. I honestly don't see the point of putting plasma guns in the squad if I have vets in Chimeras running around with plasma/metla.
More plasma guns to twin link with prescience.
Dakka member since 2012/01/09 16:44:06
Rick's Cards&Games 1000pt Tourney: 2nd Legion's Winter Showdown 1850: 2nd Place Snake Eyes 1000pt Mixed Doubles: 3rd Place
Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition
Hardly. They have skyfire, but without interceptor they're often dead before they get a chance to shoot at a flyer. They're still decent as pure AA, but they fall well short of great.
Even if there are no flyers, the twin link will usually let you get a hit on something each turn.
You average about 1.3 AC hits per turn against ground targets, and a single AC hit is unlikely to do very much. For a 75 point unit that occupies a heavy support slot that's pathetic firepower. You only take Hydras if you can be confident that they're going to spend most of their time shooting at flyers, if you're expecting to do any significant amount of shooting at ground targets you should dump them.
Happygrunt wrote: I must be the only one who doesn't put special weapons in their blob. I honestly don't see the point of putting plasma guns in the squad if I have vets in Chimeras running around with plasma/metla.
More plasma guns to twin link with prescience.
And the cost of adding a special weapon to a squad is small compared to the cost of the squad. A melta gun adds a lot of firepower to the unit for only 10 points, so why would you ever decline to take one?
This message was edited 1 time. Last update was at 2013/03/11 03:40:07
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.
Tyrs13 wrote: Plasma .... a gun worth 3 guardsmen and has a chance to kill the guy shooting it ... pass.
And it has a better chance of killing the guy getting shot at, who is probably worth more than the guardsman. Gets hot is a test of skill, really. Bad or less-experienced players are afraid of the 1/9 chance of losing a model, better players understand that the firepower of a plasma gun is more important and guardsmen of any kind are expendable.
I am caught on the sniper rifle i have like 6 models with them and i have never used them. I think they could be cool 1/3 games.
Sniper rifles are terrible. They have poor average damage, and their precise shot rule is just a gimmick. Instead of wasting points on trying to snipe a specific model just buy more guns and kill the entire unit.
This message was edited 1 time. Last update was at 2013/03/11 04:11:28
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.
Happygrunt wrote: I must be the only one who doesn't put special weapons in their blob. I honestly don't see the point of putting plasma guns in the squad if I have vets in Chimeras running around with plasma/metla.
More plasma guns to twin link with prescience.
And the cost of adding a special weapon to a squad is small compared to the cost of the squad. A melta gun adds a lot of firepower to the unit for only 10 points, so why would you ever decline to take one?
Because my blob is behind an ADL for the entire game, so it feels like the 30-40 points spent on those melta guns would be wasted because they would never fire.
40k: IG "The Poli-Aima 1st" ~3500pts (and various allies) KHADOR X-Wing (Empire Strong)
Ouze wrote: I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
Happygrunt wrote: I must be the only one who doesn't put special weapons in their blob. I honestly don't see the point of putting plasma guns in the squad if I have vets in Chimeras running around with plasma/metla.
More plasma guns to twin link with prescience.
And the cost of adding a special weapon to a squad is small compared to the cost of the squad. A melta gun adds a lot of firepower to the unit for only 10 points, so why would you ever decline to take one?
Because my blob is behind an ADL for the entire game, so it feels like the 30-40 points spent on those melta guns would be wasted because they would never fire.
That's why ADL blobs should take Plasma. Especially if you have something with Prescience in there.
Stuff can easily avoid 12" meltas, but it's much harder to stay 24" from your blob.
This message was edited 1 time. Last update was at 2013/03/11 04:30:41
Dakka member since 2012/01/09 16:44:06
Rick's Cards&Games 1000pt Tourney: 2nd Legion's Winter Showdown 1850: 2nd Place Snake Eyes 1000pt Mixed Doubles: 3rd Place
Elysian 105th Skylance W:37-L:3-D:6 in 6th Edition
TheCaptain wrote: Stuff can easily avoid 12" meltas, but it's much harder to stay 24" from your blob.
However, there's an opportunity cost to doing so. If you're staying outside 12" (18" really, since you can move and shoot) because you're afraid of the melta guns you've conceded possession of a pretty large area of table. And I'd say it's definitely worth 30 points to put a giant "do not enter" sign on a 12" radius area of table that just happens to contain at least one of my objectives.
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.
TheCaptain wrote: Stuff can easily avoid 12" meltas, but it's much harder to stay 24" from your blob.
However, there's an opportunity cost to doing so. If you're staying outside 12" (18" really, since you can move and shoot) because you're afraid of the melta guns you've conceded possession of a pretty large area of table. And I'd say it's definitely worth 30 points to put a giant "do not enter" sign on a 12" radius area of table that just happens to contain at least one of my objectives.
I may try this out. All of my plasma is on Vets and my CCS, who ride around in chimeras, so I have spare melta models. I might try a 40 man blob with Meltas and Lascannons in my next practice list (because this Adeption list wont write itself).
40k: IG "The Poli-Aima 1st" ~3500pts (and various allies) KHADOR X-Wing (Empire Strong)
Ouze wrote: I can't wait to buy one of these, open the box, peek at the sprues, and then put it back in the box and store it unpainted for years.
Anyone have experience with Cyclops demo teams? I'm thinking of trying them out in a 2k tournament, and no I cannot replace them with fully painted vendettas before the gt.
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
Is there another reason to take storm troopers except of suicide melter deepstrikes? I really like the models but somehow i have the feeling that vets are better in every aspect.
This message was edited 1 time. Last update was at 2013/03/12 10:48:17