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Made in us
Regular Dakkanaut





First and foremost, this is my FIRST post on this board! I can't believe I have been playing 40k for this long and have only JUST NOW discovered Dakka Dakka! This community is awesome!


======
HQ
======

Company Command Squad -- 90pts
-- Lascannon
-- Sniper x2
-- Refractor Field

=======
TROOPS
=======

Infantry Platoon One -- 170pts

PCS
-Sniper x4

Infantry Squad
-- Lascannon
-- Grenade Launcher

Infantry Squad
-- Lascannon
-- Grande Launcher

Infantry Platoon two -- 130pts

PCS
-Naked

Infantry Squad
-Naked

Infantry Squad
-Naked

======
ELITE
======

Ratling Squad -- 60 pts
-6x rats w/ snipers

======
HEAVY
======

Leman Russ BT -- 195 pts
-- Lascannon
-- Heavy Bolter Sponsons
-- Pintle mounted Heavy Stubber

Leman Russ BT -- 195 pts
-- Lascannon
-- Heavy Bolter Sponsons
-- Pintle mounted Heavy Stubber

Ordnance Battery -- 135 pts
-- Medusa x1


===================
SPACE MARINE ALLIES
===================

Captain Lysander -- 200pts

Terminator Squad -- 400pts
-- 1x Terminator w/ Storm Bolter and Power Axe
-- 9x Terminator w/ Storm Bolters and Power Fists

Scout Squad -- 211 pts
-- Sergeant Telion
-- 7x Scouts w/ snipers
-- 1x Scout with Heavy Bolter
-- Camo Cloaks

TOTAL --- 1846pts

===============
THE GAME PLAN
===============

Ok, I know that this looks a little wonky, but I've been dying to try a sniper list since the changes to how sniper weapons work came out in this edition. I've heard that they can be "hit and miss" (pardon the pun), but with precision shots able to pick off special weapons/leaders and rending shots being AP 2, I feel like they have some potential to be nasty weapons. I won't be able to rest until I've tried it out for myself.

The Infantry:
The CCS and Platoon one are the "hold the line" units. Their job will be to stay exactly where they deploy and sit on whatever objectives are in/near my deployment zone
Platoon 2 is the Assault/Meat Shield unit. They'll blob up and advance toward the baddies' objectives. If they get shot up, great! That means the bad guy isn't firing on my more important units. If they get ignored, great! Hopefully they'll get close enough to contest some objectives.

The Scouts:
Camo cloaks + Stealth from Telion means that If I put them into a ruin (not hard since they are infiltrators) they'll get a 2+ Invulnerable save

The Ratlings:
Their natural stealth + Bolster Defenses from Lysander means that they also get a 2+ Invulnerable save in another set of ruins (they are ALSO infiltrators)

The Heavy Hitters:
Lysander will deploy with the Terminators via Deepstrike. They'll drop somewhere behind the enemy lines and try to cause as much ruckus as they possible can. I can't be TOO aggressive with their deepstrike, as a poorly rolled deep strike mishap could potentially destroy what amounts to nearly a quarter of my points. They'll likely be drawing a TON of fire, and I'm OK with that. I know that ten Termis in one unit is probably overkill for whoever they decide to fight, but I wanted to keep them all in the same squad rather then break them into fives to get the most out of Lysander's ability to re-roll missed shots with bolter weapons.

The Tanks:
IG tanks are awesome. They'll be interspersed in my lines dropping S8 AP3 and S10 AP2 pie plates on the baddies left, right, and center. I imagine that they'll survive most of the game as my opponent will likely be too busy using his lascannons and other heavy weapons on the Terminators in his backyard.

============================

So what does Dakka Dakka think about this? If the dice don't go TOTALLY against me, could this be a viable list? Comments/Concerns/Suggestions are VERY welcome.

This message was edited 1 time. Last update was at 2012/12/20 05:27:33


 
   
Made in gb
Araqiel



London, UK

That looks really interesting.

I'm not a fan of the nekked PCS, to be honest, but I'd be intrigued to see how it plays!

http://kck.st/1G8pjrE

www.facebook.com/wartorngames 
   
Made in us
Longtime Dakkanaut






Hmmm. I would re think what you are trying to do.

Sniper spam is cool, not arguing there. But while ratlings are the preferred snipers, you have your snipers all over.

Imagine a pair of company command platoons with lascannons and a standard for leadership. Add 30 ratlings in terrain, vet squads for troops with Harker in one with cloaks for more infiltrating goodness with plasma, missiles on the termies and a missile on the sniper scouts. Throw an aegis with Las cannon for telion to shoot, and strip the sponsons from the tanks since the rules for lumbering behemoth changed.
   
Made in us
Regular Dakkanaut





I'm really not a huge fan of fortifications (and my FLGS doesn't allow them at our tournaments anyway). I also find the concept of getting to use the snipers' special rules on emplacements rather silly.

I've toyed around with vets, I don't think that the BS 4 is worth the points cost. In this list, the guardsmen aren't really meant to be killing things, they're meant to be the meat shield for my other units (although I suppose if I fill my whole list with plasma then everyone can be killing things!).

This message was edited 1 time. Last update was at 2012/12/19 17:44:40


 
   
Made in us
Sister Vastly Superior







Cheesedoodler wrote:

===============
THE GAME PLAN
===============

Ok, I know that this looks a little wonky, but I've been dying to try a sniper list since the changes to how sniper weapons work came out in this edition. I've heard that they can be "hit and miss" (pardon the pun), but with precision shots able to pick off special weapons/leaders and rending shots being AP 2, I feel like they have some potential to be nasty weapons. I won't be able to rest until I've tried it out for myself.

The Infantry:
The CCS and Platoon one are the "hold the line" units. Their job will be to stay exactly where they deploy and sit on whatever objectives are in/near my deployment zone
Platoon 2 is the Assault/Meat Shield unit. They'll advance toward the baddies' objectives. If they get shot up, great! That means the bad guy isn't firing on my more important units. If they get ignored, great! Hopefully they'll get close enough to contest some objectives.

The Scouts:
Camo cloaks + Stealth from Telion means that If I put them into a ruin (not hard since they are infiltrators) they'll get a 2+ Invulnerable save

The Ratlings:
Their natural stealth + Bolster Defenses from Lysander means that they also get a 2+ Invulnerable save in another set of ruins (they are ALSO infiltrators)

The Heavy Hitters:
Lysander will deploy with the Terminators via Deepstrike. They'll drop somewhere behind the enemy lines and try to cause as much ruckus as they possible can. I can't be TOO aggressive with their deepstrike, as a poorly rolled deep strike mishap could potentially destroy what amounts to nearly a quarter of my points. They'll likely be drawing a TON of fire, and I'm OK with that. I know that ten Termis in one unit is probably overkill for whoever they decide to fight, but I wanted to keep them all in the same squad rather then break them into fives to get the most out of Lysander's ability to re-roll missed shots with bolter weapons.

The Tanks:
IG tanks are awesome. They'll be interspersed in my lines dropping S8 AP3 and S10 AP2 pie plates on the baddies left, right, and center. I imagine that they'll survive most of the game as my opponent will likely be too busy using his lascannons and other heavy weapons on the Terminators in his backyard.

============================

So what does Dakka Dakka think about this? If the dice don't go TOTALLY against me, could this be a viable list? Comments/Concerns/Suggestions are VERY welcome.


2+ cover, not 2+ invulnerable. Also platoon 1 should be 200 points, and your CCS is 80 points.

I would move the snipers to the CCS that extra BS will make a difference. Put the las cannon in the PCS instead. I would drop the naked platoon for a vet squad and a third infantry squad. Drop the two snipers (originally in the CCS), give that third squad a las cannon.
Hi-Five on telion. Consider finding the points to add a cyclone launcher to the terminator squad. Overall seems like a decent list, especially since you seem to be using your primary and allied detachments backwards from how they are normally used.

This message was edited 1 time. Last update was at 2012/12/20 02:22:56


I play Space Marines, Dark Angels, Blood Angels, Astra Militarum, Militarum Tempestus, Chaos Space Marines, Dark Eldar, Eldar, Orks, Adepta Sororitas, 'Nids, Necrons, Tau and Grey Knights. 
   
Made in us
Regular Dakkanaut





Thanks for the pointers, erick. I'll crunch those numbers again to make sure i have everything straight.

Everyone seems to be talking about veterans. I have never used them. Seems like a whole ton of points for the BS4. They'll still die just as easily, right? Unless you give them the carapace armour for the 4+ save and at that point why not just go with Storm Troopers?

I don't actually own any Termi's with the Cyclone launcher, but I know how awesome they are. To the EBAY I go!
   
Made in us
Sister Vastly Superior







Try:
IG
70 Lord Commissar
30 Platoon Command
70 Infantry squad, lascannon
70 Infantry Squad, lascannon
70 Infantry Squad, lascannon
115 Veteran Squad, Forward Sentries, 3x sniper rifles
60 Ratlings (6)
195 LRBT, lascannon, heavy bolters, heavy stubber
195 LRBT, lascannon, heavy bolters, heavy stubber
135 Medusa

SM
200 Captain Lysander
240 Scouts (10), Tellion, heavy bolter, 8x sniper rifles, camo cloaks
400 Terminators (10), power axe (sergeant)
Total: 1850

I tried to keep the list as unchanged as possible. Blob the infantry squads together, and attach the Lord Commissar. Vets act as backup snipers if need be. Consider dropping both sets of heavy bolter sposons from the Russ, and using the points to bring the ratings up to full strength. Consider adding Harker to the vet squad (if you do, give them something besides snipers., such as plasma).
I still advise cyclones-if you have any missile launchers from sentinels, they can be used to make a decent looking cyclone launcher.

This message was edited 2 times. Last update was at 2012/12/20 03:38:57


I play Space Marines, Dark Angels, Blood Angels, Astra Militarum, Militarum Tempestus, Chaos Space Marines, Dark Eldar, Eldar, Orks, Adepta Sororitas, 'Nids, Necrons, Tau and Grey Knights. 
   
Made in us
Regular Dakkanaut





Can someone explain to me the advantage of "blobbing up?"

I may not be looking at it the right way, but the way it seems to me is that it limits your options. Now they all must shoot the same target.

I guess if they are all together then they can all make use of whatever rules attached characters give them (I.E. 10 leadership from the LC)?
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

I like it. New and different. Things I would change:

1. Remove the sponsons on the LRBT, heavy stubbers, and the las cannon. With changes in 6th and now that lumbering behemoth is gone, the extra points could be used on...

2. Get rid of the grenade launchers. They might work but not just enough real good in them. Use the extra points on.....

3. A few hits and your platoon just might run off the board.

4. So if my math isn't to off, you have 85 points. Add a commissar to each squad. Use the extra points else where. The stubborn and summery execution are big helps in te infantry squads.


javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Regular Dakkanaut





 martin74 wrote:
I like it. New and different. Things I would change:

1. Remove the sponsons on the LRBT, heavy stubbers, and the las cannon. With changes in 6th and now that lumbering behemoth is gone, the extra points could be used on...

2. Get rid of the grenade launchers. They might work but not just enough real good in them. Use the extra points on.....

3. A few hits and your platoon just might run off the board.

4. So if my math isn't to off, you have 85 points. Add a commissar to each squad. Use the extra points else where. The stubborn and summery execution are big helps in te infantry squads.



Lumbering Behemoth is gone?! NOOOOO!!! Thank you for ruining my evening, sir. The thing I liked about the Russ BT was how much fire it could output in a single shooting phase. If all it can shoot now is the Battle Cannon, I think I may go re-work this list with other non-ordnance Russ variants...

And I kinda like the Grenade Launchers. For only 5pts I can have a 36" Strength 6 weapon, with the option to throw a blast out for horde units? I think that's a bargain. Do people generally not like the grenade launchers? I feel that anything more expensive (Melta/Plasma) on BS3 units is a waste.
   
Made in us
Sister Vastly Superior







Grenade launchers are only 24" range. I like them, but with lascannons in the squads, grenade launchers justdont fit.
And LRBT can fire akk their guns, but if one is ordinance the others have to snap shot. It hurts LRBT/Demolishers. The others got way cooler (especially the Executioner).
Vets are the way to go with plasma/meltas. 3 special weapons per squad at bs4 is awesome for a troop unit.

This message was edited 1 time. Last update was at 2012/12/20 06:59:51


I play Space Marines, Dark Angels, Blood Angels, Astra Militarum, Militarum Tempestus, Chaos Space Marines, Dark Eldar, Eldar, Orks, Adepta Sororitas, 'Nids, Necrons, Tau and Grey Knights. 
   
 
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