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Made in gb
Ultramarine Chaplain with Hate to Spare





So I thought I'd try a gun line with ranges 36"-48" to maximise the strengths of the IF chapter tactics and to try to out range most Tau firepower. So here goes:

Librarian 65

Tac marines: plasma cannon 85
Tac marines: plasma cannon 85
Tac marines: plasma cannon 85
Tac marines: plasma cannon 85
Scouts: bolters 55

2 Land speeder Typhoons 150
2 Land speeder Typhoons 150
2 Land speeder Typhoons 150

3 Centurions: lascannons, MLs 280
3 Centurions: lascannons, MLs 280
3 Centurions: lascannons, MLs 280

ADL quad gun

So that's:

4 Plasma cannons
9 Lascannons
21 Missile launchers
And a Quad gun

Lots with tank hunters too. What do you think?

This message was edited 1 time. Last update was at 2013/09/18 19:29:09


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Trustworthy Shas'vre






I'd look at dropping one of the Typhoon Squads to get another Scout Squad and put them both in Land Speeder Storms. 20 marines and 5 scouts just doesn't seem like enough troops for me.

Also, what do you think about this Dev Cent setup?
270 Devastator Centurions x2(TLLC/ML), Sergeant(Grav, Omni)

It isn't ideal for your gunline, but from a versatility standpoint it has some more versatility and packs a bit more of a punch versus some of the nastier MCs around. With a little positioning you can determine your first two casualties and if you need to keep a Grav Cent alive, or if he can be the first to bite it.

40k is 100% Skill +/- 50% Luck

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Made in gb
Ultramarine Chaplain with Hate to Spare





You see I think if anything I've spent too much on troops. I currently run 15-20 MEQs as troops (dependant on exact build) and that's in a midfield shooting army based around double Gravstar. 20 MEQs is for me plenty up to 2k when you'll want a few more.

I don't want to take any of my 48" range firepower away. To be honest I'd like to jam more in!

As for the Cents. The main reason to take them is for the Grav cannons which are amazing. But they need a character with a 3++ sat at the front of the unit currently I'm running two libbies. The lascannons are overcosted for my liking but make sense in this list only because of the tank hunters and the 48" range and survivability. You just get more firepower per heavy slot with them over devastators.

The other option was this:

Librarian 65

10 Tac marines: plasma cannon 155
5 Tac marines: plasma cannon 85
5 Tac marines: plasma cannon 85

Rifle dread 120
Rifle dread 120
Rifle dread 120

2 Land speeder Typhoons 150
2 Land speeder Typhoons 150
2 Land speeder Typhoons 150

Devastators: 4 lascannons 150
Devastators: 4 lascannons 150
Devastators: 4 lascannons 150

Firestorm Redoubt 200

So that's:

16 Lascannons
12 Missile launchers
6 Autocannons
3 Plasma cannons

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Been Around the Block




Don't out shoot tau. Buy 6 squads of CC armed scouts in storms. A StormRaven with assault terms and an Ironclad, a pile of bikes with grav guns and an assault armed sgt with two bike mounted characters.

Zoom into their face and assault them like there is no tomorrow. If it is just a one off game that is. This army would suck as an actual tournament army.
   
Made in gb
Ultramarine Chaplain with Hate to Spare





I'm not specifically building to beat Tau. If I was I'd go with Landraider spam as Tau struggle against AV14. Just doing a gunline that can also beat Tau. Just make sure I am 37"+ away from his broadsides and MLs

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Numberless Necron Warrior




The only thing I don't like is the firestorm redoubt. No other reason than it has 4 BS2 twin linked shots, I'd rather have the first list with the centurions benefitting from the aegis defence line because that way you benefit from twin linked las cannons, and they are on much tougher models than just normal devestators.

Necrons: 2200 Points
Orks: 3000 Points
Space Marines: 165 Points

W-L-D (Necron Primary)
26-10-3 (67% Win Rate, 74% Win/Draw Rate) 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Yeah I prefer the first list as lots of it can benefit from the ADL where as only 1 can benefit from the Firestorm. It does reduce my AA significantly though. I prefer the first list hence it was on the OP was just sharing the back up idea.

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Numberless Necron Warrior




In terms of flyer heavy lists you only really have heldrake x 3, a Necron Air Force which I'd be remotely scared of. With the Necron Air Force you would have 4 Tesla Destructors. They could all focus on one unit but that would leave them horribly out of position for the following turns, and I don't think you'd be able to have enough AA to deal with the Air Force anyway.

With triple heldrake, they would only be able to target your tac squads with the AP3 flamer.. You could just ignore flyers?

Necrons: 2200 Points
Orks: 3000 Points
Space Marines: 165 Points

W-L-D (Necron Primary)
26-10-3 (67% Win Rate, 74% Win/Draw Rate) 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Cronair is a concern but sitting backfield helps. With cronair my main concern is not the Tesla Destructors but the Death & Despair squads that come out and kill a unit. But between the Cents and volume of ML shots I could deal with a flyer easily and perhaps kill 2. Its about minimising the impact of the D&D squads. But the Teslas would tear my land speeders a new one

Tripledrake "only" kills my tac squads but that is all my scoring. I may even start a couple of squads in reserve against tripledrake. Looking at it the Cents + quad gun + 12 missiles from the LS should neuter 2 drakes a turn so only 1 turn of absolute but hurt. Quad drakes supported by flying Princes could be more of a concern. Or Daemon Flying Circus.

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Made in no
Devastating Dark Reaper






I would got for 3x 5 Devestators with Las cannon thats 450 pts and 12 Las Cannon Shots with tank hunter. I would also have Kantor and a Squad or two of Sternguard, they have so much versatillity.

3000 Guardians of the Covenant
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4000 Necron Painted
1000 Dark Eldar allies for Eldar
1000 Tervigon list
Just started Enclave
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Made in gb
Ultramarine Chaplain with Hate to Spare





Well the Devs have 12 LCs and get on average 8 hits, 2 when snapfiring. The Cents have 9 LCs get on average 8 hits but nearly 3 hits when snap firing AND have 9 MLs. Plus they are massively more survivable.

Sternguard don't fit this list at all. You clearly don't understand Sternguard if you think they are good at shooting from a 36"-48" range. They are a short ranged shooting unit.

Likewise Pedro excels in close and again does nothing for this list.

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Dark Angels Librarian with Book of Secrets






Connecticut

 FlingitNow wrote:
So I thought I'd try a gun line with ranges 36"-48" to maximise the strengths of the IF chapter tactics
I like the concept of the 36"-48" range army. I don't think your getting that much out of IF though -- as you don't use bolters in this army. Tank hunter is great, but when your sporting that much anti-armor I think its starting to bleed into overkill.
 FlingitNow wrote:
Librarian 65
I feel like this is lost points. A MotF at 90 points would give you more options. You could give him a conversion beam and have him contribute instead of just being a HQ tax.
 FlingitNow wrote:
Tac marines: plasma cannon 85
Tac marines: plasma cannon 85
Tac marines: plasma cannon 85
Tac marines: plasma cannon 85
Scouts: bolters 55
Why plasma cannon? I'm guessing that its just your local meta. I've never had much luck with them, as my opponents tend to spread out leaving me with 1-2 hits per shot when I don't deviate off. I usually go with MLs or LCs in TAC squads. Its a shame razorbacks suck horribly in the meta today, as they would be a nice addition otherwise.

The only critique I could give here is that I wish there was some way to generate linebreaker or late game objective grabbing. Maybe a LSS for the scouts?
 FlingitNow wrote:
2 Land speeder Typhoons 150
2 Land speeder Typhoons 150
2 Land speeder Typhoons 150
These worry me. AV 10 vehicles evaporate when faced by Tau or Eldar. I'm sure you have seen this firsthand. I understand you wanting to properly use the slot, but I'm just not comfortable with them. Have you been able to keep them alive just by keeping them far back? Have your opponents just ignored them?
 FlingitNow wrote:
3 Centurions: lascannons, MLs 280
3 Centurions: lascannons, MLs 280
3 Centurions: lascannons, MLs 280
Hard to go wrong here. Have you considered the omniscope for split fire? Sometimes 3 LCs and 2 MLs at one target is a bit of overkill, and you might be able to use those shots elsewhere.
 FlingitNow wrote:
ADL quad gun
I'm not a fan of the ADL/quad gun in today's meta. One year ago it was useful, but today people just don't care. I would take a bastion and stick a squad of cents in it before I would go with this. Eldar have a pain of a time dealing with AV14, and a bastion also gives an elevated firing angle which might be very useful.

This message was edited 2 times. Last update was at 2013/11/11 20:21:35


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





I'd say IF tactics are the best for this list due to THs. It helps the list in so many ways due to lack of dedicated AA. Killing vehicles is still a massive part of the game.

Yeah Libby is HQ tax I could drop scouts to upgrade him to MotF with conversion beamer. I've just never liked the weapon unless its on a relentless platform.

I went with PC on the tac marines as its AP2 and S7 so a threat to MCs and deepstrikers. Whilst still having a decent range. I don't need more lascannons or MLs.

Yes Typhoons are paper thin. But are cheap and long ranged. They work well against Tau as Tau never have anything that is a threat to them in range. They may be only AP3 but they ID broadsides so are still a threat to them. Use the range properly and you're laughing. Hammer and Anvil is this lists friend. Eldar shields cause the Typhoons problems but I should kill 2-3 Serpents a turn even with their cover save up (over 5 Serpents dead in a turn with no cover) so I should win that matchup. Its the Centurions that ruin Serpents the Typhoons just chip away.

The ADL and quad gun is still a good choice for this list. People can ignore cover but not with every weapon and rarely with AP2 weapons. Again range is your friend remember Marker Lights are only 36" range. Granted you can't just sit out of range and you have to be clever with deployment. Sometimes I just deploy the Aegis in one corner so the Tau player deploys opposite that and then I abandon it to ensure I start out of range of Broadsides and MLs. Its the best distraction for an army that deploys 2nd.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
 
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