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Made in au
Roarin' Runtherd






Hi, just need some feedback on the below list- I feel I need some more AT, possibly on the SG? See what you all think

Tigurius

Tac squad x 10, MG, MM, rhino
Tac squad x 10, MG, MM, rhino

SG x 10, 5 CG, DP w/ DW
SG x 10, 5 CG, DP w/ DW

CD x 3, GC, sgt w/ omni
TFC
Stalker

So, should total to 1500, and I feel it's fairly balanced, although feel free to suggest ways to improve it.

Thanks,

Jangus

   
Made in us
Bounding Assault Marine





Crowley, LA

I'm a huge fan of meltas on sternguard. I run 2 melta guns on my sterns. In the very off chance they make it a second round without being assaulted, they're getting another shot with meltas at something that is about to assault em. I've insta-killed quite a few wraiths with that thought process. I'd lose the death wind launchers as they've never yielded a single kill for my raven guard and now I'm stuck with em built into my pods. Gravs are best used on fast moving bikes or you centurions like you have. You must play against a lot of armor as I do to equip your tacs with full melta. If that's the case it looks good, but you may wanna switch one of the squad's load out to plasma for added range or plasma/missile launcher. I've had good luck with all 3 load outs. All in all it looks like a good start

This message was edited 2 times. Last update was at 2014/01/11 18:07:20


"Nobody truly understands the value of a minute until they only have one left"

7800 Points Raven Guard - Always WIP
3000 Points Khorne
2000 Points Eldar 
   
Made in us
Locked in the Tower of Amareo




I almost feel like Tiggy buffed cent devs should be LC/ML so they can get full effect from turn 1.

For grav cents, I prefer air drops with Stormraven and keeping the hurricane bolter.
   
Made in au
Roarin' Runtherd






 RavenGuard55 wrote:
I'm a huge fan of meltas on sternguard. I run 2 melta guns on my sterns. In the very off chance they make it a second round without being assaulted, they're getting another shot with meltas at something that is about to assault em. I've insta-killed quite a few wraiths with that thought process. I'd lose the death wind launchers as they've never yielded a single kill for my raven guard and now I'm stuck with em built into my pods. Gravs are best used on fast moving bikes or you centurions like you have. You must play against a lot of armor as I do to equip your tacs with full melta. If that's the case it looks good, but you may wanna switch one of the squad's load out to plasma for added range or plasma/missile launcher. I've had good luck with all 3 load outs. All in all it looks like a good start


So, you get rid of two bolters with meltas? I don't think I could bring myself to do that I might add two combi-meltas to each of the squads for an increased kill potential. As for the DW launchers, I would like to see how they go, cause my metas pretty much made up of nid and ork players, and I was going to use it more or less as a "You must kill me or you'll be hurt". I did like the sound of plasma, but I didn't want to combat squad and have 15 tacts going up the field; just doesn't sound enough to me. I imagine I'll include another squad with PG/ PC at 1,750, and defiantly at 2k.

Martel732 wrote:
I almost feel like Tiggy buffed cent devs should be LC/ML so they can get full effect from turn 1.

For grav cents, I prefer air drops with Stormraven and keeping the hurricane bolter.


Yea, I'm hoping I roll for gate of infinity, so I can move up faster and support the pods. If I don't I'll footslog them up the board, with Tig buffing the other ranged units of my army. And as I was saying, my meta comprises of primarily nids and I'll really need those GC shots to deal with the big 'ens. I'll see how I go though

Thanks for the feedback!
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Jangus wrote:

Tigurius

Tac squad x 10, MG, MM, rhino
Tac squad x 10, MG, MM, rhino

SG x 10, 5 CG, DP w/ DW
SG x 10, 5 CG, DP w/ DW

CD x 3, GC, sgt w/ omni
TFC
Stalker


At 10 points a pop, I think the days of combi-heavy sternguard are behind us. I might add a c-melta or two as a just in case option, but embrace the special ammo. IMHO the only thing worth giving up that ammo for is a HF, but YMMV. For the same points you can run 3 c-melta and 2 HF. This will let you combat squad out of the pod as needed, crack open a box, and toast the contents.

I'd swap one of the tac squads rhinos for another pod. This gives you 3, so you can drop 2 first turn. Who's camping your home objective? Both your tac squad are loaded for forward action. Someone needs to stay back, and it's nice to be geared for it.

   
Made in au
Roarin' Runtherd






 Nevelon wrote:

At 10 points a pop, I think the days of combi-heavy sternguard are behind us. I might add a c-melta or two as a just in case option, but embrace the special ammo. IMHO the only thing worth giving up that ammo for is a HF, but YMMV. For the same points you can run 3 c-melta and 2 HF. This will let you combat squad out of the pod as needed, crack open a box, and toast the contents.

I'd swap one of the tac squads rhinos for another pod. This gives you 3, so you can drop 2 first turn. Who's camping your home objective? Both your tac squad are loaded for forward action. Someone needs to stay back, and it's nice to be geared for it.


Yea, it might be a good idea for me to add some c-melta, although I do really want to be able to deal with MC's, typically having a 2+ save; which special ammo simply can't deal with, or at least not as well as grav/ plasma. But I'll need to optimise my squads so they're best suited for a range of combat situations.

Yea, I was going to include an ironclad with dual HF and drop to maximise dropping 2 in the first turn, although ran out of points. I'll quickly put together a 1750 list.

Tigurius

Tac squad x 10, MG, CM, LC, rhino
Tac squad x 10, MG, CM LC, rhino

SG x 10, 5 CM, 2 HF DP w/ DW
SG x 10, 7 CG, DP w/ DW
Iron, dual HF, DP w/ DW

CD x 3, GC, sgt w/ omni
TFC
Stalker

The tac squads will split, with the LCs staying far back. The first SG squad is for killing tanks, and the stuff inside them; whilst the second s for kill MCs. Ironclad will also help with thinning down infantry and vehicles, if need be. Thoughts?
   
Made in us
Death-Dealing Devastator





Seattle Area

Deathwind Launchers are generally not worth the points as they can't fire the turn that they land and their range is extremely short.

Carcharodon Astra, by the Emporer it is willed.  
   
Made in ca
Regular Dakkanaut




Please use at least full singe words for most of your list. I consider myself a vetran of the game and I had no idea what your list consisted of. Is it really so hard to write out he words Deathwind Launcher and Stern guard?
   
Made in au
Roarin' Runtherd






 jose kantor wrote:
Deathwind Launchers are generally not worth the points as they can't fire the turn that they land and their range is extremely short.


I'd like to use them for one game, although I can see why they'd not be extremely useful.

blackjack wrote:
Please use at least full singe words for most of your list. I consider myself a vetran of the game and I had no idea what your list consisted of. Is it really so hard to write out he words Deathwind Launcher and Stern guard?


No it's not, but everyone else who has read it and commented seem to understand it fine. I will the actual words more, however.

   
Made in gb
Steadfast Grey Hunter





Good balanced list, I like dw vs hordes/ people with poor armour saves

 
   
Made in au
Roarin' Runtherd






 Rupertrampton wrote:
Good balanced list, I like dw vs hordes/ people with poor armour saves


Thank you. I'll play with it in a few weeks and see how it goes.
   
 
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