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Made in us
Dakka Veteran





Hey mates, finally have enough models to play my Scion Army to see how it fares up against a number of lists out there, as I will most likely be playing against either Space Marines, Sisters of Battle, Eldar (Wraithguard List), and Orks at my store latter tonight. Anyways, here is my list so tell me what you guys think.

Standard Force

*Lord Commissar:
w/BP, CCW, Carapace Armor

*Command Squad:
w/Commander w/H.S.L. Pistol, CCW, 1x Vox-Caster, 3x Hot-Shot Volley Guns, Taurox Prime w/Gattling Cannon, Hot-Shot Volley Lasgun, Searchlight

*Scion Squad:
w/Tempestor w/H.S.L. Pistol, CCW, 2x Meltaguns, 7x Hot-Shot Lasguns, Taurox Prime w/Missile Launchers, Autocannons, Searchlight

*Scion Squad:
w/Tempestor w/H.S.L. Pistol, CCW, 2x Meltaguns, 7x Hot-Shot Lasguns, Taurox Prime w/Missile Launchers, Autocannons, Searchlight

Ground Assault Formation

*Commisar:
w/BP, CCW

*Command Squad:
w/Commander w/H.S.L. Pistol, CCW, 1x Vox-Caster, 3x Hot-Shot Volley Guns, Taurox Prime w/Gattling Cannon, Hot-Shot Volley Lasgun, Searchlight

*Scion Squad:
w/Tempestor w/H.S.L. Pistol, CCW, 2x Plasma-Guns, 7x Hot-Shot Lasguns, Taurox Prime w/Missile Launchers, Autocannons, Searchlight

*Scion Squad:
w/Tempestor w/H.S.L. Pistol, CCW, 2x Plasma-Guns, 7x Hot-Shot Lasguns, Taurox Prime w/Missile Launchers, Autocannons, Searchlight

*Scion Squad:
w/Tempestor w/H.S.L. Pistol, CCW, 2x Plasma-Guns, 7x Hot-Shot Lasguns, Taurox Prime w/Missile Launchers, Autocannons, Searchlight

Total: 1800 points

Now at this point I am happy with all of my ground forces, and for my anti-air, I plan to take one of the Flyers from Forgeworld as they are sooo much better then the standard Valkyrie ( Still don't understand why the Scions can't have an Vendetta, still makes no sense no matter how I look at it so congrats on screwing that up GW ). At the moment, I am debating between either the Vulture Gunship or the Avenger Strike Fighter, as both would be very effective in terms of supporting my Scions, and with all of the Imperial Knights running around, they would be both effective in terms of fighting Mech and Infantry. IF anyone has any advice or suggestions I would appreciate it, especially on which Flyer I should take to support my Scions.

This message was edited 1 time. Last update was at 2014/05/04 23:45:36


 
   
Made in us
Dakka Veteran





Hmmm either not many people play a pure Scion Army and not know much about the Forgeworld Flyers to comment on this list or they don't care lol.
   
Made in us
Boom! Leman Russ Commander





Ohio

For the forge world part I could not help you. But what is your general strategy, are you starting with the trucks on the board or are you reserving the formation? Also I recommend deepstriking the melta scion squads to take out enemy armor right away as you have no long range anti heavy armor, your missiles will only glance av14 and I dont think you have enough of them to reliably do that.

Also I would maybe look into an aegis line to allow your vehicles to start on the board and get a cover save with if you dont play with a lot of LoS blocking terrain. This way you could also get a quad gun in there to help with anti air. I would then have a scion command squad sit on it with hotshot volley guns so if anything gets close they have some decent firepower but if anything does get to them when the rest of your force went forward then the rest of your force is probably dead and those guys are all thats left lol.

Hope tthat helps

 
   
Made in us
Fresh-Faced New User




Hey dude, just saw this post and thought I would give you some pointers. I have been playing Scions since about a month after the book dropped and have noticed that there is not a lot of points of reference for people that are starting this army. While I am in no way an expert, I feel I have a rather good understanding of this codex's strengths and weaknesses, and thought I would throw in my two cents. Before I start I should probably let you know that, while I am not a competitive player, I do try to make powerful and efficient lists, and if anything I suggest seems too powerful, cheesey or just useless for the lists you will be playing in your area, feel free to not adopt it into your list.
.
The first thing to be aware of is that these guys ARE NOT IMPERIAL GUARD. They should not be taken with 10 men, they should not be getting shot by commissars, and they should not be holding the line. These guys have some very big (TITAN SIZED!!!) weaknesses, but they also have some incredible strengths. I will list these.
.
Weaknesses:
Easy to kill (A 4+ save means little)
Weak Vehicles (A Taurox can be glanced to death by bolters)
Small Numbers (No platoons or 20 man units)
Strength 3 Guns (Those AP3 Hellguns need 5+ to wound SPEHS MEHREHNS!!!)
No Amazing Units (You cant rely on any one unit to win you the game)
.
Strengths:
Mobility (Fast Tanks, Move Through Cover, Deep Strike)
Cheap in low numbers (A fully upgraded 5 man squad is cheaper than an bare bones 10 man!)
Overwhelming Fire Power( 2 Special Weapons per troop squad)
Versatile Vehicles (Taurox Primes can be turned into baby versions of Baal Predators, Whirlwinds, Russ Tanks)
No Amazing Units ( What can your opponent shoot that you dont have 10 more of?)
Battlebrothers with Imperium (access to Inquisitors and Assassins)
One of the best battleforged armies ( Objective Secured on Taurox Primes that can move 18" to not contest but SECURE!!!)
Only Troops and HQ (Easy to fulfill minimum detachment requirements)

When making your list, keep these in mind. Now I will go over all of the units. When picking these, think in terms of detachments.Each detachment should have 2 command squads and 2 Scion Squads. This way your scion squads each get an order every singe turn. These detachments should be kept with the same weapon loadouts, so have one with all meltas, one wit all plasmas, etc. and then group them (in their Taurox) with other detachments.
.
Lord Commissar
Unless taken in a formation he is useless, and even in the formations he is useless. Due to small squad sizes, he is more hurtful than helpful, and for the price of one of these guys you can get another scion squad.
.
Command Squad
Epic in every sense of the word. Give these guys meltas, Plasmas, or Volleys, based on what their scion detachment will use. Take 2 of these per detachments to give out max orders per turn.
While you may be tempted to give them 4 special weapons, it is a better option to give them a Vox (make sure your orders go off) and a med pack (this will win you games). If you give your squad plasma guns, give the Tempestor Prime a plasma pistol, otherwise a bolt pistol or Hell Pistol will be fine.
.
Scion Squad
The Bravo Team to your command squad's alpha. Take these as 5 man units with 2 special weapons (Melta, plasma, or volley) and give them a Vox to make sure orders work. As with the command squad, give the sarge a plasma pistol if his men are getting plasma. A "Plasma Detachment" should be your main force due to its anti infantry and anti AV12-13 abilities, with a Melta detachment for dealing with AV13-14.
.
Valkery
It is gak, dont waste your points or money. Not as good as a Vendetta. A HUGE part of this army is making the things your opponent payed points for utterly useless. If 20% of their guns have sky fire, and you have a flyer, your flyer is dead. If you have no flyer, 20% of their army is rendered nearly useless.
.
Taurox Prime
A bit costly, but the cheap price of your scions make up for it. DO NOT, I repeat DO NOT give this thing a Gatling Gun. 10 S4 shots with ap- is worse than a tactical squad shooting. For anti Infantry take the standard Russ cannon, and for everything else take the Missile Launcher. This lets you play with baby Russ tanks and baby Whirlwinds. The Missiles let you fight med to heavy tanks and light infantry while the other one lets you fight all infantry and light tanks. Id suggest a mix of the two. Regardless of main gun, they should ALWAYS have autocannons (These things are your main long range anti tank guns) and should also ALWAYS have Camo Netting. A av11/10/10 tanks is as weak as paper, but suddenly becomes "durable" when it can sit in the open and have a 1/6 chance to dismiss any shot at it. If it is obscured (25%) It gets a 4+ instead of a 5+ due to the net, and behind an Aegis defense line it gets an epic 3+ Cover Save!!! WOW!!!!!
.
.
.
Allies
There are quite a few good allies to take, but the best are by far Inquisitors with Servo Skulls (This allows you to manipulate where your opponent moves and can help give you accurate deep strikes if circumstances call for it.) and Vindicare Assassins. The Assassins are by far my favorite as he can pick out a single model and basically declare it dead. A 2+ to hit with a reroll on a 1, a 2+ to wound, and 72" range on an AP2 gun is insane. Top that off with amo that allows for Str 10+d6 vs tanks and you have an even more glorified version of Chris Kyle dressed like a ninja!!! For inquisitorial retinues, a full group of Psykers is nice, because it gives you free warpcharge dice for the psychic phase. Add those to your inquisitor and suddenly you have a good handful of dice for an army without psykers. Imperial Knights are also really nice as you can fit 2 of them in a 2000 point army, and they take a lot of the heat off of your Scions.
.
Building the army:
Build your army with a toolbox mindset. Have enough things that you can adopt any strategy when you play. Either deepstrike melta suicide squads to take out high value targets, or maybe use hunter killer missiles to weaken your opponent turn one, before they get a chance to hit you. Remember that your units are all glass hammers, and while they can hit extremly hard, they cant take it back, and should not try. Always send in a scion squad with the thought that they will die. Do not be affraid to retreat, it is better to give an objective mid game and then reclaim it at the end, then hold an objective all game and not have enough units left over to make a final push. Your speed, and objective secured, as well as your quality, not quantity, or fire power, is what will win you games. I really hope this helped and has given you some insight on how to get the full potential of this army.
.
If there is anything you disagree with, or have questions on, let me know, This is one of my favorite armies GW has produced in a long time, and any discussion about them I find enjoyable.
   
Made in us
Ruthless Interrogator





That was.... I suddenly have the urge to collect scions.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in gb
Quick-fingered Warlord Moderatus







Felldrake wrote:

Imperial Knights are also really nice as you can fit 2 of them in a 2000 point army, and they take a lot of the heat off of your Scions


cant beleive i'd missed that idea!

https://www.youtube.com/channel/UC-px27tzAtVwZpZ4ljopV2w "ashtrays and teacups do not count as cover"
"jack of all trades, master of none; certainly better than a master of one"
The Ordo Reductor - the guy's who make wonderful things like the Landraider Achillies, but can't use them in battle..  
   
Made in us
Implacable Black Templar Initiate





Indiana

Felldrake, that was a very nice in depth explanation of Scions and makes me want to collect them even more now. I play Black Templar and it is very boring (Vanilla Marines in general) and I've been thinking of a new army and sell my Black Templars.

Yield not to evils but, attack all the more boldly 
   
Made in mx
Journeyman Inquisitor with Visions of the Warp




I've been considering pairing a MT CAD with the DA Librarius Conclave.

With Jump Packs and PFG (4+ Invul to everything within 3"), and benefiting from Move Through Cover, they have some really good synergy as either drop troops or supporting a mech advance. You also get 11 warp dice at ML2, 10+ psychic powers, and can form an assault Deathstar (Scion HQ w/4 Librarians and Ezekiel) if the situation really calls for it.

I was wargaming this against the Jetseer/4xWS/2xWK powerlist. At least on theory, 5x TXP w/some Prescience can hold even with 4 Wave Serpents -- it's more firepower than a LR Exterminator. Your Scions will also rip apart Wraithknights with the suppression order, and you can potentially sweep the Jetseer deathstar if you get enough Librarians to the fight.

DA conclave gets you around some of the major issues Felldrake identified -- survivability always being the first and foremost. It opens up some new options too. You get Fearless through Inner Circle, meaning you can run bigger squads and tarpit threats. You can tailor your Psychic Loadout to forces Scions have problems with, or help them fight better with stock gear. You're improving your DS profile, too. Librarians can have a Combi-Melta, Meltabombs, and Auspex to help spot for the TXP gunline and their attached troops. You're also playing to the Scion's main strengths as identified above. Asymmetry in your favor due to your lack of Flyers/MC/AV14, high mobility, good firepower for the cost, flexibility with Orders/Psykers... you get the idea.

I think the biggest headache with this list is trying to measure Plasma/Melta vs. the value of more Psyker levels or troops. The biggest problem on the table is it can get complicated quickly.

Unorthodoxy40k wrote a lot about using AM allies as well, it's worth a look if you haven't seen it.
   
 
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