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Made in gb
Boom! Leman Russ Commander




Northampton

Can't take another LRC.

They are HS only.

I definitely want the Knight though.

Plan is...

GM, Pallys and Libby in the LRC.
Knights escort the LRC up field.
The Terminators DS on to the Libby's Teleport Homer and Combat Squad on arrival.

Hitting all at once.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in au
Longtime Dakkanaut





Perth, Australia

Puscifer wrote:Can't take another LRC.

They are HS only.

I definitely want the Knight though.

Plan is...

GM, Pallys and Libby in the LRC.
Knights escort the LRC up field.
The Terminators DS on to the Libby's Teleport Homer and Combat Squad on arrival.

Hitting all at once.

You may need a contingency plan, because against some armies your LRC won't make it to mid field. Crons, DE and Tau spring to mind.

Good idea keeping everything buttoned up and termies off the board - I assume you will make the Knights scoring with Grand Strategy? Re getting it down to 2000, min troops probably works here because you have Grand strategy. So, you could safely go with 2x5 GKT, which will help a little bit.

Will be interesting to see whether Grand Strategy gives "Objective Secured" rule next week!

Ailaros wrote:What?

Boo...

Was not happy when i discovered that....bring on unbound lists.

   
Made in gb
Boom! Leman Russ Commander




Northampton

Ok... This is what I've cut it down to:

Grand Master
Psycannon, Halberd.

Librarian
Nemesis Stave.

5 Paladins
2 Psycannons, 3 Halberds, 2 Hammers.

5 Terminators
1 Psycannon, 4 Halberds, 1 Hammer.

5 Terminators
1 Psycannon, 4 Halberds, 1 Hammer.

Dreadknight
Heavy Incinerator, Personal Teleporter.

Dreadknight
Heavy Incinerator, Personal Teleporter.

LRC
Psybolt Ammo.

2000 points on the nose.

In regards to the strategy, my Meta is all Chaos, MEQ and a couple of Xenos players (Eldar and Tyranid). We only have one Tau player and an Ork player. No DE or Necron.

Yup, going to make the Knights score and Paladins if I roll a 3.

The list gets a little better at 2500 as it has a Knight and some more bits to make the army work better (Teleport Homer and LVL3 on Libby).

Should be ok.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in au
Longtime Dakkanaut





Perth, Australia

As you haven't really got anything to support the DK if they shunt, I'd ditch the teleporters and use the 150 points for a couple of upgrades. (Yes, I know that loses Jump status, but I don't think you are going to use it)

Take greatswords for the re-rolls;
Servo skulls to stop anyone infiltrating near the LRC with melta;
GM takes Psychotroke/Rad (because you can );
Maybe Thawn or a Apothecary?

   
Made in gb
Boom! Leman Russ Commander




Northampton

I think the Apothecary is waaaaay to pricey for what it is. 55 for the bod and 75 for the upgrade for fnp when Str 8 and 9 weapons are prevalent with AP2.

I'm going to proxy the army for 2k this afternoon just to see how it plays.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in dk
Servoarm Flailing Magos






Metalica

MarkCron wrote:
As you haven't really got anything to support the DK if they shunt, I'd ditch the teleporters and use the 150 points for a couple of upgrades. (Yes, I know that loses Jump status, but I don't think you are going to use it)

Take greatswords for the re-rolls;
Servo skulls to stop anyone infiltrating near the LRC with melta;
GM takes Psychotroke/Rad (because you can );
Maybe Thawn or a Apothecary?


While I can agree with dropping one teleporter, dropping both is a major tactical setback.
Just having the jump-knight running around the corners of the battlefield creates a very real threat that the enemy has to keep in mind, and that at any time can choose to teleport to get rid of an especially annoying piece of artillery or the like.
The threat alone is worth the points... at least for one. I'd probably trade it for a psycannon on the other to be able to pop some of the heavier vehicles.

This message was edited 1 time. Last update was at 2014/05/19 14:49:16


 
   
Made in us
Hangin' with Gork & Mork





The Ruins of the Boston Commonwealth

I came here expecting assembly problems... I don't know why...
(Might want to change the slightly misleading title there mate)

This message was edited 1 time. Last update was at 2014/05/19 15:38:41


 
   
Made in au
Longtime Dakkanaut





Perth, Australia

 Purifier wrote:
[
While I can agree with dropping one teleporter, dropping both is a major tactical setback.
Just having the jump-knight running around the corners of the battlefield creates a very real threat that the enemy has to keep in mind, and that at any time can choose to teleport to get rid of an especially annoying piece of artillery or the like.
The threat alone is worth the points... at least for one. I'd probably trade it for a psycannon on the other to be able to pop some of the heavier vehicles.
Sort of agree. I've found that the most effective use of the DK is when it is in the opponents face, because you want them shooting it, not your limited troops. So, in terms of the shunt, for me it is generally a first turn thing, because you can't assault in the turn you use it (and assaulting is, imho, where these shine).

Losing the shunt does make a big tactical difference in the way the game is played - generally you have to absorb a turn more fire but what is worse is that the oppo gets time to consider what to do. I've found that the most effective use of shunts is to have 2 units in their face T1. T2 is support from DS or slower moving stuff (like the LR). So in that case having 1 teleporter wouldn't be optimal. Saving the shunt, particularly for 75pts, is risky as you could die before you get to use it, or you could get tied in a combat and not be able to get out in time to do anything useful.

Looking at your list, the reason why I suggested dropping both teleporters is because I can see a strategy using the DK to "escort" the LR. Making a shooty version (Greatsword, psycannon) would provide a tactical challenge to the oppo - kill the DK or the LR? Plus, you can casually walk the DK to an objective, shooting as you go.

Ymmv!

   
 
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