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![[Post New]](/s/i/i.gif) 2015/02/26 07:38:53
Subject: [1850] - Sentinels of Terra - Tournament List
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Fresh-Faced New User
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Hello,
I am going to be playing in an 1850 tournament in 2 weeks and I am wanting to play Sentinels of Terra for the tournament. Missions are going to be Eternal War missions and the armies that play at this tournament are 2 eldar players, lot of space marines (white scars, space wolves) few Imperial knight armies, IG, couple orks and chaos space marines and 1 daemon player. The list I made for this tournament:
HQ:
Chapter Master on bike, 2+ 3++ with thunder hammer - 215pts
Librarian with bones, bike, lvl 2 with force axe - 135pts (he opens up the command squad)
Command Squad 3 melta bombs 4 shields 4 grav guns and apothecary all on bike - 265pts
Elites
Centurion Devestator Squad TL lascannons with missile launchers on all 3 with omni on sgt - 290pts
Troops
10 tactical marines no upgrades all bolters with drop pod - 175pts
10 tactical marines no upgrades all bolters with drop pod - 175pts
10 tactical marines no upgrades all bolters with drop pod - 175pts
Heavy Support
Devestator Squad 4 lascannons and bolter/bolt pistol on sgt - 150pts
Predator with TL lascannon and lascannon sponsons and Battle of Sarosh legacy - 170pts
Thunderfire Cannon - 100pts
This all comes out to 1850 pts exactly
I was trying to make this as a TAC list, having a backfield of tankhunters for anti-vehicle, thunderfire for anti-infantry, lot of marines for distraction and holding objectives and a bike unit that can soak up shots as well as running around the opponents backfield causing havoc.
I took the predator over another devestator squad and I didn't have another 4 lascannons that could create this and since I didn't have anti-air, having the battle of sarosh could help in taking out 1 flyer or at least making it jink and causing it to not do much the first turn it comes in.
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![[Post New]](/s/i/i.gif) 2015/02/26 08:04:48
Subject: [1850] - Sentinels of Terra - Tournament List
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Shas'la with Pulse Carbine
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I would still find some points to put special weps in your tax squads so they can actually do something rather than spending over 500 points on distractions. Automatically Appended Next Post: *tac
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This message was edited 1 time. Last update was at 2015/02/26 08:05:06
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![[Post New]](/s/i/i.gif) 2015/02/26 08:41:56
Subject: Re:[1850] - Sentinels of Terra - Tournament List
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Perfect Shot Ultramarine Predator Pilot
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You need at least meltagun, combi-melta on the tac squads since you are taking drop pods.
A single pred is not my idea of anti-tank, i would take another lascannon dev squad or a thunderfire if available
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![[Post New]](/s/i/i.gif) 2015/02/26 09:15:55
Subject: Re:[1850] - Sentinels of Terra - Tournament List
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Fresh-Faced New User
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Yea I thought of adding meltaguns to the tac squads. I could remove the missiles from the devs and that would give me enough for 1 melta in each of the units. As for the predator, I do see your point. The only thing is, I don't have another squad of lascannons I could take instead of the predator.
The thing is about this army when I was making this list. I have the centurions and devestator squad that has tankhunter cause of being Imperial Fist suppliment, which that is 2 units for anti-vehicle. My other choices besides the predator is taking missile launcher squad as I don't have another lascannon squad, but then again, I could change out the legacy for schism of mars which does give tankhunter. Those would be my options for the heavy support slot. As for adding another thunderfire cannon instead, I don't have another or that could be a possibility.
For a missile squad of devestators, I could take and this would free up enough pts to give both melta and combi-melta to the squads, and then I would have to take missles from the centurions as well. So now the list would look something like this:
HQ:
Chapter Master on bike, 2+ 3++ with thunder hammer - 215pts
Librarian with bones, bike, lvl 2 with force axe auspex and melta bomb - 145pts (he opens up the command squad)
Command Squad 3 melta bombs 4 shields 4 grav guns and apothecary all on bike - 265pts
Elites
Centurion Devestator Squad TL lascannons with omni on sgt - 260pts
Troops
10 tactical marines melta/combi-melta all bolters with drop pod - 195pts
10 tactical marines melta/combi-melta all bolters with drop pod - 195pts
10 tactical marines melta/combi-melta all bolters with drop pod - 195pts
Heavy Support
Devestator Squad 4 lascannons and bolter/bolt pistol on sgt - 150pts
Devestator Squad 4 missile launchers and bolter/bolt pistol on sgt - 130pts
Thunderfire Cannon - 100pts
From taking 3 missile launchers from the centurions this freed up 10pts which I gave to my librarian, giving him auspex to give -1 cover to whatever I shoot at with the squad and also melta bombs for when I go after vehicles and MCs.
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![[Post New]](/s/i/i.gif) 2015/02/26 15:18:38
Subject: Re:[1850] - Sentinels of Terra - Tournament List
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Perfect Shot Ultramarine Predator Pilot
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Much much better!
I quite like your list!
It looks very point efficient with no surplus upgrades and puts many models, threats and big guns on the table!
The only thing to reconsider would be the missiles on the Cents.I always run them with bolters but your setup is the only worthwhile exception (imperial fists (tank hunters) with tl lascannons)
That way you will most certainly wreck a vehicle by stripping hull points and splitfiring would be an easier choice.
I would trim some storm shields and melta bombs from your command squad to get the missiles. It already has ink and the chapter master who will tank wounds and crush things in melee
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![[Post New]](/s/i/i.gif) 2015/02/26 21:13:30
Subject: Re:[1850] - Sentinels of Terra - Tournament List
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Fresh-Faced New User
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Thank you for the ideas. I don't ever run missiles on cents myself, but yes with tank hunter it sounds better to have. If I were to add missiles to them (all 3) then I would be dropping down to 2 shields for the command squad and also dropping 1 melta bomb from librarian and 1 from the command squad. Only thing about doing this, at least for me, I feel like having 3 shields would seem like a "safer" route only to be able to soak up shots if I don't want to tank them on my CM, which if I did that, I could do 1 missile on Sgt cent and 1 on another if I wanted 3 shields.
I am going to be testing this list this coming Saturday so having different ideas of what I can do differently would be really good since ill be playing all day
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![[Post New]](/s/i/i.gif) 2015/02/26 22:24:16
Subject: [1850] - Sentinels of Terra - Tournament List
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Judgemental Grey Knight Justicar
Northern Texas, USA
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I like the Dev Cents much better than regular devastators... they can survive AP3 flamers which will one-shot an entrenched dev squad, and they can even shuffle around a bit if needed. I also recommend the missiles on them because you already have tank hunter and you're already committing to them so maximize the damage output of the slot they are taking up. I wouldn't recommend the omniscope in this case... every game I used to take it and never once did I feel that it wasn't worth overkilling my primary target with all three model's full firepower... I find overkilling is way better than hoping 2 of them can get it done, and watching one whiff a single target. As for the command squad, I think 2 shields is plenty. You'll probably not want to jink with all the grav guns, and even so, losing one model is going to be hard to stomach with a 25+ points of upgrades on them... I like the melta bombs for when you get into CC to finish off something like an MC though. They libby with the bones is great. I'd give him the staff though because you'll already have the rest of the squad hitting in cc at initiative 1.. might as well get some earlier attacks in there. Plus, if you roll on Biomancy, you may get really high strength with the +2 from the staff! The tac squads in pods are nice with melta, combi-melta; always combat squad on the drop and that's a great unit for under 200 points. If you have the extra points, I'd add melta bombs too to each unit, that way if an MC crashes into you, at least you'll have one attack that may do something. I think you should drop the missile dev squad to put 2 extra bodies with the lascannon squad for ablative wounds, and add a Scout squad with bolters in a LSS w/heavy flamer for a mobile, late-game objective grab.
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This message was edited 1 time. Last update was at 2015/02/26 22:32:48
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![[Post New]](/s/i/i.gif) 2015/02/26 22:36:40
Subject: Re:[1850] - Sentinels of Terra - Tournament List
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Annoyed Blood Angel Devastator
Thornton Colorado
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xanced wrote:Thank you for the ideas. I don't ever run missiles on cents myself, but yes with tank hunter it sounds better to have. If I were to add missiles to them (all 3) then I would be dropping down to 2 shields for the command squad and also dropping 1 melta bomb from librarian and 1 from the command squad. Only thing about doing this, at least for me, I feel like having 3 shields would seem like a "safer" route only to be able to soak up shots if I don't want to tank them on my CM, which if I did that, I could do 1 missile on Sgt cent and 1 on another if I wanted 3 shields.
I am going to be testing this list this coming Saturday so having different ideas of what I can do differently would be really good since ill be playing all day 
I would at least put the missile on the Sargent to take better advantage of the omni scope.
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10000
1250
Check out my Blog for local events and other 40K things
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![[Post New]](/s/i/i.gif) 2015/02/27 02:23:42
Subject: [1850] - Sentinels of Terra - Tournament List
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Been Around the Block
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Idk about meltas on the Tac squads... I think plasma would be better since they synergize better. You probably have enough AT from ure 2 dev squads plus the pred. You could use the tacs to drop on groups of infantry and ull wreck MEQ and TEQ. Just my opinion
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![[Post New]](/s/i/i.gif) 2015/02/27 03:09:28
Subject: [1850] - Sentinels of Terra - Tournament List
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Battlefortress Driver with Krusha Wheel
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Librarians and chaplains don't open up the command squad, nor do chapter masters. Only captains, and marine captain equivilents.
Here is what I typically run in 1850
sentinels of terra
Lysander
level 2 librarian with bones (both with centurions)
troops
10x tac marines, heavy bolter, meltagun, meltabomb, drop pod
10x tac marines, heavy bolter, meltagun, meltabomb, drop pod
10x tac marines, heavy bolter, meltagun, drop pod
3x centurions, grav cannons, hurricane bolters 240
thunderfire cannon
imperial fists allies
chapter master, bike, shield eternal, thunder hammer
4x bikes, 2 meltaguns, melta bomb, attack bike, multi melta (troops because chapter master is on bike.
5x devastators, 4x lascannons.
It does pretty well for me, throw in a stormtalon for 2k. This list gives you a potential of 10 ObSec units, rerolls instead of rerolling 1s on bolters, making snap firing heavy bolters less painful, and more dangerous to light vehicle spam like dark elder and orks, and is fun (except against 3 flyrant lists).
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2015/02/27 12:36:34
Subject: Re:[1850] - Sentinels of Terra - Tournament List
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Fresh-Faced New User
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I am looking at the book and it does say librarians open up 1 unit of command squad. That list does look good. I don't heave any heavy bolters however so would have to make a few if I wanted to use them. Automatically Appended Next Post: With all the suggestion so far, I have updated my list a bit:
+++ New SoT (1848pts) +++
++ Space Marines: Supplement - Sentinels of Terra (2013) (Combined Arms Detachment) (1848pts) ++
+ HQ (595pts) +
Chapter Master (215pts) [Bike, Storm Shield]
Artificer Armour [Bolt Pistol, Thunder Hammer]
Librarian (380pts) [Auspex, Bike, Epistolary, Force Sword, Relic: The Bones of Osrak]
Command Squad [2x Melta Bombs, Space Marine Bikes, 2x Storm Shield]
Apothecary [Bolt Pistol, Chainsword]
4x Veteran Space Marine [4x Bolt Pistol, 4x Grav-gun]
Power Armour [Bolt Pistol]
+ Elites (290pts) +
Centurion Devastator Squad (290pts)
2x Centurion [2x Missile Launcher, 2x Twin-linked Lascannon]
Centurion Sergeant [Missile Launcher, Omniscope, Twin-linked Lascannon]
+ Troops (685pts) +
Scout Squad (100pts) [4x Scout with Bolter]
Land Speeder Storm [Heavy Flamer]
Scout Sergeant [Bolt Pistol, Bolter]
Tactical Squad (195pts) [8x Space Marine, Space Marine w/ Meltagun]
Drop Pod [Storm Bolter]
Sergeant [Bolt Pistol, Combi Melta]
Tactical Squad (195pts) [8x Space Marine, Space Marine w/ Meltagun]
Drop Pod [Storm Bolter]
Sergeant [Bolt Pistol, Combi Melta]
Tactical Squad (195pts) [8x Space Marine, Space Marine w/ Meltagun]
Drop Pod [Storm Bolter]
Sergeant [Bolt Pistol, Combi Melta]
+ Heavy Support (278pts) +
Devastator Squad (178pts) [2x Space Marine, 4x Space Marine w/ Lascannon]
Sergeant [Bolt Pistol, Bolter]
Thunderfire Cannon (100pts)
I was still debating on these possibilities as well:
1. Instead of the 2 space marines, I am able to go with plasma guns on the tactical marines. Although I don't like putting melta bombs on the sgt only because when I have played games with drop pod lists, the sgt don't last more than a turn. It just seems like a waste of points when I can just add to something else that could possibly help with either alpha strike or assisting in keeping some units alive longer.
2. dropping the 2 extra marines and the LSS with scouts for the missile devs. I understand some people don't like them as much as a lascannon squad, but since they have tankhunter, this still does give me a chance to take out high AV models. With this option, I would not be able to take plasma guns and combi-plasma on tactical marines as I would be exactly at 1850.
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This message was edited 1 time. Last update was at 2015/02/27 13:21:57
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![[Post New]](/s/i/i.gif) 2015/02/27 14:12:30
Subject: [1850] - Sentinels of Terra - Tournament List
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Secretive Dark Angels Veteran
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I think you should change 1 tact squad to having plasma and combi plasma. The reason is you specialize with the bolters at taking out infantry with your rerolls. If you take all meltas you will not be using the bolters at all. I would prefer to see a unit that was designated to shooting infantry and the plasma obv are better for that.
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2015/02/27 15:24:34
Subject: [1850] - Sentinels of Terra - Tournament List
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Judgemental Grey Knight Justicar
Northern Texas, USA
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Orock wrote:Librarians and chaplains don't open up the command squad, nor do chapter masters. Only captains, and marine captain equivilents.
Here is what I typically run in 1850
sentinels of terra
Lysander
level 2 librarian with bones (both with centurions)
troops
10x tac marines, heavy bolter, meltagun, meltabomb, drop pod
10x tac marines, heavy bolter, meltagun, meltabomb, drop pod
10x tac marines, heavy bolter, meltagun, drop pod
3x centurions, grav cannons, hurricane bolters 240
thunderfire cannon
imperial fists allies
chapter master, bike, shield eternal, thunder hammer
4x bikes, 2 meltaguns, melta bomb, attack bike, multi melta (troops because chapter master is on bike.
5x devastators, 4x lascannons.
It does pretty well for me, throw in a stormtalon for 2k. This list gives you a potential of 10 ObSec units, rerolls instead of rerolling 1s on bolters, making snap firing heavy bolters less painful, and more dangerous to light vehicle spam like dark elder and orks, and is fun (except against 3 flyrant lists).
First of all, Librarians definitely do unlock the command squad. It says it in the codex.
Secondly, you cannot ally Imperial Fists with Sentinels of Terra as you have listed above... you cannot take an Allied Detachment with the same Faction as your Combined Arms Detachment, your Primary Detachment in this case. You can take another Combined Arms Detachment though (I know it's technical, but that's the way it works.. so just get another troop choice in there to start...). Furthermore, the Sentinels of Terra supplement still uses the Imperial Fists Chapter Tactics, it says so right in the book, and you therefore can't take them together unless they are both Combined Arms Detachments. Even then, doing so to get access to both sets of Relics wont' work because the supplement says that you cannot take relics from the regular codex if you are taking them from the supplement.
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