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Made in us
Savage Khorne Berserker Biker





I made this list to beat a tau friend of mine, but I want to see how you guys think it would do against other armies. I think it would be fine against marines/ chaos/necrons.... probabally get beaten by nids, have a tough time against orks, and beat tau/eldar. I made it at home, but I'm posting it here, so I don't have the points with me. The plan is to deep strike everything in, rapid firing the plasma guns, throwing demolition charges, and firing meltaguns into tanks or terminators. I figure with 54 str 7 ap 2 shots, and 22 str 8 ap 1 shots, combined with 7 demolition charges and 202 flashlight shots on the turn I drop..... I should be killing something.... now if I could just get them to all drop at the same time.... oh well, I suppose some of them waiting to drop until later would be good, as they could wipe up whatever manages to get lucky and survive.  

 Doctrines:
Drop Troops
Close Order Drill

Shaeffers Last Chancers
Colonel Shaeffer
Kage
5 Specialists
-5 Demolition Charges
5 Specialists
-5 Melta Guns

Command Platoon
Junior Officer
-Honorifica Imperialis
Command Squad
-3 Plasma Guns
Special Weapons Team
-Demolition Charge, 2 Meltaguns
Special Weapons Team
-Demolition Charge, 2 Meltaguns

5 Veterans
-3 Meltaguns

5 Veterans
-3 Meltaguns

5 Veterans
-3 Meltaguns

Infantry Platoon
Junior Officer
Command Squad
-4 Plasma Guns
Infantry Squad
-Plasma Gun
Infantry Squad
-Plasma Gun
Remnant Squad
-Meltagun

Infantry Platoon
Junior Officer
Command Squad
-4 Plasma Guns
Infantry Squad
-Plasma Gun
Infantry Squad
-Plasma Gun
Remnant Squad
-Meltagun

Infantry Platoon
Junior Officer
Command Squad
-4 Plasma Guns
Infantry Squad
-Plasma Gun
Infantry Squad
-Plasma Gun
Remnant Squad
-Meltagun

Infantry Platoon
Junior Officer
Command Squad
-4 Plasma Guns
Infantry Squad
-Plasma Gun
Infantry Squad
-Plasma Gun
Remnant Squad
-Meltagun


Angron- crushing the theme and fluff of armies one horde at a time.

-The Trooper 
   
Made in us
Rough Rider with Boomstick





Looks good, I would only recomend that you swap the meltas in the demo charge squads to flamers. Gives you a bit more anti-horde punch, is stil nasty vs marines. Plus it matches the targets that you should be hitting with that demo charge a bit better. Also swap the melta in the remnant squads for a flamer. It again helps you vs nids and orks and tau, and bs3 melta guns are not that great unless used en mass a la 4 melta command sqauds. Oh yeah, you will be hurtin vs monoliths, however you should have no problems forceing a phase out with this list.

   
Made in us
Savage Khorne Berserker Biker





Yeah, I've been debating about putting flamers in the special weapon charges... but as far as the remnant squads are concerned... there's not enough horde players around here to justify it.

Angron- crushing the theme and fluff of armies one horde at a time.

-The Trooper 
   
Made in us
Dakka Veteran





What I've found useful for lists like this to get some extra anti-horde punch is for a few line squads to take "jungle fighters" and a heavy flamer. Put the heavy flamer on the large heavy weapon base. Then, even if you scatter off target quite a bit, you can put the heavy flamer on the outer edge of the squad's drop circle and make up a decent amount of range back to target. Also makes it easy to line the flamer up to hit the maximum number of enemy models. Works pretty well on MEQs, too.

I like the extra demo charges.  You'll appreciate them when you come against blood angels, necrons and other things that need to be insta-killed in large numbers.

Holy thread Necromancy Batman. We just might have a new record. - Jayden63 commenting after someone responds to one of my battlereports from 27 months ago 
   
Made in us
Rough Rider with Boomstick





The problem with the remnant squads is that you have to answer the question what is this units job?

1) Tank hunter? = go with a melta

2)Hide out of line of sight to hold objective or quarter = flamer

3)Kill MEQs = plasma gun or flamer, both will kill about the same amount at bs3.

4)Kill light infantry = flamer

5)asault speed bump = flamer

See how often flamer keeps comming up? With the amount of meltas you have.....
   
Made in us
Awesome Autarch






Las Vegas, NV

Drop the HI on your HQ JO. He wont need it as he will most likely die the turn he comes in. Also give the same squad an extra special weapon.

Remember to always toss the demo charges first in your special weapon squads! the stupid things have a tendency to scatter back on to your own troops and blow them up sometimes preventing you from firing the other weapons. I like one squad with 2 flamers, one with 2 melta.

I have found that the remnant squads with either a melta or a flamer work great. they are cheap, and can pop a tank or heavy infantry, are scoring and are just one more target on the board to dilute your opponants firepower.

Other than that, this is a pretty savage list. The extra heavy flamer with jungle fighters works like a charm, and statistically if you are fighting MEQ's in cover, you have a better chance of killing them with the heavy flamer than with a gaurdsmen firing a plasma gun. But, to put it in a squad costs the same amount of points as a lascannon, so its not always points efficient if you dont play any 4+ save enemies.

The only problem with lists like this are filling up the good landing spots with two many of your own troops that can kill your deepstrikers with a bad scatter roll, and fast assault armies that castle effectively. all it takes is one or two powerful assault units to tear through your clustered up units like a chainsaw.

   
Made in us
Master Sergeant





Posted By Reecius on 06/13/2007 10:26 AM
Remember to always toss the demo charges first in your special weapon squads! the stupid things have a tendency to scatter back on to your own troops and blow them up sometimes preventing you from firing the other weapons.
Isn't all shooting simultaneous? And even if it isn't, wouldn't it better to throw the demo charge last?

Green Blow Fly wrote:Arseholes need to be kept in check. They do exist and play 40k.

Ironically, they do. So do cheats. 
   
Made in us
Awesome Autarch






Las Vegas, NV

Yes it is, that is a good point. The interpretation we played is that since you resolve firing multiple template weapons (like 4 frag missles for instance) one at a time, that a demo charge that scatters back onto your own squad kills your guys before they fire.

I could be wrong though, wouldn't be the first time.

   
Made in us
Sslimey Sslyth




I would think throwing it first would allow you the potential of getting more hits with the higher strength/lower AP weapon, then trying to mop up with the las-guns.

Sal.
   
Made in us
Sslimey Sslyth




I would think throwing it first would allow you the potential of getting more hits with the higher strength/lower AP weapon, then trying to mop up with the las-guns.

Sal.
   
Made in us
Master Sergeant





Posted By Saldiven on 06/13/2007 1:31 PM
I would think throwing it first would allow you the potential of getting more hits with the higher strength/lower AP weapon, then trying to mop up with the las-guns.
Again, why would it matter? All shooting from one unit is simultaneous.


Green Blow Fly wrote:Arseholes need to be kept in check. They do exist and play 40k.

Ironically, they do. So do cheats. 
   
Made in us
Regular Dakkanaut




Posted By Stu-Rat on 06/13/2007 1:56 PM
Posted By Saldiven on 06/13/2007 1:31 PM
I would think throwing it first would allow you the potential of getting more hits with the higher strength/lower AP weapon, then trying to mop up with the las-guns.
Again, why would it matter? All shooting from one unit is simultaneous.



In theory yes, but blast markers change that a little since you want to work them out first to get max hits with them. if you just did blast markers willy nilly you would hit less guys with them. though this does raise the question if you are at max range and the guy you just hit with the  blast marker takes the leading guys is he out of range?

fellblade wrote:Always buy ugly dice. Pretty dice think it's enough that they look good; ugly dice put out.
 
   
Made in us
Master Sergeant





Posted By Narlix on 06/13/2007 2:11 PM
In theory yes, but blast markers change that a little since you want to work them out first to get max hits with them. if you just did blast markers willy nilly you would hit less guys with them. though this does raise the question if you are at max range and the guy you just hit with the  blast marker takes the leading guys is he out of range?


Again, unless I'm missing something really obvious, it doesn't matter. Say you can cover all 8 of a 8-man squad with a template. You do so and kill all but two. You then kill two more with Lasguns. Total is 8 dead.

Reverse it. Same thing.

Not that it matters, as all shooting from one unit is simultaneous, correct? The only case in the rulebook where it differs is if you use more than one template weapon at a time.


Green Blow Fly wrote:Arseholes need to be kept in check. They do exist and play 40k.

Ironically, they do. So do cheats. 
   
 
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