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Made in gb
Fluttering Firewyrm of Tzeentch





Hiya, I thought I'd give you all a chance to destroy me, this list isn't for tournies, but does go up against a lot of armies that do, so it still has to be effective.

 

The Angels of Mercy                   Significantly Divergent Marine Army

Purity Above All +Cleanse and Purify  vs-Flesh Over Steel    Have Pride in your Colours

 NEW VERSION OF LIST IN POST 3

1 Epistolary Librarian (HQ)  Termie Armour     #Fury Ancients ) @ 143 Pts

1 Reclusiarch (HQ) Pts  Bolt Pistol (x1); Jump Pack Frag Grenades  @ 107

5 man Terminator Squad (Elites) Assault Cannon (x2)     Auspex  @ 242 Pts   

8 man Assault Squad (Fast Attack) Veteran with Power Fist +BP(x1)  @ 206 Pts      

2 Land Speeders with Heavy Bolter  @100 Pts

1 LS Tornado #1 @ [xx] Pts

8 Tactical Squad (Troops)  Plasma Gun (x2)@ 202Pts
  1 Apothecary Power Fist +BP with  Auspex

8 Tactical Squad (Troops)  Plasma Gun (x2)@ 202Pts
  1 Apothecary Power Fist +BP with  Auspex

  6 Tactical Squad (Troops) @ 132 Pts
  
Apothecary   Bolter  Auspex

1 Whirlwind <st1:place>Battery</st1:place> (Heavy Support) @ 85 Pts

       

Models in Army:37 minis (3 apothecaries)+ 4 vehicles
Around 36% in troops if that matters to anyone.
Total Army Cost: 1499

 

Its done ok so far, its never going to handle the 4+ LRC lists (although it has scalped 2)and gets in trouble against the 12 destroyer list (just tricky matching the mobility and range). But its a footslog, with very mobile support. Tactically pretty simple  walking phalanx (crossover apoths)that protect jump squad and termies whilst the flanks are harried by the Librarian and speeders. If lots of ordinance on the other side, anti boom boom dispersion line, with cross-over near the middle so still covers the more expensive troops etc.

The whirlwind, might do something, but generally just forces opponents to spread out a bit so that its easier to pick out units.(and they can't just all hide in 12" square on deployment)It doesn't score its points back generally for me (bad scatter) but it makes people twitchy which is worth it, especially when it comes to charging spread units.
The Auspexs are again just a deterrent rather than effective in themselves they just make people reluctant to try kroot roadblocks etc.

 
I'm a bit too dependant on the asscans in the first few turns. And the way I've started using my assault squad they could be smaller- but keeping them large they can always start on a far flank and force split fire etc.
The phalanx is a bit obvious, termies up front to make people who fail target priority tests waste shots.6 man apoth squad is cheap, but also small so opponents seem to get obsessed with going after that one more than the others.

Everything is open to being smashed  but particularly I could do with some advice about the libby, some people say dump him, but he's my only long shooter in escalation etc.(and he really bugs people)I could drop the termie armour and bolster the 6man to 8 man- it would put me 4 points over(unless someone has a better swap around), so I'd get a mild eyebrow raise. I could make him a smaller libby on a bike and combat shield so that he always has a good angle for fury, but that would remove my long shot in escalation.
I’d like to bounce the termies up to 6 man- but I haven’t been able to fiddle the maths around to do that without really weakening some other element.
3 apothecaries seems to balance well for me, 2 can get picked off too early, If I did drop a larger squad I could stick in a generic 6 man dev (1 las 2 miss for my lack of tankbusting?) and swap the second basic speeder up to be the 2nd with the tornado unit instead.Bit reluctant though.

Rip away,
KMB


EDIT- Wow, it must be perfect ,I'm off travelling for a week, so don't get offended if I don't respond immediately (I think I've written a fair chunk already).
   
Made in us
Fresh-Faced New User




I fight with a castle version of your army and i like your CC version. However let me offer you some advice to maximize your killing potential.

First, i love Whirlwinds but get rid of it. Everything in your army/unit must have a purpose. What does the WW really do for you and this army?

Next reduce your squads to 5 men, by doing this with conjuction with WW you have freed up some serious points... nearly 200 points. You should add at least one more tactical squad w its applicable apocathary. You may even be able to get one small scout squad that you could inflitrate in.

Get rid of the Auspex, why do you need auspex for? If you have any knucklehead willing to go toe 2 toe with you up close and personal, with you having a CC army with (4) or more healers then let them do thier worst. Auspex will only alloy to shoot someone during inflitrate, who cares. run them through with your sword during round two maybe even one!

If we are going for the guesto, then replace your termie squad with a termie assault squad with a full complient of cash prizes! Get rid of pride in your colors and take something that will allow you to inflitrate. You can deep strike your termies as you get closer if you like. I like your army, but don't get destracted. Make it good at one thing, killing!


Nick
Ghosts of the Emporer
Purity Above all-We stand Alone
   
Made in gb
Fluttering Firewyrm of Tzeentch





Cheers for the feedback host
(BTW whats a castle version (vehicle size or chess maneuver?)) I'm not overly enthusiastic to shrink the squads quite that far.6 or less man medic squads at the core came across as a bit too fragile walking into spread gunlines.
I really can't consider swapping out the termies for CC brethren, as first turn I'm reliant (possibly too much) on their firepower) And the termies generally start on the table so that my opponent has alot more to have to deal with (if they DS turn 4,they normally will lose most support, and firemagnet bonus, but i do do it when neccessary). in escalation the whirlwind was a bit of a liability when not against horde, and now that skimmer lists are less persistant the libby wasn't doing so well, so they've been swapped out for more mobility. (I also got my 6th termie back in)

Modded list.
1 Reclusiarch (HQ) @ 107 Pts
     Bolt Pistol  Jump Pack  Frags

6 Terminator Squad (Elites) @ 282 Pts
    Assault Cannon (x2)    Auspex

6 Assault Squad (Fast Attack) @ 168 Pts
     Flamer (x1); Frag Grenades; Jump Packs
     1 Veteran Sergeant Power Fist
(smaller much less aggressive limited to weaker units,vehicles and counter assualts)

8 Tactical Squad (Troops) @ 202 Pts
     Plasma Gun (x2)  Apothecary Power Fist  Auspex

8 Tactical Squad (Troops) @ 200 Pts
     Plasma Gun (x2)  Apothecary Power Fist

6 Tactical Squad (Troops) @ 140 Pts
     Plasma Gun (x1)  Apothecary Bolter

6 Tactical Squad (Troops) @ 140 Pts
     Plasma Gun (x1)  Apothecary Bolter
         
2 Land Speeder (Heavy Bolter) @100Pts


2 LS Tornado Assault Cannon; Heavy Bolter @ 160 Pts

Models in Army: 41 minis (4 medics) + 4 speeders (45% troops)
Total Army Cost: 1499

It won a nice game yesterday against a good player (but fiddling with a new list himself.)I failed 40 odd of the 60+ saves, but the medics stayed throughout doing their job so I still had most troops still scoring in quarters (I just got to the middle and split 4 ways turn 6 meaning I beat him by something outrageous like 1200 points.(but it cost me the vehicles and termies in distractions to do it).
Managed to immobilise another crusader as an afterthought. o
Are those changes for the better?
Thanks in advance
KMB!
   
 
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