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![[Post New]](/s/i/i.gif) 2012/10/17 01:16:38
Subject: C:SM army addition advice
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Land Raider Pilot on Cruise Control
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I've got a decent list going, but my army is missing something. My army includes the following:
2 10 man tac squads w/ plas & meltaguns
TL;Las+HB pred w/ extra armor
5 man Dev w/ plasma cannon and missile launcher
5 tac termies w/ 1 CF and AC
Chapter Master
Captain
PA Libby
Chaplain
unfinished 10 man Assault squad
Other than the obvious need for transports, would I need maybe some TH/SS termies or combi-flamer sterns?
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Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2012/10/17 01:21:19
Subject: C:SM army addition advice
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Regular Dakkanaut
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I see a lot of Sternguard w/ Combi-melta Combi-plasma. My buddy always brings 2 sternguard squads, drop pods behinds my vehicles and pops them immediately.
On a GK vs SM game he took all combi-plasmas, and just annhiliated nearly 50% of my army turn 1 ( I picked terminators)
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![[Post New]](/s/i/i.gif) 2012/10/17 01:44:59
Subject: C:SM army addition advice
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Death-Dealing Ultramarine Devastator
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Thunderfire cannon, scouts with snipers. Both are very under rated. Scouts hit on 4's wound on 4's regardless of toughness and if you get a 6 it's a wound treated as ap 2. Sniper has rending and pinning special rules.
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dark angels 2,000 pts
Tyranids: 2,000 Pts
6th edition
26-2-3
+5 successful trades strengthofthedragon2, Grav33, godswildcard, lynxstrife, SonicPara |
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![[Post New]](/s/i/i.gif) 2012/10/17 01:54:54
Subject: C:SM army addition advice
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Land Raider Pilot on Cruise Control
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decoste007xt wrote:I see a lot of Sternguard w/ Combi-melta Combi-plasma. My buddy always brings 2 sternguard squads, drop pods behinds my vehicles and pops them immediately.
On a GK vs SM game he took all combi-plasmas, and just annhiliated nearly 50% of my army turn 1 ( I picked terminators)
I've already got two 10 man tacs, and 3/4 of the added weapons are regular plasma guns(2 shots rapid fire), so i have more than enough MEQ fire, hordes are what i'm worried about, and khorne bezerker rushes overwhelming my tac marines.
Maybe lol worthy for DP spam w/ sterns + combi- plas. What special ammo did he use?
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This message was edited 1 time. Last update was at 2012/10/17 01:56:09
Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2012/10/17 08:26:45
Subject: Re:C:SM army addition advice
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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A single pod with plasma/melta sternguard is hard to go wrong with. They don't have to suicide pod. Sternguard are such a fantastic unit that it's hard to say no to them.
TH/SS terms will give you a hammer to deal with enemy deathstars and nasty monsters.
What I'd humbly suggest is speeders. They bring mobile firepower. They can be equipped as scalpels, such as the infamous MM/HF variant, or given Typhoon rokkits for long range fire support. I'm a big fan of Typhoons myself, scooting out of range/LOS of enemy AT weapons whilst still bringing effective firepower, and they can sneak many krak missiles into the soft flanks of enemy armor.
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![[Post New]](/s/i/i.gif) 2012/10/17 11:32:23
Subject: Re:C:SM army addition advice
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Land Raider Pilot on Cruise Control
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i might have enough space in FA for a speeder or two, I don't want to part with my bike squad either.
I think I might get sterns w/ combi-weapons, but i also need another counter-attack unit in-case my assault marines are depleted by shooting/assaults
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Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2012/10/17 12:31:02
Subject: Re:C:SM army addition advice
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Stalwart Veteran Guard Sergeant
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My personal oppinion speaking in sixth addition bring a allied guard detachment you could paint them up like chapter serfs just a squad of flamer vets in chimera will stop ork and nid hordes and slow down csm long enough for you to flank
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Fire Fire fixes everything |
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![[Post New]](/s/i/i.gif) 2012/10/17 12:42:16
Subject: Re:C:SM army addition advice
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Land Raider Pilot on Cruise Control
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Lord General Cheese wrote:My personal oppinion speaking in sixth addition bring a allied guard detachment you could paint them up like chapter serfs just a squad of flamer vets in chimera will stop ork and nid hordes and slow down csm long enough for you to flank
This job can be easily done by sterns w/ combi-flamers for anti-horde, not to mention that you get speciallist ammunition that can counter any threat the suddenly grips you. Not to mention that he sterns are better in close combat than IG squads if push came to shove.
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Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2012/10/17 12:44:47
Subject: C:SM army addition advice
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Stalwart Veteran Guard Sergeant
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Give the IG squad shot guns boom bam if they shoot first their wont be nothing left to assault them plus if you plan on drop podding sterns they lose a lot of movement and tactical flexibility once their dropped you can always put the guardsmen back in the chimera and drive them to where you need them
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Fire Fire fixes everything |
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![[Post New]](/s/i/i.gif) 2012/10/17 12:51:58
Subject: C:SM army addition advice
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Land Raider Pilot on Cruise Control
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Lord General Cheese wrote:Give the IG squad shot guns boom bam if they shoot first their wont be nothing left to assault them plus if you plan on drop podding sterns they lose a lot of movement and tactical flexibility once their dropped you can always put the guardsmen back in the chimera and drive them to where you need them
If guardsmen get assaulted, their doen. Sterns have ATSKNF, which they can fall back and auto-regroup and pound some special ammo into their assaulters, and with the ATSKNF, they can't be destroyed by sweeping advance, which guardsmen can be.
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Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2012/10/17 12:55:13
Subject: C:SM army addition advice
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Stalwart Veteran Guard Sergeant
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Attach a commissar and your good with the guard they wont budge a inch
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Fire Fire fixes everything |
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![[Post New]](/s/i/i.gif) 2012/10/17 13:00:18
Subject: C:SM army addition advice
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Land Raider Pilot on Cruise Control
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not the point.
I have an advantage as vanilla marines to choose to fall back to regroup and throws lots of bullets back at you in the shooting phase, not to mention I get overwatch if you try to assault me. If your guardsmen stay in close combat, they will be eviscerated many times over; way to try to be a hero, your not Opius dude.
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This message was edited 1 time. Last update was at 2012/10/17 13:00:33
Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2012/10/17 13:02:37
Subject: C:SM army addition advice
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Stalwart Veteran Guard Sergeant
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Guard do all the work all the work not the speehss marines they swoop in just after the guard does all the heavy lifting just to take the credit
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Fire Fire fixes everything |
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![[Post New]](/s/i/i.gif) 2012/10/17 13:12:19
Subject: C:SM army addition advice
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Land Raider Pilot on Cruise Control
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Lord General Cheese wrote:Guard do all the work all the work not the speehss marines they swoop in just after the guard does all the heavy lifting just to take the credit
Not talking about fluff, theres other forums for that
besides, IG BS3 will lose the competition to sterns. BS4, combi-weapons that use special ammo to rape anything imaginable, and the fact that they are veterans means they do better in close combat if they are forced in. the next part would be to rhino them in or DP spam?
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This message was edited 2 times. Last update was at 2012/10/17 13:13:12
Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2012/10/17 13:15:58
Subject: C:SM army addition advice
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Stalwart Veteran Guard Sergeant
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First of all veterans in the guard your hopeless
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Fire Fire fixes everything |
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![[Post New]](/s/i/i.gif) 2012/10/17 13:26:20
Subject: C:SM army addition advice
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The Marine Standing Behind Marneus Calgar
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A land speeder or two makes a good addition to any collection. You can equip them for a variety of roles, so can fill the gaps in any list you make.
5 man sniper scout unit is a good, solid, cheep troop pick. Plus they give you a chance to paint something not your standard chapter power armor color scheme. I'd pick a squad of scouts before a third tac squad if expanding to higher point games.
Sternguard are just awesome.
If you decide to pick up drop pods, you might want to consider a dreadnought. Either a basic one or an ironclad.
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![[Post New]](/s/i/i.gif) 2012/10/17 14:15:35
Subject: Re:C:SM army addition advice
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Bounding Assault Marine
brooklyn, NY. USA
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i dont understand what the job of your Predator is, out of the 4 builds available its by far the weakest IMO. The Autocannon-HB/dakka Pred is anti Infantry, the All Lascannon one is anti vehicle, the Autocannon + LC sponsons is good against light armour, but the Lascannon + HB pred doesnt make much sense
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There is only the Emperor! He is our shield and protector.
Crimson Fist- 9,000+
30K Imperial Fists- 2100 |
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![[Post New]](/s/i/i.gif) 2012/10/17 14:38:42
Subject: C:SM army addition advice
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Rotting Sorcerer of Nurgle
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Lascannon + HB is for those that want to have the flexibility and that don't mind the opportunity cost per turn.
I personally like the AC + HB dakka pred, fist full of dice.
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This message was edited 1 time. Last update was at 2012/10/17 14:39:12
This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2012/10/17 16:54:41
Subject: C:SM army addition advice
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Land Raider Pilot on Cruise Control
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Nevelon wrote:A land speeder or two makes a good addition to any collection. You can equip them for a variety of roles, so can fill the gaps in any list you make.
5 man sniper scout unit is a good, solid, cheep troop pick. Plus they give you a chance to paint something not your standard chapter power armor color scheme. I'd pick a squad of scouts before a third tac squad if expanding to higher point games.
Sternguard are just awesome.
If you decide to pick up drop pods, you might want to consider a dreadnought. Either a basic one or an ironclad.
I need something to take down deathstars(called bezerkers, so not really deathstars), maybe Assault termies( btw, do the lightning claws have ap2 or 3?).
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Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2012/10/17 16:59:55
Subject: C:SM army addition advice
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Bounding Assault Marine
brooklyn, NY. USA
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lightning clawa are AP3, threy are basically mini swords.
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There is only the Emperor! He is our shield and protector.
Crimson Fist- 9,000+
30K Imperial Fists- 2100 |
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![[Post New]](/s/i/i.gif) 2012/10/17 21:05:06
Subject: C:SM army addition advice
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Land Raider Pilot on Cruise Control
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good, if i was trying to prioritized against bezerkers, would i need to have all models to include LCs for the +1 attack w/ shred special rule? Assault termies w/ LCs have ap3, with 2 base attacks,+1 for charge, and +1 for dual specialist weapons w/ multiple wounds. Sounds to me like a perfect match to those bezerkers.
Also, can DPs take locator beacons? A deep strike termie second wave following up on sterns could be an absolute kill shot. It wouldn't matter if they were tac or assault.
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This message was edited 2 times. Last update was at 2012/10/17 21:09:17
Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2012/10/18 02:59:02
Subject: C:SM army addition advice
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Bounding Assault Marine
brooklyn, NY. USA
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yes pods could take beacons, but if ur opponent has a idea of what ur doing, drop pods are awfully flimsy, plus they are open topped so you cant rely on 1 lasting til ur termies come in, ud need to drop 2-3 to make sure you have a beacon to teleport near in turn 2 or 3.
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There is only the Emperor! He is our shield and protector.
Crimson Fist- 9,000+
30K Imperial Fists- 2100 |
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![[Post New]](/s/i/i.gif) 2012/10/18 12:59:27
Subject: C:SM army addition advice
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The Marine Standing Behind Marneus Calgar
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If you are building an army that relies on beacons, consider a unit of scout bikers. This will give you a few static locations on the pods, an one mobile one on the bikes to drop on.
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![[Post New]](/s/i/i.gif) 2012/10/19 03:14:35
Subject: C:SM army addition advice
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Land Raider Pilot on Cruise Control
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Nevelon wrote:If you are building an army that relies on beacons, consider a unit of scout bikers. This will give you a few static locations on the pods, an one mobile one on the bikes to drop on.
Im not really going to rely on beacons, i was just asking if I could put one on a DP
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Blood Ravens 2nd Company (C:SM)
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![[Post New]](/s/i/i.gif) 2012/10/19 13:09:15
Subject: C:SM army addition advice
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The Marine Standing Behind Marneus Calgar
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ace101 wrote: Nevelon wrote:If you are building an army that relies on beacons, consider a unit of scout bikers. This will give you a few static locations on the pods, an one mobile one on the bikes to drop on.
Im not really going to rely on beacons, i was just asking if I could put one on a DP
You can, but I think they are unnecessary most of the time.
The only time you need that level of precision is if you are dropping close range weapons, like melta or flamers, or need to assault with Vanguard Vets. I'm not a big fan of DSing assault elements. The turn you spend waiting is the turn you die. Shooting units (like tac terminators) just need to be kinda close. You can generally find a clear LZ within 2 feet of your target, and that's all they need.
They can also be useful if you are using a GoI librarian to port around sternguard. The scatter die might be enough to take you out of rapid fire range. Their usefulness also goes up with the amount of terrain you play with.
And they are a chunk of points.
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