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Made in us
Warwick Kinrade




Mesa, Arizona

Didn't get much traction with my last post but it's always good to try again! I'm hoping this will be my last revision of this army after going through at least 20 versions of the list between the Spring FAQ and the Deathwatch release. This list is built with ITC Missions in mind and a very competitive environment as I have at least 4 GTs in the next 3 months.


++ Battalion Detachment +5CP (Imperium - Deathwatch) [46 PL, 822pts] ++

+ HQ +

Librarian [6 PL, 97pts]: Bolt Pistol, Force sword

Watch Captain [7 PL, 119pts]: Bolt Pistol, Jump Pack, Storm Bolter, Thunder hammer

+ Troops +

Intercessors [11 PL, 202pts]
. Hellblaster: Bolt Pistol, Plasma incinerator
. Hellblaster: Bolt Pistol, Plasma incinerator
. Hellblaster: Bolt Pistol, Plasma incinerator
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor Sergeant: Bolt Pistol, Bolt rifle, Chainsword

Intercessors [11 PL, 202pts]
. Hellblaster: Bolt Pistol, Plasma incinerator
. Hellblaster: Bolt Pistol, Plasma incinerator
. Hellblaster: Bolt Pistol, Plasma incinerator
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor Sergeant: Bolt Pistol, Bolt rifle, Chainsword

Intercessors [11 PL, 202pts]
. Hellblaster: Bolt Pistol, Plasma incinerator
. Hellblaster: Bolt Pistol, Plasma incinerator
. Hellblaster: Bolt Pistol, Plasma incinerator
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor: Bolt Pistol, Bolt rifle
. Intercessor Sergeant: Bolt Pistol, Bolt rifle, Chainsword

++ Battalion Detachment +5CP (Imperium - Blood Angels) [42 PL, 791pts] ++

+ HQ +

Captain [6 PL, 129pts]: Jump Pack, Storm shield, Thunder hammer

Captain [6 PL, 129pts]: Jump Pack, Storm shield, Thunder hammer

Captain [6 PL, 129pts]: Jump Pack, Storm shield, Thunder hammer

+ Troops +

Tactical Squad [5 PL, 90pts]
. 3x Space Marine
. Space Marine (Heavy weapon): Missile launcher
. Space Marine Sergeant: Boltgun, Chainsword

Tactical Squad [5 PL, 75pts]
. 3x Space Marine
. Space Marine (Heavy weapon): Heavy bolter
. Space Marine Sergeant: Boltgun, Chainsword

Tactical Squad [5 PL, 75pts]
. 3x Space Marine
. Space Marine (Heavy weapon): Heavy bolter
. Space Marine Sergeant: Boltgun, Chainsword

+ Elites +

Death Company [9 PL, 164pts]: Jump Pack
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Thunder hammer
. Death Company Marine: Boltgun, Chainsword

++ Battalion Detachment +5CP (Imperium - Astra Militarum) [25 PL, 387pts] ++

+ No Force Org Slot +

Regimental Doctrine: Tallarn

+ HQ +

Company Commander [2 PL, 31pts]: Boltgun, Chainsword, Grand Strategist, Kurov's Aquila, Warlord

Primaris Psyker [2 PL, 46pts]: Force Stave, Nightshroud, Psychic Maelstrom

Primaris Psyker [2 PL, 46pts]: Force Stave, Psychic Maelstrom, Terrifying Visions

+ Troops +

Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol

Infantry Squad [3 PL, 45pts]
. 7x Guardsman
. Heavy Weapon Team: Mortar
. Sergeant: Chainsword, Laspistol

+ Elites +

Astropath [1 PL, 30pts]: Laspistol, Psychic Maelstrom

+ Heavy Support +

Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar

Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar

Heavy Weapons Squad [3 PL, 33pts]
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar
. Heavy Weapon Team: Mortar

++ Total: [113 PL, 2000pts] ++

--------------------------------------------------------------------------------------------

Overview
The goal of the army is a very hard Beta-Strike list backed up by a ton of Command Points. In the past I was running just Guard and Blood Angels but I think Deathwatch adds some badly needed firepower to the army against bigger targets, which is often where I would get into trouble. I'll go into a bit of detail about each of the Factions/Units to explain my inclusions:

Imperial Guard
All of this is just to get the Company Commander for CP recycling as the foremost goal. Originally I was running 6+ Infantry Squads with Mortars and a variety of Regiments but I've scaled back on those for "Kill More" and DbaTC purposes. Instead I replaced them with Mortar Teams as the Company Commander likes to hide in the back, this gives his Orders some value. The remainder of the Guard are Psykers for Deny the Witch and Mortal Wound output. The Astropath usually goes on Psychic Maelstrom duty while the Primaris just Smite, his "No Cover" ability is also situationally useful. Overall the Guard are there to enable the rest of my army, put out some Mortal Wounds, and contribute to anti-Infantry.

Blood Angels
These are the heavy hitters in the list. I'm running 3 Smash Captain-lights with Jump Packs, originally I had tested mixtures of Bike and Jump Pack but with the changes to Wobbly Model/Ruins and the clarification on FLY and Charges I think Jump Packs are best. Also the Captains tend to die to mass anti-Infantry fire so getting Cover more easily with the Jump Pack is preferable. I'm also taking a Death Company with 4 THs, these are for really big targets like Baneblades/Vaults where I need mileage out of Honor the Chapter. I'm not the biggest fan of the DC as they always die after coming down and Charging but they aren't too expensive and they're a necessary inclusion against some lists. One guy has a Chainsword to die to Overwatch.

Rounding out the Battalion I have three Tactical Squads, these are to help protect the Company Commander and dish out Mortal Wounds via Stratagem. I'm on the fence about the Missile Launcher as it's a bit pricey for a 5 man unit but there's so much FLY out there right now that Flakk Missile is really good. They also don't usually have much of an issue hiding because of their low model count against more gun-line armies. Having the extra Bolter shots also helps against Hordes which I'm a bit light against.

Deathwatch

These are the newest addition and what I think really brings the army home. Being able to Deep Strike all three units is a huge boon as it practically guarantees Rapid Fire range and they do a great job of killing anything but Vehicles. I've sprinkled some Hellblasters across all three units as ranged anti-Tank, something the list had none of before this, which takes some stress off the Blood Angels and also gives me a better anti-Transport game. Part of me is considering removing the Death Company in favor of 3 more Hellblasters and miscellaneous upgrades or another Watch Captain.

For support I have a Jump Pack Watch Captain to make sure I have re-roll 1's to Hit after Deep Strike and as another anti-Vehicle model. While not as mobile/deadly as a BA Captain he can benefit from Mission Tactics and has a different Stratagem allowing him to fight twice, which matters quite a bit. I've also taken a Librarian for more Mortal Wounds/Deny the Witch. Right now I'm on the fence with him as some of the normally not so good powers become better in this list (Psychic Fortress, Might of Heroes) and Null Zone wins games against certain things like AdMech Infiltrate Bomb and Demons.

--------------------------------------------------------------------------------------------

Playstyle

Most games the army plays much the same. All the Deathwatch except the Librarian and the Death Company along with 1-2 Captains go in Deep Strike. The Commander and Mortars hide in a corner while the Guardsmen either screen/bubble out or stay back as needed. Tacticals look for some nice cover to ride the game out in. If I'm going against a heavy Vehicle/Monster army then the Captains all get Death Visions of Sanguinius. If the board is right I can pre-game move one of the Captains.

Turn 1 I will usually Upon Wings of Fire one of the Captains to Charge and bring in Deep Strike as needed. Even with the FAQ change the Primaris Marines can usually come down and shoot Rapid Fire, if I'm against an extremely turtle list then it's a judgement call. From there the game is focused on keeping the Primaris Marines alive via Cover and intercepting threats with the Characters or getting them out of Combat in the Psychic Phase. Typically I've found the army to be very aggressive as it hits very hard on Turn 1-2 but I can be defensive by playing a Cover game when needed.

--------------------------------------------------------------------------------------------

Weaknesses

Out of all armies the biggest problem is going to be Dark Eldar with a lot of Venoms/Fliers. -1 to Hit ruins a lot of my shooting which forces me to get the Captains involved. This means that while I can drop Venoms easily my Characters will be exposed and likely die from mass Splinter fire. Fliers I can take down fairly easily and wold be the primary target but past that the game gets difficult and I'm going to rely on Psychic Powers to drop a Venom per turn so my other units can at least do something. I would probably rate that as a losing matchup but it depends on composition.

Extremely skewed Vehicle armies are another possible problem but I don't see many of those getting play. Triple Vault is out there but I expect them to go up significantly in cost when the next CA comes out, they're just miles better than a Baneblade for the same cost. Leman Russ Spam would be a problem with correct screening/deployment but I think that's about even at worst. Baneblade Spam isn't really an issue as I can kill 1.75-2 with ease. I also think I rate well against Wave Serpents just because they rely on anti-shooting and my army has so many melee threats that can one-round a Wave Serpent and I rarely see more than 4-5 taken. Beyond that I don't see many Vehicle armies as Transports are usually overpriced.

There are some 'Nid builds that I rate as problematic. The more aggressive variants with Genestealers do very poorly against me but Carnifex Spam may fair better. Fortunately Hive Guard are a free kill for my list and I can deal with Flyrants easily so I probably feel advantaged there but I want to see how the list plays into Monster Mash. The list has also done well against Ynaari in testing as they've lost a lot of punch due to price-hikes and other changes, Shining Spears don't do nearly enough damage and I can afford to wait out the Reapers if there are any as Ynaari lists lack punch if they hide them away.

--------------------------------------------------------------------------------------------

Changes

As I said I'm not super happy with the Death Company but I think they're needed in certain matchups. This is mostly against heavy Tank armies but replacing them with Hellblasters probably gets me close to the same output as 12 Hellblasters will nearly kill a Baneblade with Captain Aura and Mission Tactics, same as the Death Company. However having a Captain around the Primaris is less of an opportunity cost, relies less on Stratagems/positioning, and puts the unit in less danger. The Death Company rate slightly better against 4++/T7 profiles but I'm already kind of giving up against Triple Vault and I already do fine against Flyrants.

Dropping the Death Company for more Hellblasters would net me 62pts to work with but I'm not sure where to allocate those. I don't want to add more to the Intercessor units so I can avoid The Reaper in ITC Missions and Combat Squad is not viable due to my plan to Deep Strike. I also want to keep the Librarian for now because Null Zone makes me feel better against a lot of things and he has plenty of other uses. I'd prefer to add something else that can kill Venoms because I expect to see a ton of DE/Ynaari at most events but I don't see anything I can get for the cost that would work in that role. Best I can find is downgrade the Watch Captain to a Boltgun/PF, drop two Mortars from the Infantry Squads, downgrade the ML to a HB, and drop the Boltgun from the Commander to get 5 DC with Jump Packs and Chainswords. I don't really mind losing most of that as I expect the ML Tacticals to get heavily targeted as it would be and the Watch Captain is unlikely to see Combat right away, the rest are fluff upgrades that pretty much wash out. That would help my anti-Infantry game a bit, make the DC more independent, and probably still accomplish my goals as they average 3-4 Wounds on a Venom profile which means I can fairly reliably soften it with the remainder of the list, they can also do 6-8 against a DE Flier which largely negates its offense. I'm open to ideas though. :]
   
 
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