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Shinobi_8745

PostPosted: Tue Feb 05, 2008 3:36 am


HQ

Big Mek, Shokk Attack Gun, Bosspole, Power Klaw, 'Eavy armour.
130

Big Mek, Kostum Force Field, Cybork Body, Grot oiler x 1.
100


Elite

8 Tankbustas, 1 x Tankhammer, 2 x Bombsquigs (Tankhammer and Nob).
Nob, Bosspole, Power Klaw.
170

10 Burnas.
150

10 Lootas, 2 Meks.
150


Troops

Deff Dread, Plates, Grot Riggers, 2 x Rokkit Launchers.
110

Deff Dread, Plates, Grot Riggers, Scorcha, Big Shoota.
100

12 Ork Boyz, Trukk.
Nob, Powerklaw.
147

20 Ork Boyz, Slugga & Choppa, 2 x Rokkit Launchers.
Nob, Bosspole, Power Klaw.
180

20 Ork Boyz, Shootas, 2 x Big Shootas.
Nob, Bosspole.
145


Fast Attack

2 Warbuggies.
60

2 Deffkoptas, 1 x Buzzsaw, 1 x Twin-linked Rokkit Launcha.
105


Heavy Support

Big Gunz Battery (Lobbas) 6 Extra Grots, Ork Runtherd.
78

Looted Wagon, Boomgun, Plates, 'Ard Case.
125


Points: 1750

This is my list I'm painting up for a tournament in March, going for a Big Mek Theemed army, hence why I'm not using many boyz.

Been playtesting this for a while, and noticed that a combo of Lootas, SAG Mek and Looted Wagon can kill most units in the shooting phase. >:3

1 5" Str 2D6 Blast, 1 5" Str 8 AP2 blast and D3 Str7 AP4 shots from each loota and 1 Str 8 AP2 shot from each mekboy. Can kill both infantry, weak and heavy vehicles (hoping that I don't scatter too far and roll 2 or 3 on the D3).

That's... That's killy... DAKKA DAKKA!

Anywho, lootas are all around troopers in my force, kill light infantry, heavy infantry (well, wounding on 2+ on most stuff and hoping for bad Armour saves) and light vehicles, but also semi-heavy ones.

Tankbustas are pretty obvious.

Trukk-mob are made for pulling enemy fire, and if not I'll show them that they should have shot it.

The buggies are support fire units, and being mobile as hell they can claim table quarters if needed.

Deffkoptas are there for all around, might not be many of them, but still... can't say a twinlinked rokkit is bad, not a buzzsaw! WROOOOOOOOOM! Also they can claim table quarters.

My mobs are mostly there for filling stuff up, sluggas slowly moving forward close enough to my KFF big mek, giving them a coversave, and having my deffdreads doing the same. My Shoota boyz are there for the lots of dakka! I just love holding all those dice!

I have use for burnas for those nids armies or beakies, if I'm lucky enough they might sneak around to either FWOOOOSH! or KZZZZZZZZATT! them (aka flame or use them as power weapons).

My lobbas are going to hide behind anything that'll hide them and lob the s**t out of the enemy (or tleast I hope they do) and if I'm lucky they will get pinned.
PostPosted: Thu Feb 07, 2008 11:52 pm


I'm just a yoof, but I figure I'll toss out my comments.

Shinobi_8745
HQ

Big Mek, Shokk Attack Gun, Bosspole, Power Klaw, 'Eavy armour.
130

Big Mek, Kostum Force Field, Cybork Body, Grot oiler x 1.
100

Looks okay, but I think the SAG mek is a little overburdened with equipment. After all, it's only on those double 5's that he launches himself into combat, and as an IC he's not likely to get shot at.

Shinobi_8745
Elite

8 Tankbustas, 1 x Tankhammer, 2 x Bombsquigs (Tankhammer and Nob).
Nob, Bosspole, Power Klaw.
170

10 Burnas.
150

10 Lootas, 2 Meks.
150

I don't like the burnas so much, I think you should grab more lootas instead, because you have no real way to transport the burnas in this list, and if they footslog, they don't have the numbers to take casualties.

Shinobi_8745
Troops

Deff Dread, Plates, Grot Riggers, 2 x Rokkit Launchers.
110

Deff Dread, Plates, Grot Riggers, Scorcha, Big Shoota.
100

12 Ork Boyz, Trukk.
Nob, Powerklaw.
147

20 Ork Boyz, Slugga & Choppa, 2 x Rokkit Launchers.
Nob, Bosspole, Power Klaw.
180

20 Ork Boyz, Shootas, 2 x Big Shootas.
Nob, Bosspole.
145

I think you should drop the rokkits in the first mob and mount them on the second Dread, since you'll waste the slugga shots shooting at tanks.


Shinobi_8745
Fast Attack

2 Warbuggies.
60

2 Deffkoptas, 1 x Buzzsaw, 1 x Twin-linked Rokkit Launcha.
105

I think you should put rokkits on the buggies, and split them into two squads so that they're more flexible and harder to target.


Shinobi_8745
Heavy Support

Big Gunz Battery (Lobbas) 6 Extra Grots, Ork Runtherd.
78

Looted Wagon, Boomgun, Plates, 'Ard Case.
125

Eh... I'm not too enthusiastic about the Lobbas. I suggest kannonz or Zzap gunz instead. Preferably kannonz, because they're cheap and flexible with both tank-bustin power and git-krumpin power.

Oryn


Shinobi_8745

PostPosted: Fri Feb 08, 2008 4:21 am


The SAG Big Mek will not remove his klaw, I like those "what if" moments, and it give me good Komp-points (competative points, each army is looked over by the holders of the tournament and they judge each army and gives it a komp value, and then let armis with the same komp face eachother in the beginning), and who don't love oddball-equipped Meks? That's what they are there for! For example, you can take a Big mek with 2 Power Klaws and a twinlinked shoota, or a burna, power klaw and a twinlinked shoota, meaningless, expensive, but cool as hell! Shin put modelling infront of effectivity. n_n

I don't mind footslogging burnas, they're supposed to get to the front at the same time as my 20 slugga boyz, so that they can combo-charge, or go SWOOSH! and then let the slugga boyz assault the enemy. But I know as you say, they're better when transported in a wagon of some kind, but it won't happen in this list. o 3o;;;

No dropping rokkits, I don't use sluggas for shootin, and I don't shoot at tanks close up either so it won't be a waste (and I'd rather want the chance to take out a tank than 4 models of the enemy xD), they only use the rokkits on the way to the enemy, and shoot at tanks while going there, and the survivability of the rokkits are also higher in the mob than on the dread, ne?


Splitting Buggies is a no-no, and no on rokkits, first I dislike splitting them, I have learned that using squadrons of vehicles is better than splitting them up (learned it the hard way through my years in the hobby D; ), and secondly I won't give them rokkits for 2 reasons: I don't have the points and I don't have the bitz... I had it in mind first but since I'm out of rokkits it's a can't do... And the Bitz ordering system at GW is down for some reason. >_o;;;

Lobbas are ACE! When will people learn that? PINNING IS GOOD! And that the enemy can't see them! (well, atleast when deployed by a brainboy xD) WOHOO! Zzap won't be used since... I already have anti-tank stuff in my army, otherwise they'd fit nicely hitting on 4+. Kannonz are a no-no too, as mentioned I already have anti-tank stuff (Slugga Boyz and Tankbustas, and even lootas along with the SAG mek), and lobbas are better at git-krumpin with a Str of 5 AND causes pinning, but I'll keep the kannonz in mind when I need something for all around usage in the future. n_n

Thanks for commentin' the list' anywho.

And guh, I feel like I'm against everything people say. xD;;;; But that's not it, I just have my plans and stick to them... o 3o;;;
PostPosted: Fri Feb 08, 2008 8:09 pm


Shinobi_8745
The SAG Big Mek will not remove his klaw, I like those "what if" moments, and it give me good Komp-points (competative points, each army is looked over by the holders of the tournament and they judge each army and gives it a komp value, and then let armis with the same komp face eachother in the beginning), and who don't love oddball-equipped Meks? That's what they are there for! For example, you can take a Big mek with 2 Power Klaws and a twinlinked shoota, or a burna, power klaw and a twinlinked shoota, meaningless, expensive, but cool as hell! Shin put modelling infront of effectivity. n_n

Fair enough, if that's how he's modeled, that's how he's fielded. Personally, I'd save the five points and give him a burna and no armor, but then I like burnas and the S boost is probably worth 5 points. I don't think he needs the bosspole though, since it'd only provide any benefit if he was in a mob.

Shinobi_8745
I don't mind footslogging burnas, they're supposed to get to the front at the same time as my 20 slugga boyz, so that they can combo-charge, or go SWOOSH! and then let the slugga boyz assault the enemy. But I know as you say, they're better when transported in a wagon of some kind, but it won't happen in this list. o 3o;;;

Well, Like I was saying, yeah, they can get there as fast as your slugga boyz, but if your opponent is smart he'll shoot the burnas first since they're easier to break/kill. Besides, wouldn't adding some wheelz in another looted wagon just fit the whole mek theme?

Shinobi_8745
No dropping rokkits, I don't use sluggas for shootin, and I don't shoot at tanks close up either so it won't be a waste (and I'd rather want the chance to take out a tank than 4 models of the enemy xD), they only use the rokkits on the way to the enemy, and shoot at tanks while going there, and the survivability of the rokkits are also higher in the mob than on the dread, ne?

Fair enough. It was more about how they got used than any real issue with the options.

Shinobi_8745
Splitting Buggies is a no-no, and no on rokkits, first I dislike splitting them, I have learned that using squadrons of vehicles is better than splitting them up (learned it the hard way through my years in the hobby D; ), and secondly I won't give them rokkits for 2 reasons: I don't have the points and I don't have the bitz... I had it in mind first but since I'm out of rokkits it's a can't do... And the Bitz ordering system at GW is down for some reason. >_o;;;

This is the only thing I'm really going to disagree with. Fielding squadrons of vehicles has always been a bad idea. If a Dev squad gets two penetrating hits on your two buggies, you're obliged to put one hit on one and one on the other, probably destroying both buggies rather than having one get overkilled. If one is stunned or immobilized, you cannot leave it behind or it will become destroyed automatically. I'm curious as to what led you to think that vehicles in squadrons are a good idea, because they suck something fierce in 4th ed.

As for the rokkit bitz, there's quick fixes for that. Use cut up pieces of straws for tubes, and if you really feel like it, you can take a small, round piece of paper, cut it once radially, and roll it to make a cone to place in the tube as the front of a rokkit. You'll have to construct the mounting out of something, but it's not hard to kitbash.

Shinobi_8745
Lobbas are ACE! When will people learn that? PINNING IS GOOD! And that the enemy can't see them! (well, atleast when deployed by a brainboy xD) WOHOO! Zzap won't be used since... I already have anti-tank stuff in my army, otherwise they'd fit nicely hitting on 4+. Kannonz are a no-no too, as mentioned I already have anti-tank stuff (Slugga Boyz and Tankbustas, and even lootas along with the SAG mek), and lobbas are better at git-krumpin with a Str of 5 AND causes pinning, but I'll keep the kannonz in mind when I need something for all around usage in the future. n_n

Pinning really isn't that great. The sheer amount of armies that are LD9, 10, Fearless, or auto-pass checks makes pinning unreliable at best, and at worst, useless. Really though, I'm just trying to find someplace to shave points so that you have room for another looted wagon to transport your burnas.


Shinobi_8745
Thanks for commentin' the list' anywho.

And guh, I feel like I'm against everything people say. xD;;;; But that's not it, I just have my plans and stick to them... o 3o;;;

I know the feeling, I don't like to take advice when I didn't come up with the idea. But that doesn't mean this isn't good advice, even if I am a yoof of a warboss.

Oryn


Shinobi_8745

PostPosted: Sat Feb 09, 2008 5:12 am


Well as I said he's going with the lootas, might not have been that clear, but when I mentioned the combo they will be close to eachother, lootas with the joined Big Mek, and they need that bosspole since 10 lootas might flee easily, so a LD boost to 11/8 when below 8 isn't that bad, and the meks in the unit along with the big mek will be in base contact with the looted wagon incase it becomes imobalized or gets a weapon destroyed.

Not really, I play a DAKKA DAKKA mek list, not a vehicle Mek list. Plus when checking the Big Mek list in the codex the only transport they have is a trukk, then the rest is footsloggers or dreads/kanz.

All I can say about the squadrons is that it have always worked out better when having them in squadrons rather than split up, that's the only reason. xD

Well if you look at it like that with the lobbas it could be an idea, but 10 points won't get me far in this issue, and just having the chance of pinning is good enough to me, people might fail it, and if they do it's only good for me.

But that looted wagon transport MIGHT be something I'd do, the more I think of it it thrills my body, but I'll need to playtest that plan first, soI might go with it, but I need to get 35 points loose first which is my problem.

Maybe I should completely remove my buggies, get a looted wagon transport and more koptas for the rest of the points?
PostPosted: Tue Feb 12, 2008 10:47 am


Changed the list, got rid of the Buggies to get a looted wagon (is modelling it right now).

No big changes really, added Cybork Body on the SAG Mek (10 points and I like Cyborks wink )

The Wagon is open-topped, got plates and a big shoota, if it breaks the added Meks in the burna squad will fix it (had to ruin two models to get the meks... bleh... But after some thinking I wanted to give your suggestion a try in the tournie, I'll give you credit for it somehow if they do well pirate ).

And that's it. o 3o

Shinobi_8745


Rocking Reaper

PostPosted: Fri Feb 22, 2008 1:39 pm


i have a revised version of my tau list have a look and see what you think

Tau Empire Army List Total Points Cost =2355


Headquarters (HQ)
391 Points

shas'o
Cyclic Ion Blaster
Missile Pod
Stimulant Injector
Iridium Armour
Shield Generator
Hardwired Multi-Tracker
Bodyguard 1
Fusion Blaster
Missile Pods
Targeting Array
Hardwired Multi-Tracker
bodyguard 2
Plasma Rifle
Fusion Blaster
Targeting Array
Hardwired Multi-Tracker
Failsafe Detonator

Ethereal
Honour Blade
EMP grenades


Elites
807 Points

Crisis Team 1
3 Figures
Shas’vre
Bonding knife
3 Shield generators
3 plasma rifles
2 Fusion Blasters
1 Flamer
1 H-W Multi Tracker
1 H-W Target Lock

Crisis Team 2
3 Figures
Shas’vre
Bonging Knife
3 Shield Generators
2 Fusion Blasters
2 Plasma Rifles
1 Flamer
1 missile pod
1 H-W Multi Trackers
1 H-W Target Locks

Stealth Team
6 Figures
Shas’vre
2 Fusion Blasters
6 Targeting Arrays
1 Hardwired Target Lock

Troops
290 Points

Fire Warriors
12 Figures
1 Shas’ui
Bonding Knife
Marker-light
Kroot
16 Figures
Shaper
6+ save

Fast Attack
572 Points

Pathfinders
8 Figures
1 Shas’ui
Hardwired Drone Controller
2 Gun Drones
Bonding Knife
EMP grenades
Devilfish
Smart Missiles

Piranha Skimmers
3 Models
Fusion Blaster
3 Flechette dischargers

Vespid Stingwings
5 Stingwings
1 Strain Leader


Heavy Support 295 Points

Broadside Battlesuit
1 Shas’vre
Twin Linked Plasma Rifles
Targeting Array
Hardwired Drone Controller
Markerdrone

Hammerhead Gunship
Railgun
Burst Cannons
Multi Tracker
Disruption Pod

The 2000 point round up version is the same just minus the vespid and pathfinders, also the pirahnas are separate amd having had a look at the rules i have changed some of the wargear and other stuff
PostPosted: Mon Feb 25, 2008 5:24 am


I don't play Tau but many of my friends here do so just correct me if I'm wrong.

Devil_Kenpachi

shas'o
Cyclic Ion Blaster
Missile Pod
Stimulant Injector
Iridium Armour
Shield Generator
Hardwired Multi-Tracker


Now what exactly are you trying to do with this model. I can't quite remember what stimulant injector is but I think it is feel no pain or something closely related. You don't need it. Unless you are trying to get him into combat, he's typically going to shoot then jump away either out of range or behind cover (Tau's speciality). Plus he has Iridium armour and a shield generator so in most cases its going to be useless anyway. Untill the opponent shoots through the body guard he won't even need to take a wound, which makes it less important.
Now on to the weapons. Its a bit of a strange combination. With the cyclic's range you'd be better off switching either weapon for plasma. Give him more of a purpose, its alot easier to make his points back if you do.
Everything else looks alright though.

Devil_Kenpachi

Bodyguard 1
Fusion Blaster
Missile Pods
Targeting Array
Hardwired Multi-Tracker


This is'nt a bad setup, however in the unit it contrasts. change around the weapons a bit so that the ranges and purpose are about the same. What I mean here is try and make it more anti- troop or armour, trying to cover all the bases with multiple squads is harder than making a few specialized squads.

Devil_Kenpachi

bodyguard 2
Plasma Rifle
Fusion Blaster
Targeting Array
Hardwired Multi-Tracker
Failsafe Detonator

First off, drop the detonator. In 90% of all cases you'll either be wiped out it won't wont do much. Sure against orks and nids it'll kill a few models but so will shooting. Yes its an ok thing to have if you need filler but in a competition its all but useless, because if you're in combat with anything but Tau you've already lost.
The weapons setup on this one isn't bad, but, yet again, it contrasts with the unit somewhat. I can see that you're trying to make this multi purpose, but it's better to try and keep the weapons about the same, that way you aren't manouevering to try and make one guy have the shot while the rest of the unit had already been able to shoot. change the fusion for a missile pod or have the other models conform to this one with shorter ranged high strength weapons.

[/quote "Devil_Kenpachi"]
Ethereal
Honour Blade
EMP grenades


I havn't seen ethereals used much, but from what i've heard it's almost pointless to put any upgrades on him. The honour blade papparently isn't very useful, especially when he has no close combat ability. So just drop the upgrades, or even drop the ethereal entirely.

Devil_Kenpachi

Crisis Team 1
3 Figures
Shas’vre
Bonding knife
3 Shield generators
3 plasma rifles
2 Fusion Blasters
1 Flamer
1 H-W Multi Tracker
1 H-W Target Lock


The bonding knife can be useful, however in ideal conditions your suits will have at least 4 turns of shooting before they get shot down. Plus ld 9 is pretty hard to beat.
Ditch the flamer. With Tau you want to be as far away as possible and shoot as often as possible. Even if they get close, unless they have fleet or move fast, you'll be able to get away from infantry and/or monsterous creatures. Also it makes it so the unit isn't coherent. Like with the command squad its better to give it a purpose and the only thing that sticks out is the flamer.

Devil_Kenpachi

Crisis Team 2
3 Figures
Shas’vre
Bonging Knife
3 Shield Generators
2 Fusion Blasters
2 Plasma Rifles
1 Flamer
1 missile pod
1 H-W Multi Trackers
1 H-W Target Locks


Same as the last squad, drop the flamer for a fusion or missle pod. Perhaps change the fusions to missles. Though my friend uses this setup (flamer is a plasma instead) and it seems to work well against my marines.

Devil_Kenpachi

Stealth Team
6 Figures
Shas’vre
2 Fusion Blasters
6 Targeting Arrays
1 Hardwired Target Lock


Can never go wrong with these. Though you might want to dro the arrays, I know it's easy to get carried away with the upgrades but +1BS can get a bit heavy with a 6 man unit.

Devil_Kenpachi

Troops
290 Points



This is a problem. You usually don't go with 10% of your points in troops. Especially tau. You only have one squad of fire warriors? Get more!

Devil_Kenpachi

Fire Warriors
12 Figures
1 Shas’ui
Bonding Knife
Marker-light


First off at the very least get two squads of these, even just 10 men strong. You need more long ranged firepower.
Second drop the marker light, its just extra points added on to the squad that removes shooting.
Third drop the knife. Its useful but 90% of the time your firewarriors are at the edge of the table anyway and won't be shot at till at least turn 3 (minus heavy weapons and other Tau)

Devil_Kenpachi

Kroot
16 Figures
Shaper
6+ save


Drop the save, kroot are meant to be an expendible wave. They shoot, they hide, and when the enemy gets too close they charge and tie them up while the rest of the army runs away screaming "It's for the greater good!"
You infiltrate kroot into cover and they'll be far better off then a 6+ save. They're not meant to be walking up the board.

Devil_Kenpachi

Pathfinders
8 Figures
1 Shas’ui
Hardwired Drone Controller
2 Gun Drones
Bonding Knife
EMP grenades
Devilfish
Smart Missiles

How many smart missles does the Devilfish have. If its more than 2 make the drones marker drones. If less, drop the missles and either change the drones to shield of drop them entirely.
the bonding knife is ok here but its mostly for those "what if?" moments. As you will be flying around in the devilfish, popping out a wreaking havoc, or shooting marker lights from a distance.

Devil_Kenpachi

Piranha Skimmers
3 Models
Fusion Blaster
3 Flechette dischargers


Drop the flechetts, any good tactition won't charge a skimmer. If they're smart enough they'll just shoot it down. They won't see much combat. Unless they are going for the instant cover manoever. It almost worked for me once but I failed to down the other skimmer. Still blocked half his armies firing arc.
Also you don't want to have them in a squad. If one gets stunned either they all stay put or you leave it behind and have it count as destroyed. Bad idea.
Again, the unit contrasts itself. either upgrade all the piranhas with fusion or leave them be with blasters.

Devil_Kenpachi

Vespid Stingwings
5 Stingwings
1 Strain Leader

With such short ranged weapons these are primarily one shot anti-heavy models. With Ap3 guns its hard not to use them, though once you do chances are they're close enough to charge. plus you need to hide them as any shooting will Rip them off the table.

Devil_Kenpachi

Broadside Battlesuit
1 Shas’vre
Twin Linked Plasma Rifles
Targeting Array
Hardwired Drone Controller
Markerdrone


Drop the drone and sitch back to smart missle systems. Also try and fit more into the squad.

Devil_Kenpachi

Hammerhead Gunship
Railgun
Burst Cannons
Multi Tracker
Disruption Pod


Perfect.

In short, add more fire warriors, and focus yor squads.
In the future perhaps post a competetive list. It's hard to judge a 'for fun' list, especially when it doesn't have a set points limit.

Luminatus


Rocking Reaper

PostPosted: Fri Feb 29, 2008 4:24 pm


What are you talking about Luminatus? seriously

1) why do all my weapons have to have the same range? my crisis suits are all designed for anti armour but each unit has one anti infantry weapon to deal with hordes or flankings its not completely random setup, jump packs wont evade everything
2)how do plasma rifles fusion blasters and missile pods contrast with each other? they are all high strength/High AP weapons made for tearing up armour. plasma rifles kill marines and any similarly armoured people and blasters kill tanks and anything else that gets too close again these are ideal anti vehicle and hero suits
3)Ethereals allow all tau in los to reroll leadership tests and i can give him a honour guard when i get more warriors who will have extra BS honour blade ups his strength ive taken down a terminator using him so he isnt totally useless
4)Im a high school student im not made of money i cant buy out GW for all their tau models. do you know how much broadsides cost? its about £15 for ONE suit id rather save the extra £2 and get more fire warriors although i do have 2 squads worth of fire warriors but i was advised on an earlier post to make them pathfinders
5)the save works in close combat it dosnt cost much and its worth having just trust me, i know how to play kroot and it just works
6) i think youre confusing smart missiles with seeker missiles on the devilfish
7) no no no no no, youd be amazed at how many people will charge a pirahna thinking 'its got crap armour ill take it to pieces'
and you can only have 3 fast attack so i cant legally separate the pirahnas because then id have 5 fast attack units, again fusion is there for tank hunting burst cannons are there for support really cause i cant upgrade them all

This isnt a "for fun list" its a serious list mainly for apocalypse games but i tailored it to the normal rules so i can use it in normal games too, and as i said at the end of the post i do have a 2000 point list its EXACTLY the same as that exept its missing pathfinders and vespid for the separate pirahnas if you had read this there wouldnt have been any need for that comment.

Having said all that I do understand where youre coming from on some of your points i do want an extra squad of fire warriors but like i said im not made of money, i do have more important things on which to spend what little i get. i have been told before that i dont need the vespid although if im gonna use my entire army i may as well
PostPosted: Wed Mar 05, 2008 10:00 am


Alright, I've been playing for a good year now and have expanded my army from the basics a while back.
however no matter how I try my armies fail me in every endevor that I have gone up against. (save my first game in my first tournament, and even then it was close.)
I was wondering if it's army comp, my opponents or just that dice hate me. I have had fairly horrible rolls for most of my gaming career.
Anyway I'll post my list and see what you guys think about it.

Here's how it stands so far.
Dark Angels, "Disciples of Caliban 3rd company"
Hq
Interrogator-Chaplain
-Storm bolter
-Jump Pack
145pts

Troops
Tactical Squad
-10 man
-Power Fist
-Meltagun
-Rhino w/ Extra Armour
250pts

Tactical Squad
-10 man
-Power Fist
-Meltagun
-Rhino w/ Extra Armour
250pts

Fast Attack
Assault Squad
-10 Man
-Powerfist
260pts

Heavy Support
Devestator Squad
-10 Man
-Plasma gun
-Plasma Cannon x2
-Lascannon x2
-Power weapon
315pts

Devestator Squad
-10 Man
-Plasma gun
-Heavy Bolter x 2
-Missle launcher x2
-Power weapon
265 pts

Predator
-Autocannon
-Heavy Bolter Sponsons
95 pts

Total 1700pts

Basically with this list is I've tried to put as many men on the table as I own. So far it's been wiped off the board by a troop heavy Blood Angels list and a fairly balanced eldar list.
Both times the battle was over as soon as I got out of the Rhinos.
the eldar shot one squad down to two with a single fire prism shot and the avatar reduced the other squad to half.
Against the blood angels both squads tried to shoot 5 Deathcompany and its chaplain off the board. I got the squad down to one DC and the chap had one wound. But the the rhinos exploded and wiped half of each squad out while the DC and a nearby assault squad killed the rest.

Suffice to say I have horrible luck, but hopefully those matches were flukes.

Luminatus


Hoxtalicious

Greedy Partner

PostPosted: Fri Mar 14, 2008 2:13 pm


Krieg siege regiment from IA vol. 5

HQ.
Senior officer - Carapace and power weapon
Ensign - Company standard
Guardsmen (3) - Vox

Mortar battery - 3 mortars
Mortar battery - 3 mortars
Heavy Bolter battery - 3 heavy bolters
Lascannon battery - 3 lascannons
Lascannon battery - 3 lascannons

Commissar - Power weapon

Quartermaster - Carapace and power weapon

Elites
Thudd gun battery (2)

Heavy mortar battery (2) - High explosive shells

Troops
Infantry platoon 1
Junior officer - Carapace and power weapon
Guardsmen (4) - Plasma gun, meltagun and vox
Squad 1 (10) - Flamer and vox
Squad 2 (10) - Grenade launcher and vox
Squad 3 (10) - Flamer and vox

Infantry platoon 2
Junior officer - Carapace and power weapon
Guardsmen (4) - Plasma gun, meltagun and vox
Squad 1 (10) - Flamer and vox
Squad 2 (10) - Grenade launcher and vox
Squad 3 (10) - Flamer and vox

Infantry platoon 3
Junior officer - Carapace and power weapon
Guardsmen (4) - Plasma gun, meltagun and vox
Squad 1 (10) - Flamer and vox
Squad 2 (10) - Grenade launcher and vox
Squad 3 (10) - Flamer and vox

Infantry platoon 4
Junior officer - Carapace and power weapon
Guardsmen (4) - Plasma gun, meltagun and vox
Squad 1 (10) - Flamer and vox
Squad 2 (10) - Flamer and vox

Fast Attack
Cyclops

Cyclops

Death Riders (5) - Veteran, power weapon and hunting lances

Heavy Support
Earthshaker platform - Indirect Fire

Earthshaker platform - Indirect Fire

Leman Russ Vanquisher - Lascannon, heavy stubber and extra armour

Grand total: 3.001 pts.
PostPosted: Sun Mar 16, 2008 10:01 pm


First of all, are the rules for the Quartermaster in IA5a, or will they come out only in IA5b?

Why are you mixing the plasma guns and melta guns? I know the sets come that way, but are you just doing that for some sort of versitility?

And as per the Voxs, of which you have tons, would it be more effective to have Vet Sergeants, especially since you seem to be getting up close what with all of the Flamers?

Overall, it looks rather solid to me, though I must admitt that I'm disheartened on for the Thudd guns, as they don't have as much of a punch as I'd like for the point cost.

Strategy for the army is to get up close and use weight of fire?

EDIT: Oh, and one more thing. Is this for Apocolypse, or just a 3000 point 40K army list? I notice that you only have three Heavy Support and Fast Attack.

Xenos Mortium


Hoxtalicious

Greedy Partner

PostPosted: Mon Mar 17, 2008 3:54 am


Xenos Mortium
First of all, are the rules for the Quartermaster in IA5a, or will they come out only in IA5b?

Why are you mixing the plasma guns and melta guns? I know the sets come that way, but are you just doing that for some sort of versitility?

And as per the Voxs, of which you have tons, would it be more effective to have Vet Sergeants, especially since you seem to be getting up close what with all of the Flamers?

Overall, it looks rather solid to me, though I must admitt that I'm disheartened on for the Thudd guns, as they don't have as much of a punch as I'd like for the point cost.

Strategy for the army is to get up close and use weight of fire?

EDIT: Oh, and one more thing. Is this for Apocolypse, or just a 3000 point 40K army list? I notice that you only have three Heavy Support and Fast Attack.


The Quartermaster rules are in vol. 5, vol. 6 will contain new units, vehicles and army lists. Basically the Quartermaster is a medic that acts as an independent character without servitors. The servitors don't add anything other than more things to shoot at.

I merely put the mixed weapons up like that to give me a list of what I'd be fielding. In most likeliness I'll be sorting the weapons per command squad, so two meltas here and two plasmas there.

I prefer vox casters over veteran Watchmasters as while yes, the Watchmasters are only point more, the infantry squads are basically cannon fodder, so I feel the veteran status is a little overrated seeing as these guys wont live that long anyway.

Main strategy is to pound down on the enemy with the big guns, field artillery and mortar batteries, while the support weapons and Vanquisher provide support where needed. The Death Riders are a counter-charge / anti-HQ unit. The main HQ is for anchoring the line and giving a nice command bubble behind the advancing infantry while the Cyclops' are in it because I can.

This list is most likely for standard games, though I am using that term loosely as this list is geared towards Attacker-defender scenarios and those found in Siege of the Vraks. It has crossed my mind to use this as a support company for other allied armies in Apocalypse games. If I were mad enough to go for an Apocalypse list I'd probably throw in a Macharius Vanquisher and one or two Gorgon's to keep the infantry safe as they advance towards the enemy.
PostPosted: Sat Apr 05, 2008 3:20 pm


This will probably change but so far this is my Army plan:

HQ-----------------------
Maugan Ra
=====
Eldrad Ulthran
--Eldritch Storm
--Guide
--Doom
--4 Warlocks
---Conceal
---2 with witchblades
---2 with singing spears
HQ Total->>495 Points

Elites-----------------------
Harlequins Troupe
--Troupe Master
--Shadowseer
--Death Jester
--harlequin
---harlequins kiss+combat weapon
--harlequin
---combat weapon+shuriken Pistol
Squad Total-> 154 Points
=====
Striking Scorpions
--4 striking scorpions
--1 exarch
---shadowstrike
---stalker
---scorpions claw
---chainsword
Squad Total-> 132

Elites Total->>286 points
Troops-----------------------
Dire Avenger Squad
--4 Avengers
--1 Exarch
---diresword and shuriken pistol
----Bladestorm
Squad total-> 97 points
=====
Rangers (woot!)
--10 Rangers
---Pathfinders
Squad Total->240
=====
Guardians
--10 Storm guardians
--warlock
---Conceal
---singing spear
Squad total->120 points
======
Wraithgaurd
--5 wraithgaurd
--Warlock/Spiritseer
---Singing Spear
---Conceal
Squad Total-> 215 Points

Fast Attack-----------------------
Warp Spiders
--4 warp spiders
--1 exarch
---surprise assault
---additional deathspiner
---Powerblades
Fast Attack Total->> 147 Points

Heavy Support-----------------------
2 Squads of
Dark Reapers
--4 dark reapers
--1 exarch
---fast shot
---crack shot
---tempest launcher
Squad Total-> 237 Points
Heavy support Total->> 474

AND the army total is *drum roll* two thousand, seventy-four points
if you see anything wrong with this, please tell me, it would help to have a bit of constructive criticism.

Aquilla Claringbold

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