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Posted: Fri Dec 04, 2009 11:07 am
Inenor why do you need to roll a six to hit a walker, they have WS. Tis what it says in the 5th Ed rulebook. (In the paperback, it's page 73: 'Walkers and Assaults', whether it's the same page for the hardback, i'm not sure) WS only comes into play if the walker is stunned and/or immobilized when grenades are used.
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Posted: Fri Dec 04, 2009 2:25 pm
Sir Doober The problem is that you're extremely light on anti-tank. Besides the HQ's Razorback, you have literally no ranged anti-tank firepower, the Sternguard /HQ could easily be tar-pitted by either walkers or disposable infantry, leaving you with 2 squads of bog-standard marines to weather the rest of the opposing armies firepower. Yea, I noticed that. Leaning towards Anti-Infantry, but armored/rushing/CC armies give it hell. Any suggestions on at least starting to cover that glaring flaw? I'm easy with that remaining 47 points not covered by the tank-killing HQ Razorback, and the Sternguard is mostly "fluff" for the Chapter that I threw in there. (1st Company, being the "Elite" company for a Chapter of defensive Marines, tends to be richer in the Sternguard-style squads then Vanguard-style.)
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Posted: Fri Dec 04, 2009 2:59 pm
You could always give the Sternguard Combi-meltas, means they can drop-pod next to a tank and pop it, or get a Dreadnought with Multi-Melta and do the same thing, if you have the points.
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Posted: Fri Dec 04, 2009 3:15 pm
Dreadnought would require dropping either most/all transports or the Sternguard. I'll think about the tank-busting Sternguard instead.
Two with meltaguns (Str 8, AP 1, Assault 1 Melta weapons for +5 on the Vets for tank-busting? Take.), the rest with combi-meltas should do the trick. I'm dropping them within theoretical inches of a tank anyways, so the short range of the meltaguns shouldn't be that much of a hampering. I'll just need to strip Extra armor off of a Razorback or that Champion of his, well, Champion status.
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Posted: Fri Dec 04, 2009 6:40 pm
Quote: **HQ** Avatar 155 Autarch 100 -Fusion Gun -Mandiblasters -Power Weapon **ELITES** Fire Dragons 164 -9 Dragons -Exarch -Fire Pike Striking Scorpions 178 -10 Scorpions -Exarch -Biting Blade Striking Scorpions 97 -5 Scorpions -Exarch -Biting Blade **TROOPS** Dire Avengers 152 -10 Avengers -Exarch -Twin Shuriken Catapults -Bladestorm Dire Avengers 152 -10 Avengers -Exarch -Twin Shuriken Catapults -Bladestorm Dire Avengers 242 -10 Avengers -Exarch -Diresword -Shuriken Pistol -Wave Serpent -TL Shuriken Cannon Guardian Jetbikes 152 -6 Jetbikes -2 Shuriken Cannons Guardian Jetbikes 124 -3 Jetbikes -1 Shuriken Cannon -Warlock on Jetbike -Singing Spear **FAST ATTACK** **HEAVY SUPPORT** Warwalker Squadron 160 -3 Warwalkers -4 Shuriken Cannons -2 Eldar Missile Launchers Warwalker Squadron 160 -3 Warwalkers -4 Shuriken Cannons -2 Eldar Missile Launchers Falcon Grav-tank 165 -Pulse Laser -Shuriken Cannon -Holo Fields -Spirit Stone -2001 points -66 infantry -8 vehicles I just played most of a game with this list, it felt like the bikes didn't really pull their weight at all and that the missiles were a lot more useful than I anticipated. I'm tempted to drop some of the bikers in exchange for an upgrade of some sort somewhere else; any ideas?
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Posted: Fri Dec 04, 2009 7:17 pm
Yours was a beasty list, DE. Look into using those missiles more.
I can't believe I'm saying this, but especially use them more on me.
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Posted: Sun Dec 06, 2009 10:40 am
Alright, Possible future Marines List:
Storm Fists, the emperors finest: HQ: Captain. Relic Blade, Storm shield, Artificiers. 160 pts. Razorback, Lascannon. 50 pts. Chaplain: Terminator, Storm Bolter. 130 pts.
Elites: Assault TerminatorsX5. All Storm Shield, Thunder Hammers. 200 pts. Dreadnought. Assault Cannon. 115 pts.
Troops: Tactical. X10. Meltagun, Plasmacannon. 180 pts. Rhino, Storm bolter. 35 pts. Tactical X10. Plasmagun, Multimelta. 180 pts. Rhino, Storm Bolter. 35 pts.
Heavy Support: Land Raider Redeemer. Storm Bolter. 250 pts. (Terminators transport) Vindicator. Dozer blade, Storm bolter. 135 pts.
TOTAL:1490
I am considering this as my new list. I felt m last list lacked some of the heavier elements. It also allows me to have an excuse to field re-rolling to hit thunder hammers. I can always combat squad my tacticals, or take out my captain and use a squad of 6 scouts with one heavy bolter, 1 shotgun, 2 bolters, 1 combat blade, sarge with combimelta. The old list had no termie or LR, and used an assault squad, with command squad and either scouts or devastator support.
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Posted: Sun Dec 06, 2009 11:47 am
So my current Army list (EDIT: i updated it)
High mobility army HQ Space Marine Captain 145 points Power sword Melta Bombs Jump Pack Troops Tactical Squad 205 points Rhino Missile Launcher Flamer Tactical Squad 205 points Rhino Missile Launcher Flamer Elites Terminator Squad 230 points Assault Cannon Ironclad Dreadnought 170 points Drop Pod Dreadnought 115 points Multi melta Missile Launcher or Twin linked auto cannon
Fast Attack Assault Squad 210 points Melta Bombs Power weapon Heavy Support Thunderfire Cannon 100 points Whirlwind 120 points Storm bolter Hunter killer missile Extra armor
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Posted: Sun Dec 06, 2009 6:32 pm
@ Angel of Redemption:: I Don't know how I feel about the Thunderfire cannon. I have heard nothing but bad about it. what does your ironclad have? I would advise artificier and storm shield for your jumppack captain. The shield and artificier makes sure he can survive his jump packing across the field. he will also serve as a better leader for your assault squad then. Does your melta-Nought need a transport, or will be be backed up by something? I like your usage of free heavy and special weapons in the tactical, but myself I do not like the flamer as I am never able to get in range.
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Posted: Sun Dec 06, 2009 6:50 pm
Also, Angel, the policy here is that we do not list the costs of specific upgrades. You can state how much the squad costs with its upgrades as a whole, but not the individual points costs. I'd appreciate it if you would edit those out.
Thank you.
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Posted: Sun Dec 06, 2009 6:59 pm
bjs.09-00 @ Angel of Redemption:: I Don't know how I feel about the Thunderfire cannon. I have heard nothing but bad about it. what does your ironclad have? I would advise artificier and storm shield for your jumppack captain. The shield and artificier makes sure he can survive his jump packing across the field. he will also serve as a better leader for your assault squad then. Does your melta-Nought need a transport, or will be be backed up by something? I like your usage of free heavy and special weapons in the tactical, but myself I do not like the flamer as I am never able to get in range. Hah, i've heard nothing but good things about the Thunderfire, heck i used it and it made its points cost back in the first turn. However, i'm wary of using Whirlwinds, in my own experience, it couldn't hit anything, kept scattering off of its targets and i've heard bad things about them. The Ironclad is decked out with the seismic hammer and a close combat weapon and the melta equipped DN will be backed up by my tactical squads, the thunderfire and the assault equipped termies (i've had a good experience with assault cannons). Pretty much i built this army list with versatility in mind. @Caleidah, thanks for the heads up, i've edited out the individual costs
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Posted: Sun Dec 06, 2009 7:54 pm
Well, here's an update on the 2000pt Eldar list. It's a lot lower on numbers than I'm used to, and has a lot more points vested in equipment and upgrades than I'm normally comfortable with, but it seems pretty balanced. Quote: **HQ** Avatar 155 Autarch 100 -Fusion Gun -Mandiblasters -Power Weapon **ELITES** Fire Dragons 274 -9 Dragons -Exarch -Fire Pike -Wave Serpent -TL Shuriken Cannon -Shuriken Cannon Fire Dragons 164 -9 Dragons -Exarch -Fire Pike Striking Scorpions 281 -9 Scorpions -Exarch -Biting Blade -Wave Serpent -Twin-linked Shuriken Cannon -Shuriken Cannon -Spirit Stone **TROOPS** Dire Avengers 140 -9 Avengers -Exarch -Twin Shuriken Catapults -Bladestorm Dire Avengers 140 -9 Avengers -Exarch -Twin Shuriken Catapults -Bladestorm Dire Avengers 265 -9 Avengers -Exarch -Diresword -Shuriken Pistol -Wave Serpent -Twin-linked Starcannon -Shuriken Cannon **FAST ATTACK** **HEAVY SUPPORT** Warwalker Squadron 160 -3 Warwalkers -4 Shuriken Cannons -2 Eldar Missile Launchers Warwalker Squadron 160 -3 Warwalkers -4 Shuriken Cannons -2 Eldar Missile Launchers Falcon Grav-tank 165 -Pulse Laser -Shuriken Cannon -Holo Fields -Spirit Stone -2004 points -56 infantry -10 vehicles
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Posted: Mon Dec 07, 2009 4:42 pm
Quote: Total - 1000 HQ - 165 Archon - *Hell Mask - *Combat Drugs - *Shadow Field - Animus Vitae - Retinue - Warrior - Warrior - Warrior - Warrior - Warrior - Troops - 580 Raider Squad - Warrior - *Dark Lance - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Raider - *Night Shield - Raider Squad - Warrior - *Dark Lance - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Raider - *Night Shield - Raider Squad - Warrior - *Splinter Cannon - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Raider - *Night Shield - Warrior Squad - Warrior - *Splinter Cannon - 10 Warrior - 8 *Splinter Cannon - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Warrior - Heavy Support - 255 Ravenger - *Night Shield - *Disintegrator - Ravenger - *Night Shield - Should be around 1000 unless I messed my math up.
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Posted: Tue Dec 08, 2009 1:10 pm
Okay, playtesting is a good thing sometimes. *ups points to 2000, kicks out Sternguard, gets to work rebuilding army* Shields of Chiron - 4th Company 2000 points HQ1 Captain - w/ Artificer Armor (115) - attached to Command Squad (4 Vets, 1 Apothecary) w/ Company Banner (130) Captain + Command Squad in Razorback w/ Lascannon and TL Plasma Gun replacing TL Heavy Bolters, Extra Armor (90)Elites1 Terminator Squad (5 terminators, 1 Sergent) in Land Raider (see Heavy Support) (240) Troops1 Tactical Squad (9 Regulars, 1 Sergent) (170) in Rhino (35)1 Tactical Squad (9 Regulars, 1 Sergent) (170) in Rhino (35)1 Tactical Squad (5 Regulars, 1 Sergent) (106) in Razorback (40)1 Tactical Squad (5 Regulars, 1 Sergent) (106) in Razorback (40)Fast Attack1 Vanguard Squad (6 Veterans, 1 Sergent) w/ Jump Packs (235) 1 Vanguard Squad (6 Veterans, 1 Sergent) w/ Jump Packs (235) Heavy Support1 Land Raider (250) 1997/2000 6 Tanks 58 Models Vanguard's for flanking/bogging down. The rest kick the crap out of the enemy and/or hold down positions. Though I'm not sure if I should flip the Vanguard for Assault or Bike squads (or more tanks). All three can keep up with tanks, but Bikes can't Deep Strike, and Assault don't get Heroic Intervention if they do Deep Strike. Take four points out of your army, and I'll figure out some way to face off with you, DarkElf. Heck, if Vassal works at a library, that'll do. EDIT: And.... shiiiiiiiii---. This is going to be expensive to build before bits and paints. Damn tanks and only 5 models to a Vanguard pack...
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Posted: Wed Dec 09, 2009 12:29 am
What do they have on them for special kit?
Also, I went into a list building frenzy tonight. Next post will have a pile of CSM lists that I built.
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