In two weeks time there's "beginner-friendly" tourney, no restrictions, strong emphasis on building a general list that can take on anything (Which as you can see, I'm pretty much fragged, because I'm limited by what I got right now) and is more geared towards having a good time than getting thrown across a table and well, you know.. It's 1750 pts, pre-set terrain and whatnot. So, screw it, I'm going to bring fun stuff, as I usually do really, which might explain my horrendous track record. whee
First list is Imperial Guard + Space Marine allies, not my first choice, but gotta make do to reach 1750 pts somehow, so quite heavy on the allies, whom are more or less geared towards getting stuck in and dealing with MEQ and monstrous creatures.
And the alternate take, should Knights be allowed or not frowned upon, which means dropping the Space Marines in favour of a Knight, entourage of Sentinels, another psyker and some more veterans:
Fast Attack. Armoured Sentinel squadron (3) – Autocannons - 135
Heavy Support. Deathstrike – Camo netting - 175 Hydra flak tank – Camo netting - 85
Allies. Imperial Knight Paladin - 375
Dropped the third veterans squad for a Hydra with camo netting, because flyers may happen. Also, spent the remaining 30 pts on three Ratlings. I love the models, just not that blown away by how sniper rifles perform in this edition.
Posted: Mon Apr 28, 2014 10:33 am
Yeah, I ran a total of... 19 sniper rifles in a 3k list the other day, and I can only think of a small handful of kills from them, on the order of 3-5.
For the time being, I'm only planning on playing 500-point games. It turns out that Tempestus Scions can bring an ungodly amount of hurt at that point level. Throne on Terra...
The major weakness of the list right now is the low model count in favor of so many special weapons. While it's a frightening array of weapons, it's also a frighteningly small number of troopers, all with T3. Right now, I have very few models, and this is me making the most of them. Later, as my collection grows, I'll tone down on the upgrades and bulk out the ranks with numbers.
Let me know what you think!
Quote:
Inquisitorial Storm Troopers "Wolf Brigade" Militarum Tempestus 500pt list
For the time being, I'm only planning on playing 500-point games. It turns out that Tempestus Scions can bring an ungodly amount of hurt at that point level. Throne on Terra...
The major weakness of the list right now is the low model count in favor of so many special weapons. While it's a frightening array of weapons, it's also a frighteningly small number of troopers, all with T3. Right now, I have very few models, and this is me making the most of them. Later, as my collection grows, I'll tone down on the upgrades and bulk out the ranks with numbers.
Let me know what you think!
Quote:
Inquisitorial Storm Troopers "Wolf Brigade" Militarum Tempestus 500pt list
Taurox Prime (Total: 105pts) -Missile Launcher -Heavy Stubber (Option added in the errata) -Twin-Linked Autocannon
The list will struggle against armies that can produce a large amount of models for a low point cost, but it has a good shot against MEQ, though you will struggle with your S3 and S4 hotshot weaponry, but that can easily be fixed with a well-timed order or two. Just try and stick to cover as much as possible to minimize casualties and you should do fine, just don't let them come too close!
Posted: Sat Jul 30, 2016 12:45 pm
BrookM
Ociluce
For the time being, I'm only planning on playing 500-point games. It turns out that Tempestus Scions can bring an ungodly amount of hurt at that point level. Throne on Terra...
The major weakness of the list right now is the low model count in favor of so many special weapons. While it's a frightening array of weapons, it's also a frighteningly small number of troopers, all with T3. Right now, I have very few models, and this is me making the most of them. Later, as my collection grows, I'll tone down on the upgrades and bulk out the ranks with numbers.
Let me know what you think!
Quote:
Inquisitorial Storm Troopers "Wolf Brigade" Militarum Tempestus 500pt list
Taurox Prime (Total: 105pts) -Missile Launcher -Heavy Stubber (Option added in the errata) -Twin-Linked Autocannon
The list will struggle against armies that can produce a large amount of models for a low point cost, but it has a good shot against MEQ, though you will struggle with your S3 and S4 hotshot weaponry, but that can easily be fixed with a well-timed order or two. Just try and stick to cover as much as possible to minimize casualties and you should do fine, just don't let them come too close!
I agree. But keep in mind that your army is also short range, so you will have to keep your forces at that "sweet spot" range and try to avoid the CC as much as possible. Which squad is going into the Prime?
From what I'm remembering, most of the players at the store play assault-oriented MEQs. However, only one of them shows up regularly. So, I'm expecting one Blood Angel and one Tyranid army. Neither player ever plays the mission, and their only goals are to destroy the enemy, which means that they'll be coming to me as fast as possible instead of scurrying for objectives.
The lynchpin of the club plays Blood Angels, and his tactic mostly boils down to deep-striking assault marines and/or Sanquinary Guard right on top of his enemies' formations, blasting away for a round and a half until he can assault. Thankfully, 500pt games will limit the amount of 2+ armor he can field, which makes the hot-shot lasguns a lot more viable.
His best friend fields the Tyranids. I don't remember exactly what he brings to games, but it's not Tyranid Warriors. My only real answer for the mobs is going to be the taurox missile launcher, and 2 S4 AP5 small blasts are going to be small comfort. I'll just have to be realistic and use the terrain to my advantage rather than thinking a round of sustained fire is going to make much of a difference.
Against both opponents, cover's going to be my best friend. Between infernus pistols and assault, I can't go Leroy Jenkins and abandon the ruins. I'm used to playing Necrons and White Scars, so this'll be a new thing for me, but one that I'll have to get used to.
***Dark Master Steel***
Between the 18" primary guns and the limitations on salvo weapons, the middle-ground is going to be tricky to figure out, but I'm game to give it a go!
Right now, I'd say that the ten-man Scions squad is going to be my primary. The melta squad is usually going to be held in deep strike reserve, dropping in to pick off the hardest target it can find, but the anti-infantry squad is going to hold the line. I'm planning on keeping the command squad embarked within the Taurox close to the main squad until the enemy enters plasma range or I need to start issuing orders.
Posted: Sat Jul 30, 2016 1:47 pm
Ociluce
Thank you for the feedback!
***BrookM***
From what I'm remembering, most of the players at the store play assault-oriented MEQs. However, only one of them shows up regularly. So, I'm expecting one Blood Angel and one Tyranid army. Neither player ever plays the mission, and their only goals are to destroy the enemy, which means that they'll be coming to me as fast as possible instead of scurrying for objectives.
The lynchpin of the club plays Blood Angels, and his tactic mostly boils down to deep-striking assault marines and/or Sanquinary Guard right on top of his enemies' formations, blasting away for a round and a half until he can assault. Thankfully, 500pt games will limit the amount of 2+ armor he can field, which makes the hot-shot lasguns a lot more viable.
His best friend fields the Tyranids. I don't remember exactly what he brings to games, but it's not Tyranid Warriors. My only real answer for the mobs is going to be the taurox missile launcher, and 2 S4 AP5 small blasts are going to be small comfort. I'll just have to be realistic and use the terrain to my advantage rather than thinking a round of sustained fire is going to make much of a difference.
Against both opponents, cover's going to be my best friend. Between infernus pistols and assault, I can't go Leroy Jenkins and abandon the ruins. I'm used to playing Necrons and White Scars, so this'll be a new thing for me, but one that I'll have to get used to.
***Dark Master Steel***
Between the 18" primary guns and the limitations on salvo weapons, the middle-ground is going to be tricky to figure out, but I'm game to give it a go!
Right now, I'd say that the ten-man Scions squad is going to be my primary. The melta squad is usually going to be held in deep strike reserve, dropping in to pick off the hardest target it can find, but the anti-infantry squad is going to hold the line. I'm planning on keeping the command squad embarked within the Taurox close to the main squad until the enemy enters plasma range or I need to start issuing orders.
Careful with the Deep strike. It will be a risky chance of keeping your extra units off the table. Another note, unlike the Guard's Chimera, you can not give orders while embarked the Taurox. So be sure to time those, disembarks and shout orders as you gun-line people. I suggest using the Taurox + Command squad as a strong mobile bunker to run close enough to gun-line at Rapid fire with fire support from other units. Shoot the most dangerous with sheer fire power before retreating into the APC to reposition yourself.
I typically play Guard, so I always run my Chimera + Vet squads as mobile bunkers to harass and gun-line. A flamer in the squad wouldn't hurt when they try to assault it. Gives you a d3 attack on overwatch. My enemies always fear assault my Chimera when they know there is a Hvy Flamer waiting with the d3 overwatch.
Careful with the Deep strike. It will be a risky chance of keeping your extra units off the table.
I considered that, yeah. I've had scares before where I almost lost a game because I had so much holed up in reserve and didn't come in on time. For that reason, I've made it a point never to leave more than a third of my army in reserve, no matter the size of the game unless a special rule guarantees it arrives within the first two turns. I figured that, with 4 units total, it wouldn't hurt to hold just one (namely, the smallest) in reserve.
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Another note, unlike the Guard's Chimera, you can not give orders while embarked the Taurox. So be sure to time those, disembarks and shout orders as you gun-line people.
Hee... ^^;; That was actually why I said that they'd stay embarked until they needed to give orders. I know that Voice of Command doesn't work from inside the Taurox, but what I don't know is if the Clarion Vox Net does. All Scion units within 18" use the Tempestor Prime's leadership score for morale, pinning, and fear checks, but will he have to disembark for the other units to benefit, or would I measure the distance from a fire point?
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I suggest using the Taurox + Command squad as a strong mobile bunker to run close enough to gun-line at Rapid fire with fire support from other units. Shoot the most dangerous with sheer fire power before retreating into the APC to reposition yourself.
Good plan. I'd intended for the Taurox never to go far from the gunline, but I'm kind of skittish about driving in front of it. My instinct is to use the Taurox to move around behind my lines and reinforce a section that needs help, but not to venture out where it'll be easy pickings.
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I typically play Guard, so I always run my Chimera + Vet squads as mobile bunkers to harass and gun-line. A flamer in the squad wouldn't hurt when they try to assault it. Gives you a d3 attack on overwatch. My enemies always fear assault my Chimera when they know there is a Hvy Flamer waiting with the d3 overwatch.
I see! I was contemplating a flamer, but now I'll have to give it more thought. Thanks again for the tips!