Aristus
07-31-2009, 03:21 PM
Here's a list that i've created, it works pretty well in common games but hasn't really been played in a more competative way. The lists that im mostly afraid of facing are armies that utilises tank hunting such as Vulkan with meltas or massed lascanon fire with guards, as the army is very armour-based.
HQ
Chaplain - Power Fist, Jump Pack = 130pts
Troops
Tactical squad 1# - Power fist, Flamer, Lascanon = 205pts
Tactical squad 2# - Power fist, Flamer, Lascanon = 205pts
Tactical squad 3# - Melta gun, multi-melta, drop pod = 235pts
Fast attack
Assault squad - Flamer, combat shield = 169pts
Land Speeder - Typhoon = 90pts
Land Speeder - Typhoon = 90pts
Heavy support
Vindicator - Siege shield = 125pts
Vindicator - Siege shield = 125pts
Vindicator - Siege shield = 125pts
As i tested an less evolved verision of this list i found out that having to depend on three vindicators (Which moves about 6' a turn) was very risky if my opponent was to mobile. I decided to try out and add two land speeders with typhoon upgrades to solve my problem.
With more manouvrebility i realised that my games where going more smoothly as i could close gaps or pin down units that my vindicators couldn't manage to.
I've always had roughly about 30 marines (three tactical squads) as troop choices to capture objectives and to give something that can soak up damage, in the original list i didn't really upgrade those squads with anything more than an lascanon and a flamer and i soon realised that my marines never really died of shooting (mostly thanks to 3+ saves) but by tough close combat units or atleast units that are more close combat worthy than ordinary marines. I've tried to add power weapons to the sargeants, but it didn't really give anything as it often just took one wound of a character or nob etc.
Im usually against upgrading one-wound characters with expensive upgrades as their potential dosn't match the point's cost but with tactical sergeants im ready to make an exeption, equiping them with power fists does really change the outcome of the most combats, as you will ignore saves and instant kill the majority of multi-wound assaulters, it dosn't raelly matter if your tacticals die in the end but it does count that they'll drag some of their killer to the death with them as they are often alot more expensive or exclusive than your ordinary marines. You might even be lucky and win combats, just to sweep the assaulters to death.
I also added a drop pod to one of my squads equiped with a melta gun and a MM, the reason was simple that they are going to loosen my opponents defences by striking at key points like tough tanks or camping units such as dark reapers.
Now i've covered up amour, infantery and manouvrebility.
But what against armies that just can't be blown out of their cover becouse of coversaves and an unending flow of manpower?
Sure my vindicators will make a hard hit against their mass-units, but it might not always be enough as they often saves their anti-tank for last and nevers seems to loose morale checks due to officers and such.
Then whats a guardsmans weakness? Well they are pretty weak ofcourse, lot's in numbers but can't really take fatal blows and especially not without their coversaves of immense doom.
There would be two choices as solutions, either you'll get a unit with enought flame templates to wipe the lot of em, or you could simply get a deacent close combat unit that get's there quickly (you could also try to add more shooty power).
As i didn't have any close combat units included at the time to add one was my naturally choice.
I've always been a fan of assault marines, and by including a squad in the army i also had an excuse to buy the red scorpion MkIV ones from forgeworld :D
A charging unit with eight assault marines equiped with a flamer gets you a total of 23 attacks. That would probably whipe the most of guard units or fire warriors, but what if you face more worthy units as Khorne bezerkers or harlequinns? The assault squad shouldn't have a problem to inflict some damage on such units but these are thougher than guardsmen.
With that in my mind i focused to take a headquarter choice to support the assault squad, with that extra punch from a hero i might kill thougher units with more ease.
I started to think of utilize a librarian for my deeds as he uses a force weapon. With a force weapon i might kill tougher heroes with a simple psychic test.
The bad side of this choice is if i face a daemon prince in combat, str4 dosn't have a punching effect at all against them and if the librarian uses his psychic ablilities on the force weapon he dosn't really bring anything to the rest of the squad either. I could upgrade him to an epistoliary, but seriously is really 50pts worth for just another psychic power???
With much consideration i decided to scrap the librarian idea and to use a chaplain instead. The chaplain just dosn't give my assault marines a bonus in charges but he's also relativley cheap to upgrade, with a total of 130pts equiped with both a jump pack and a power fist (The extra punch!), he also has an higher probability to survive against low AP shots and save ignoring attacks thanks to his rosarius.
Hehe, well that's where i am right now, if you had the time to read it through please comment it aswell :D
Im aiming to get the list more competetive for tournaments so tips and tricks is appreciated.
HQ
Chaplain - Power Fist, Jump Pack = 130pts
Troops
Tactical squad 1# - Power fist, Flamer, Lascanon = 205pts
Tactical squad 2# - Power fist, Flamer, Lascanon = 205pts
Tactical squad 3# - Melta gun, multi-melta, drop pod = 235pts
Fast attack
Assault squad - Flamer, combat shield = 169pts
Land Speeder - Typhoon = 90pts
Land Speeder - Typhoon = 90pts
Heavy support
Vindicator - Siege shield = 125pts
Vindicator - Siege shield = 125pts
Vindicator - Siege shield = 125pts
As i tested an less evolved verision of this list i found out that having to depend on three vindicators (Which moves about 6' a turn) was very risky if my opponent was to mobile. I decided to try out and add two land speeders with typhoon upgrades to solve my problem.
With more manouvrebility i realised that my games where going more smoothly as i could close gaps or pin down units that my vindicators couldn't manage to.
I've always had roughly about 30 marines (three tactical squads) as troop choices to capture objectives and to give something that can soak up damage, in the original list i didn't really upgrade those squads with anything more than an lascanon and a flamer and i soon realised that my marines never really died of shooting (mostly thanks to 3+ saves) but by tough close combat units or atleast units that are more close combat worthy than ordinary marines. I've tried to add power weapons to the sargeants, but it didn't really give anything as it often just took one wound of a character or nob etc.
Im usually against upgrading one-wound characters with expensive upgrades as their potential dosn't match the point's cost but with tactical sergeants im ready to make an exeption, equiping them with power fists does really change the outcome of the most combats, as you will ignore saves and instant kill the majority of multi-wound assaulters, it dosn't raelly matter if your tacticals die in the end but it does count that they'll drag some of their killer to the death with them as they are often alot more expensive or exclusive than your ordinary marines. You might even be lucky and win combats, just to sweep the assaulters to death.
I also added a drop pod to one of my squads equiped with a melta gun and a MM, the reason was simple that they are going to loosen my opponents defences by striking at key points like tough tanks or camping units such as dark reapers.
Now i've covered up amour, infantery and manouvrebility.
But what against armies that just can't be blown out of their cover becouse of coversaves and an unending flow of manpower?
Sure my vindicators will make a hard hit against their mass-units, but it might not always be enough as they often saves their anti-tank for last and nevers seems to loose morale checks due to officers and such.
Then whats a guardsmans weakness? Well they are pretty weak ofcourse, lot's in numbers but can't really take fatal blows and especially not without their coversaves of immense doom.
There would be two choices as solutions, either you'll get a unit with enought flame templates to wipe the lot of em, or you could simply get a deacent close combat unit that get's there quickly (you could also try to add more shooty power).
As i didn't have any close combat units included at the time to add one was my naturally choice.
I've always been a fan of assault marines, and by including a squad in the army i also had an excuse to buy the red scorpion MkIV ones from forgeworld :D
A charging unit with eight assault marines equiped with a flamer gets you a total of 23 attacks. That would probably whipe the most of guard units or fire warriors, but what if you face more worthy units as Khorne bezerkers or harlequinns? The assault squad shouldn't have a problem to inflict some damage on such units but these are thougher than guardsmen.
With that in my mind i focused to take a headquarter choice to support the assault squad, with that extra punch from a hero i might kill thougher units with more ease.
I started to think of utilize a librarian for my deeds as he uses a force weapon. With a force weapon i might kill tougher heroes with a simple psychic test.
The bad side of this choice is if i face a daemon prince in combat, str4 dosn't have a punching effect at all against them and if the librarian uses his psychic ablilities on the force weapon he dosn't really bring anything to the rest of the squad either. I could upgrade him to an epistoliary, but seriously is really 50pts worth for just another psychic power???
With much consideration i decided to scrap the librarian idea and to use a chaplain instead. The chaplain just dosn't give my assault marines a bonus in charges but he's also relativley cheap to upgrade, with a total of 130pts equiped with both a jump pack and a power fist (The extra punch!), he also has an higher probability to survive against low AP shots and save ignoring attacks thanks to his rosarius.
Hehe, well that's where i am right now, if you had the time to read it through please comment it aswell :D
Im aiming to get the list more competetive for tournaments so tips and tricks is appreciated.