drummerholt1234
10-27-2009, 08:40 AM
Table of "List" (contents)
List 1 (AV12 Spam) - Post 1
List 2 ("HellStrike") - Post 8 (http://www.lounge.belloflostsouls.net/showpost.php?p=30043&postcount=8)
List 3 ("Alpha Strike") - Post 14 (http://www.lounge.belloflostsouls.net/showpost.php?p=30043&postcount=8)
List 1
Ok so the first list up is a 2000pt AV12 "spam" (even thou I hate that term, more like redundancy but whatever...) list. Obviously it is going to be filled with AV12 vehicles like chimeras, hydra, and valkyries/vendettas.
SO here is the list:
HQ
1. Company Command Squad
x3 Plasmaguns, Astropath, Officer of the Fleet, Chimera w/ Multi-laser, Heavy Bolter
This unit weighs in at 210pts so it is kinda of expensive, but I feel that it will earns its points back in more ways than just killing the enemy. It has a good bit of anti-"elite" infantry as well as light vehicle potential (It doesn't do it as well as somethings but the fact that it can do it is very important.). The chimera provides a good firebase with 6 shots to torrent the enemy with fire or possibly do some minor damage to a light vehicle (once again it isn't the greatest for the task but the fact that it can possibly do something is always good). It also provides the option of mobility if need be. In addition, the unit provides anti-alpha strike defense in the Astropath as well as reserve denial in the Officer of the Fleet. I feel that is where this unit with earn its points back, in the "unseen" control (more so than w/o the Astropath and Officer) of the game that it give me and the frustration it can put on my opponent.
Troops
1. Infantry Platoon
Platoon Command Squad
x4 Flamers, Chimera w/ Multi-laser, Heavy Flamer2 Infantry Squad w/ no additional equipment
These units are there mainly for scoring purposes. I could field another vet squad for their cost of 205pts but I feel that the addition scoring potential is more important than additional melta-vet squad. The Platoon Command Squad just provides anti-horde with their 4 flamers (took flamers over the other special weapon squad main because IMO BS3 is meh to be spending on special weapons). Their chimera is also out fitted for that as well as being constantly mobile. The multi-laser provides the same task as the one in the Company command squad but with less shot but more mobility. The infantry squads simply go in a vendetta or Valkyrie to make it scoring. It is nice to have a skimmer that can move flat out to capture/contest an objective last turn.
2. Vet Squad
x3 Meltaguns, Chimera w/ Multi-Laser
3. Vet Squad
x3 Meltaguns, Chimera w/ Multi-Laser
For 155pts these unit are very cost effective IMO. The task of these 2 units is simple. They provide the anti-heavy armor in the army. They just go around in their chimeras and shoot up tanks. Their chimera acts the same as the one in the Platoon Command Squad.
4. Vet Squad
x3 Meltaguns, Demolitions, Chimera w/ Mulit-Laser, Heavy Flamer
At 185pts this unit weighs in at 30pts more than the typical melta-vet squad. Although, I feel that those 30pts spent give this unit a tactical flexibility that is very important to the army. That tactical option comes with the demolition "perk" (doctrine but hey I'm a COD guy so yeah). It give a nice demo charge but that is not the real value of the upgrade. The meltabombs that you receive for the upgrade are much more worth-wild then the one time demo-charge. So what do I do with the meltabombs? OK here it is, if I know that my opponent is going to be a mech heavy army like mine then I can throw the Demo-Vets in the Valkyrie before the game and use the Valkyries scout move to get into position for a turn one charge on a tank or line of tanks and more than likely blow the hell out of them. The chimera give me the option to make them act as a normal melta-vet squad and not be forced to do that alpha strike move if it is not needed.
Elites
1. Psyker Battle Squad
x8 Psykers total, Chimera w/ Multi-Laser, Heavy Flamer
This unit is in the army main for the weaken resolve power. It just screws nob units and nob biker units (3 deaths and then a LD check at -8 LD yeah...) as well as other non-fearless unit that I want to leave the field early. In addition a pie plate template with S8 AP d6 is not too bad either. Their chimera does what the Company Command Squad's does since they will be deploy to target the unit that I want to weaken resolve or template and then can move if need be. The unit costs 155pts which IMO is a fair price to pay for such a good set of abilities/powers.
2. Inquisitor
Emperors Tarot, Psychic Hood, x2 Mystics, x2 Hierophants
This 83pt unit is a steal for what it does in the game. It helps secure me first turn with the tarot, give me a very good psychic defense in the psychic hood, and deep strike (in addition to deployment) defense in the mystics. They do inside a vendetta or Chimera for extra protection.
Fast Attack
1. Valkyrie with Multiple Rocket Pods
This 130pt model just flies around shooting and laying pie plates on infantry squad. It also can deliver the Demo-Vet alpha strike if need be. In addition, it can contest/capture (if it has vets or an Infantry squad in it) late game.
2. Vendetta
3. Vendetta
These 2 130pt birds provide a triple lascannon firing platform to shoot tanks from a distance. Pretty simple. Note they will also be scoring if an infantry squad is in them.
Heavy Support
1. Manticore
D3 S10 AP4 pie plates for 4 turns for 160pts. Whats not to like? Drop them on infantry and tanks to annoy the enemy; can't get much simpler than that.
2. Hydra Battery (x2 Hydras)
3. Hydra Battery (x2 Hydras)
These 2 units weigh in at 150pts a piece. They either go for light-medium tanks or torrent the enemy with fire. Once again, pretty simple.
Ok so there it is, hopefully the addition of the explanation is helpful. Comment on the list are welcome as always.
How do you like the format? It is different from what I usually do, and I will be adding more lists once I write them.
List 1 (AV12 Spam) - Post 1
List 2 ("HellStrike") - Post 8 (http://www.lounge.belloflostsouls.net/showpost.php?p=30043&postcount=8)
List 3 ("Alpha Strike") - Post 14 (http://www.lounge.belloflostsouls.net/showpost.php?p=30043&postcount=8)
List 1
Ok so the first list up is a 2000pt AV12 "spam" (even thou I hate that term, more like redundancy but whatever...) list. Obviously it is going to be filled with AV12 vehicles like chimeras, hydra, and valkyries/vendettas.
SO here is the list:
HQ
1. Company Command Squad
x3 Plasmaguns, Astropath, Officer of the Fleet, Chimera w/ Multi-laser, Heavy Bolter
This unit weighs in at 210pts so it is kinda of expensive, but I feel that it will earns its points back in more ways than just killing the enemy. It has a good bit of anti-"elite" infantry as well as light vehicle potential (It doesn't do it as well as somethings but the fact that it can do it is very important.). The chimera provides a good firebase with 6 shots to torrent the enemy with fire or possibly do some minor damage to a light vehicle (once again it isn't the greatest for the task but the fact that it can possibly do something is always good). It also provides the option of mobility if need be. In addition, the unit provides anti-alpha strike defense in the Astropath as well as reserve denial in the Officer of the Fleet. I feel that is where this unit with earn its points back, in the "unseen" control (more so than w/o the Astropath and Officer) of the game that it give me and the frustration it can put on my opponent.
Troops
1. Infantry Platoon
Platoon Command Squad
x4 Flamers, Chimera w/ Multi-laser, Heavy Flamer2 Infantry Squad w/ no additional equipment
These units are there mainly for scoring purposes. I could field another vet squad for their cost of 205pts but I feel that the addition scoring potential is more important than additional melta-vet squad. The Platoon Command Squad just provides anti-horde with their 4 flamers (took flamers over the other special weapon squad main because IMO BS3 is meh to be spending on special weapons). Their chimera is also out fitted for that as well as being constantly mobile. The multi-laser provides the same task as the one in the Company command squad but with less shot but more mobility. The infantry squads simply go in a vendetta or Valkyrie to make it scoring. It is nice to have a skimmer that can move flat out to capture/contest an objective last turn.
2. Vet Squad
x3 Meltaguns, Chimera w/ Multi-Laser
3. Vet Squad
x3 Meltaguns, Chimera w/ Multi-Laser
For 155pts these unit are very cost effective IMO. The task of these 2 units is simple. They provide the anti-heavy armor in the army. They just go around in their chimeras and shoot up tanks. Their chimera acts the same as the one in the Platoon Command Squad.
4. Vet Squad
x3 Meltaguns, Demolitions, Chimera w/ Mulit-Laser, Heavy Flamer
At 185pts this unit weighs in at 30pts more than the typical melta-vet squad. Although, I feel that those 30pts spent give this unit a tactical flexibility that is very important to the army. That tactical option comes with the demolition "perk" (doctrine but hey I'm a COD guy so yeah). It give a nice demo charge but that is not the real value of the upgrade. The meltabombs that you receive for the upgrade are much more worth-wild then the one time demo-charge. So what do I do with the meltabombs? OK here it is, if I know that my opponent is going to be a mech heavy army like mine then I can throw the Demo-Vets in the Valkyrie before the game and use the Valkyries scout move to get into position for a turn one charge on a tank or line of tanks and more than likely blow the hell out of them. The chimera give me the option to make them act as a normal melta-vet squad and not be forced to do that alpha strike move if it is not needed.
Elites
1. Psyker Battle Squad
x8 Psykers total, Chimera w/ Multi-Laser, Heavy Flamer
This unit is in the army main for the weaken resolve power. It just screws nob units and nob biker units (3 deaths and then a LD check at -8 LD yeah...) as well as other non-fearless unit that I want to leave the field early. In addition a pie plate template with S8 AP d6 is not too bad either. Their chimera does what the Company Command Squad's does since they will be deploy to target the unit that I want to weaken resolve or template and then can move if need be. The unit costs 155pts which IMO is a fair price to pay for such a good set of abilities/powers.
2. Inquisitor
Emperors Tarot, Psychic Hood, x2 Mystics, x2 Hierophants
This 83pt unit is a steal for what it does in the game. It helps secure me first turn with the tarot, give me a very good psychic defense in the psychic hood, and deep strike (in addition to deployment) defense in the mystics. They do inside a vendetta or Chimera for extra protection.
Fast Attack
1. Valkyrie with Multiple Rocket Pods
This 130pt model just flies around shooting and laying pie plates on infantry squad. It also can deliver the Demo-Vet alpha strike if need be. In addition, it can contest/capture (if it has vets or an Infantry squad in it) late game.
2. Vendetta
3. Vendetta
These 2 130pt birds provide a triple lascannon firing platform to shoot tanks from a distance. Pretty simple. Note they will also be scoring if an infantry squad is in them.
Heavy Support
1. Manticore
D3 S10 AP4 pie plates for 4 turns for 160pts. Whats not to like? Drop them on infantry and tanks to annoy the enemy; can't get much simpler than that.
2. Hydra Battery (x2 Hydras)
3. Hydra Battery (x2 Hydras)
These 2 units weigh in at 150pts a piece. They either go for light-medium tanks or torrent the enemy with fire. Once again, pretty simple.
Ok so there it is, hopefully the addition of the explanation is helpful. Comment on the list are welcome as always.
How do you like the format? It is different from what I usually do, and I will be adding more lists once I write them.