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Post by DBeans on Jan 19, 2013 16:07:13 GMT -5
Ok, So after much help designing 1k list, and my first game in many years yesterday (friday 18th), (can be read about on the link below). www.commissar.proboards.com/index.cgi?action=display;board=aar;thread=16880;page=1#352813We are expanding our forces for a 1500 point game on Wednesday. I have added and equiped my originial list to hopefully accomodate a varied selection. CCS 125Medic, Regimental Standard, 2x Plasma Gun Ratlings 30Infantry PlatoonCS 704x Melta Gun 1 x IS 90Grenade Launcher, Commissar 2 x IS 110Grenade Launcher 2 x IS 110Flamer HWS 903x Missile Launcher SWS 803x Plasma Gun VS 1553x Melta Gun, Chimera - Hull Mounted Heavy Flamer VS 1002x Plasma Gun Vendetta Gunship 140Heavy Bolters Armoured Sentinel 75Plasma Cannon Armoured Sentinel 75Plasma Cannon LRBT 150Aegis Defence Line 100Quad Gun Total 1500 pts, 100 models - (101 men) Thinking the IS will go as a 30 blob and a 20 blob with one flamer in each. So what thoughts? I am relatively new to the game having only had one game in for the last 3 editions of 40k. Any and all help appreciated. Thanks Beans
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Post by Paradill on Jan 19, 2013 16:14:50 GMT -5
Explain the thinking behind one Flamer in each as opposed to 3Gl blob and 2 Flamer blob please. Although this might seem a silly request, I need to understand before I critique.
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Post by DBeans on Jan 19, 2013 16:35:04 GMT -5
I don't really know. my 20 blob I was planning to keep behind my Chimmy to assist if termies drop behind there like the last game. This would still allow one flamer to move up with the rest of the infantry.
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Post by Paradill on Jan 19, 2013 17:12:43 GMT -5
Ok, So after much help designing 1k list, and my first game in many years yesterday (friday 18th), (can be read about on the link below). www.commissar.proboards.com/index.cgi?action=display;board=aar;thread=16880;page=1#352813We are expanding our forces for a 1500 point game on Wednesday. I have added and equiped my originial list to hopefully accomodate a varied selection. CCS 125Medic, Regimental Standard, 2x Plasma Gun Ratlings 30Infantry PlatoonCS 704x Melta Gun 1 x IS 90Grenade Launcher, Commissar 2 x IS 110Grenade Launcher 2 x IS 110Flamer HWS 903x Missile Launcher SWS 803x Plasma Gun VS 1553x Melta Gun, Chimera - Hull Mounted Heavy Flamer VS 1002x Plasma Gun Vendetta Gunship 140Heavy Bolters Armoured Sentinel 75Plasma Cannon Armoured Sentinel 75Plasma Cannon LRBT 150Aegis Defence Line 100Quad Gun Total 1500 pts, 100 models - (101 men) Thinking the IS will go as a 30 blob and a 20 blob with one flamer in each. So what thoughts? I am relatively new to the game having only had one game in for the last 3 editions of 40k. Any and all help appreciated. Thanks Beans Cool. So. Did you find the regimental standard useful in your last game? The buff isn't really needed when you're going to get your arse handed to you in every cc anyway. Those points could be better used on another Dark Angel melting plasma gun. Although both Flamers and grenade launchers are cheaper than a tramps sister, unlike tramps and your sister, they do not mix well. Like meltaguns and plasma guns, they play separate roles. Flamers are for close up flaming and grenade launchers are for mid-long range grenading. So if you mix a squad, 50% of your weapons at anyone time are useless. If you just want a 20 man meat shield to tie up terminators, give both Flamers to them. If you're lucky they might be able to blast a couple shots before they get routed and die. This fees up three grenade launching bad asses to lend support to your 30 blob. Give your commissar a power weapon. Looks cool and helps if you absolutely have to take a charging. Sentinels are meh. MORE LEMAN RUSS BATTLE TANKS!! In all honesty, multiple battle cannons ruins anybody's day. Plus AV14 forces him to concentrate his fire and act or leave you to tear chunks out of his army. Hull heavy flamer for killing anything that tries to get close enough to melta. Plus, for what they do, Leman Russ' are cheaper than Kerry katona on crack. And that is CHEAP. Only two plasma on veteran squad? Why have a vet squad if you're not using that third slot, it's what they're for. How are your PCS melta guns going to get close enough to use their meltas? Waiting for the enemy works, plus it's a deterrent. I still think special weapon squads are pointless. One of those plasma guns could be given to that third veteran who has a higher BS. Ratlings are good. Infantry squads are good. You were unlucky time wise last game, let me know how the vendetta does this time, reserves can be sucky when they don't work but all powerful when they do. Hope this is what you were after. P.s I have no idea if you even have a sister and any mention of her possible virtue is purely estimated. Kerry katona on the other hand is very, very cheap.
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Post by DBeans on Jan 20, 2013 4:13:47 GMT -5
Ok, due to being exceptionly useless last game I am thinking of dropping both the medic and RS from the CCS and move this into 2 plasma's for the CCS and 1 plasma for the veterans. Swapping the Sentinels for a Russ is fair enough, I just liked the idea of having 2 plasma cannons walking around. Any suggestions on what I should give my PCS. They will be moving up with the main body along with the CCS, my thoughts were, one can deal with light vehicles one with MEQ. Drop SWS, what should I buy with the 80 pts? power weapon for the commissar and maybe another Chimmy for the second vets? Thanks for your help so far.
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Post by Paradill on Jan 20, 2013 4:51:30 GMT -5
Ok, due to being exceptionly useless last game I am thinking of dropping both the medic and RS from the CCS and move this into 2 plasma's for the CCS and 1 plasma for the veterans. Swapping the Sentinels for a Russ is fair enough, I just liked the idea of having 2 plasma cannons walking around. Any suggestions on what I should give my PCS. They will be moving up with the main body along with the CCS, my thoughts were, one can deal with light vehicles one with MEQ. Drop SWS, what should I buy with the 80 pts? power weapon for the commissar and maybe another Chimmy for the second vets? Thanks for your help so far. - Brilliant, plasma is good, I used the RS in one game and dropped it when I first had guard. My CCS is 4x Plasma, plasma pistol and powersword and they murder Power armour. - Leave the plasma cannons for the dark angels, they can play with their pie plates whilst you play with your battle cannon. Both with hull heavy Flamer and no sponsons. - The PCS is fine, keep them shielded and if he gets and nasty CC units within range, blast them with the meltas. At worst they're a deterrent to his expensive unit, at best they'll kill his warlord when he isn't paying attention. -That sounds like a decent use of the 80 points yeah, gives you more vehicles which he has to counter and split his fire whilst simultaneously protecting more of your squishy men. Go get him.
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Post by matelloco on Jan 26, 2013 5:20:15 GMT -5
Ratling are too few to be interesting, 7 is a real minimum to achieve the pinning test.
I agree with most of what paradill says except for 1 thing, the special weapon team is just brilliant, grab 3 demo charges and load them in your vendetta, grav chute when u arrive and drop the demo charges on something juicy out of cover... And then look at th tears of your opponent
If you wanna keep some gl, put them on the pelotoon squad, they can have up to 4 and will stay at mid range of the fight to give orders to the blob.
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Post by DBeans on Jan 26, 2013 5:56:42 GMT -5
The Ratlings were simply there for firing the Quad Cannon. the BS4 has proven very very useful. I am planning to swap out the meltas for GL in my 2k army, but not sure I can fit a SWS in at 1500 now. This army has performed very well. (See my report: commissar.proboards.com/index.cgi?board=aar&action=display&thread=16928&page=1) Thanks for the adivce though, definately things to consider as the forces get bigger.
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