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Post by mannimal on Aug 10, 2014 12:42:40 GMT -5
Not played 40k since 2nd ed. Looking to put a 1000pt force together to start off.
=HQ= CCS Boltpistol sniper vox Autocannon team
=TROOPS= Platoon 1 PCS Boltpistol Flamer x4 Chimera INFANTRY BLOB Bolter x3 Sniper x3 Autocannon x3 Lasgun x18 Vox x1 SWS Flamer x3 HWS Lascannon x3
=TROOPS= Platoon 2 PCS Boltpistol Grenade launcher Mortar INFANTRY BLOB Bolter x2 Grenade launcher x2 Mortar x2 lasgun x12
=TROOPS= VETERANS Bolter x1 Melta x2 Shotgun x7 Chimera
=HEAVY SUPPORT= LRBT Vanilla without sponsons
The battleplan is to form two gunlines; 1- Platoon 2 2- CCS + HWS + Platoon 1 infantry
Push the leman Russ up the middle/ flank followed by melts vets in chimera and pcs and sws in chimera.
Was wondering if an aegis line would be useful and worried about no anti air.
Any help would be welcome.
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Post by Casiarius on Aug 10, 2014 15:41:00 GMT -5
For comparison, this is the 1000-point list I assembled for my own recent return to 40K. Mine has fewer Guardsmen and more fancy HQ characters, and a Hellhound instead of a Leman Russ. Given how good the Wyvern is, there is no little point to fielding infantry with mortars. Heavy and Special Weapons teams do not take orders very reliably (no sergeants or vox casters), so I'm not sure if I would rely on them to provide all of your lascannon support. My own list has Creed in it so the lascannon squad is considerably more likely to take orders, though still not as good as if the blob had lascannons. What is the benefit of giving the Veterans shotguns? I assume they are not actually planning to assault. I would personally give them a third special weapon. In terms of tactics, I would be very careful before having anything advance. The Leman Russ doesn't gain any firepower for being closer. Your Chimera-mounted Infantry are more valuable taking objectives than they are as sacrificial one-shot attackers. The Aegis Defense Line can be very useful for insuring that your gun lines have decent cover. The Quad Gun may be a waste of points in a 1000-point game since you're unlikely to encounter a lot of air power... though I did take it in my own list.
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Post by mannimal on Aug 11, 2014 1:33:31 GMT -5
Thanks Casiarius
Unfortunately im I little limited as to mini selection. Most have come from 2nd ed, been coverted from necromunda, and I've "rescued" a few from eBay. Other than the listed above I've only got 4 missle teams a couple of plasmas and a handful of guardsmen.
The veterans took shotguns to keep inline with wysiwyg plus to encouage me to get into range with the meltas
Other than that its a case of what to drop to regain points, even dropped the 3rd special out of the vets to squeeze under 1k.
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Post by Casiarius on Aug 11, 2014 3:04:16 GMT -5
I'd say that the easy way to save points would be to get rid of Platoon 2 and simply have five Infantry Squads in Platoon 1. It will save you the cost of that naked Platoon Command Squad that wasn't doing much anyway. You've have enough points to get that third meltagun, and replace the mortars with missile launchers, or whatever.
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Post by mannimal on Oct 14, 2014 12:46:00 GMT -5
Bit of an update. I've got a few games under my belt now and all of my mini at least undercoated.
Taking on board pointers and climbing a steep learning curve list now looks like this.
#hq CCS Bolted, lascannon, 2xsniper, camo
#elites Ratlings x5
#troops VETS Bolter, lascannon, 3x sniper, forward sentries
PLATOON PCS Bolter, 2xlasgun, 2xGL
BLOB (40 men) 4xbolter, 2xmelta bomb +psyker l1 +priest
#Heavy support 2x Wyvern 1x LRBT Standard 1x LRBT Exterminator with HB sponsons
CCs and vets sit in cover together popping tanks and MCs
Wyverns sit at the back raining death on anything I don't like
Blob and russes move forward hitting infantry using prescience and flfslf.
Suggestions for changes and how to grow to a 1500pt army welcome.
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Post by Casiarius on Oct 14, 2014 15:15:15 GMT -5
My main concern is this lasgun blob. If you've got a 40-man blob with a psyker to provide prescience, they will be FAR more effective using heavy/special weapons and shooting from a distance and using their officer's orders to gain Tank Hunter or to ignore cover.
What are you fighting that you need anti-infantry Wyverns, anti-infantry Leman Russes, 10 sniper rifles AND a giant anti-infantry blob?
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Post by mannimal on Oct 14, 2014 16:23:15 GMT -5
Thanks cas, fair point about amount of anti infantry think I'll lose the wyvern and the std Russ and take two vanquishers with lascannons.
As for snipers they're really cheap and pretty handy at taking down MCs.
The forty man guard blob, well I think that's just how I like to roll. With a priest with them its a huge body count to stop it and there is something special about throwing ninety dice with rerolls to hit.
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Post by Casiarius on Oct 14, 2014 19:22:48 GMT -5
Well, if you want to have that swarm of guys with lasguns running around, I recommend you trade in your Company Command Squad and get Commissar Yarrick instead. He's a serious threat to enemy assault troops, and he's a senior officer so you never have to worry about your blob wandering too far away from your commander to get orders. I would also give that blob power axes instead of bolters, for when they inevitably get assaulted. I'd also give them special weapons.
If you like Vanquishers, I suggest you consider using Pask. The biggest problem with a Vanquisher is that the titan-killing anti-tank cannon is just one shot at BS3 and misses 50% of the time. Using a BS4 tank commander can decrease your odds of disappointing misses, and Pask actually has special rules that make him better at killing tanks... rules which are largely wasted if you have him shooting troops in a Punisher.
Using either of these special characters will increase your point value without forcing you to buy a bunch of new miniatures, so you're already on your way to 1500 points! For the rest of the points, I guess it really depends on what you like... it's hard to go wrong with more Leman Russes, but I think Veterans in Chimeras that can take objectives might be better in terms of winning games.
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