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Post by Gunny O'Grady on Apr 17, 2015 23:51:41 GMT -5
Hey folks! It's been a hot minute since I've been on the board! I've been thinking about trying to use the Taurox extensively in a mech-list. It might look as follows:
HQ Company Command Squad -4x Meltagun -Officer of the Fleet -Chimera
Ordo Hereticus Inquisitor -Psyker Mastery Level 1 -3x Servo-Skulls -Psyocculum
TROOPS Veteran Squad -3x Meltagun -Chimera
Veteran Squad -3x Meltagun -Chimera
Infantry Platoon -Platoon Command Squad w/ Autocannon & Taurox -Infantry Squad w/ Autocannon & Taurox -Infantry Squad w/ Autocannon & Taurox -Infantry Squad w/ Autocannon & Taurox -Infantry Squad w/ Autocannon & Taurox -Infantry Squad w/ Autocannon & Taurox
FAST-ATTACK Vulture Gunship -Twin-Linked Punisher Cannons
Vulture Gunship -Twin-Linked Punisher Cannons
HEAVY SUPPORT Leman Russ Demolisher Leman Russ Demolisher
ALLIED DETACHMENT (Militarum Tempestus) Tempestus Command Squad -4x Meltagun
Tempestus Scions (Stormies) -2x Meltagun
1999 Points
That's the list folks. For a quick recap of the hardware, this list packs:
6 TL Autocannons 6 Autocannons 16 Meltaguns 2 TL Punisher Cannons 2 Demolisher Cannons
Basically, the Demolishers and Chimeras advance to take objectives and generally perform Anti-Tank. The Scions and Scion Command Squad Deep Strike to suicide-melta any armor or MC hat needs to die. The Vultures deal with hordes, glance light vehicles to death, and stack wounds on MC's. The Taurox/Infantry Squads provide a fire-base, and function as a horde of scoring units. Inquisitor/CCS/Scion Command give people re-rolls to hit with their various orders and psychic abilities.
What do y'all think?
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Post by yvain on Apr 18, 2015 7:48:25 GMT -5
Hey Gunny,
I think you have too many autocannons. The 6 on those infantry squads are not going to be doing much if they are moving, which I find happens so much it makes heavy not worth it. If the 6 TL ones don't do the job those probably won't. I find Taurox work best when they sprint up the board right into cover on an objective. Then drop off your guys and the the guys do the moving while the Taurox just sits there plinking away with its AC all game. If you switched to combinations of melta, flamers, or plasma it think it would work a little better. Having those clutch weapons in the right place is key and while the AC is great, it doesn't fill the same roll as an Plasma or Melta.
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Post by Gunny O'Grady on Apr 18, 2015 16:47:35 GMT -5
Hey Yvain, thanks for the response!
I just ran my numbers again, and I accidentally wrote in one extra infantry squad in than I can afford. So it would be 5 instead of 6 TL autocannons, but I think your advice is still correct.
Now I have to decide which SW is best for my objective claimers. I feel my list lacks some punch against TEQ, and Monstrous Creatures scare the poop out of me, so perhaps Plasmaguns on all these squads? Yes, this seems right to me. Dropping the 5th (mistakenly added) Infantry Squad gives me the points to add the Plasma in, and actually comes to 1999 points.
What are the weaknesses of this list? Are there any other allies that would be helpful to collect to make up for those? I feel I am lacking in CC staying power and long-range AT.
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Post by Gunny O'Grady on Apr 19, 2015 14:26:29 GMT -5
Here's a re-working of the list based on your feedback and some additional thoughts:
HQ Company Command Squad -4x Meltagun -Officer of the Fleet -Chimera
Ordo Hereticus Inquisitor -Psyker Mastery Level 1 -3x Servo-Skulls -Psyocculum
ELITES Tempestus Scions -2x Meltagun
TROOPS Veteran Squad -3x Meltagun -Chimera
Veteran Squad -3x Meltagun -Chimera
Infantry Platoon -Platoon Command Squad w/ Plasmagun & Taurox -Infantry Squad w/ Plasmagun & Taurox -Infantry Squad w/ Plasmagun & Taurox -Infantry Squad w/ Plasmagun & Taurox -Infantry Squad w/ Plasmagun & Taurox -Heavy Weapons Squad w/ 3x Lascannons
FAST-ATTACK Vulture Gunship w/ TL-Punisher Vulture Gunship w/ TL-Punisher
HEAVY SUPPORT Leman Russ Demolisher Leman Russ Demolisher
So essentially: The two demolishers, the melta-vets, the melta-scions, and the melta-command squad play aggressively The Infantry Platoon (PCS, Squads, and HWS) hang out with the Inquisitor and play defensively after moving to the ideal location The Vultures support either one of these groups, mission depending
Thoughts?
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Post by yvain on Apr 19, 2015 17:53:01 GMT -5
I like this one better. However, I think your CCS should sit in the back with those lascannons. They would take advantage of the orders better than your troops which will be mounted a lot. Switch the CCS weapons for a snipers + MOO and bombard to make the most out of them being in the back. I would actually leave them outside the chimera and to give orders to themselves and to the CCS the HWS. Only jump in the chimera if you need to.
Put the PCS with the platoons and trade his weapons for flamers. You have enough plasma so one gun on the PCS won't be decisive. However, 3 flamer and a HF might.
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Post by yvain on Apr 19, 2015 17:53:20 GMT -5
By the way, you still in the Corps?
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Post by cheminhaler on Apr 21, 2015 13:41:18 GMT -5
My only objection is the amount of meltaguns in the chimeras; since you can only shoot 2 weapons of your choice out of the top hatch. Also I may have to go and check Da Codex but I think Vet squads only get 2 sw slots now in any case, so the 3 melta gun thing might be illegal.
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Post by yvain on Apr 21, 2015 23:56:48 GMT -5
You can take three weapons. I still take three because eventually you are getting out of those transports. Voluntarily or not.
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Post by cheminhaler on Apr 22, 2015 8:03:59 GMT -5
I've never had much success with meltaguns personally; do you find the enemy overruns your squads before they get to shoot much?
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Post by yvain on Apr 23, 2015 15:32:31 GMT -5
I like them. Usually, I use veterans as problem solvers. I try to include on plasma unit as a CCS or Veteran squad and then rest I usually take meltas. I usually get at least 1 shot mounted and maybe 1-2 shots foot mobile because the transport is gone or they got out. To me it is a win if they remove a key unit.
In this last game I turn around jumped out with melta Veterans to hit a DS hellbrute right next to my ADL. The explosion killed all, but 2 of them. However, if the Hellbrute survived it would have charge my blob and then Gone down the line murdering units for the next three turns. So even though they died, accomplishing their objective was more important.
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