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Post by jeffd on Apr 1, 2013 15:41:41 GMT -5
HQ CCS 4 plasmagun
Troops
Inf platoon pon cmd 4 flamers pon cmder power axe
squad 1 1xflamer 1x autocannon commisar w/ plasma pistol and power axe Sgt with power axe
squad 2 1x flamer 1x autocannon commisar w/ power axe Sgt with power axe
Vets 3x plasma gun w/ autocannon
vets 3x plasma (vendetta)
vets 3x melta w/ demolition (vendetta)
Fast
2x vendetta in same squadron
Heavy
1- Vanquisher with Cmd Pask lascannon and hunter-killer missile camo net
2- 2x Battle cannon 2x multi melta sponsons camo net
3- Battle cannon multi melta sponsons camo net
ADL with GUN
Thinking behind this is HQ, inf pon and 1 vet squad with auto cannon stays as fire base behind ADL with the tanks picking off what they can.
vendettas with vets go get objectives or targets
Air is covered with vendettas/quad gun Tanks are covered vanquisher/tanks/vendetta/vets Drop pods and deep strike covered with plasma and multi melta sponsons
So if theres anything missing or stuff i should change... share your experience guys, thx.
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Post by Soap on Apr 1, 2013 16:12:15 GMT -5
I'm not in the know to say if your list has weeknesses or what nots, but I'm sure it's a big no no to post unit point costs! Only total army points are allowed I think.
You might want to take the gunships as single units for more flexibility when targeting units rather then taking them in squadrons though. I think it's only worth taking units in squadrons if you need to take more than 3 for the FOC.
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Post by jeffd on Apr 1, 2013 16:31:16 GMT -5
I removed the points costs. Also the reason for squading vendettas is for a bigger chance to one shot enemy flyers. Some guy did the math and you have almost 69% chance to destroy any 12 armored flyer on first turn ( that your flyers join the fight).
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Post by WestRider on Apr 1, 2013 19:23:45 GMT -5
Mostly looks OK. Your Scoring is pretty light, and I feel like your Heavy Support is a bit, well, heavy.
- Platoon Command Squad: No real reason for the Officer to have a Power Axe here. Without the ablative bodies of a Combined Platoon, he's going to get killed before he ever gets to swing it. Give him a Bolter instead, to extend the "Kill Zone" on the massed Flamers.
- Platoon: Decent, just wants to be bigger. Add at least one more Squad here, but two Commissars should be enough.
- Vanquisher: Sadly, just too expensive for what it does. Pask makes it better, but he also makes it a lot more expensive, and it's still not all that reliable. If you want to be throwing substantial Anti-Tank Firepower across the table, the Medusa (especially with Breacher Shells) is usually the way to go.
- Regular Russes: Due the change in how Lumbering Behemoth works, the Multi-Melta Sponsons are really a garbage upgrade for a regular Russ now. They can only fire Snap Shots if you also fire the main Turret. And honestly, if there's an enemy Tank heavy enough that you need them and close enough for them to fire effectively, you're in serious trouble. Heavy Bolters are a decent buy, tho. Relatively cheap, they cut in half the odds of losing your Turret to a Weapon Destroyed result, and enough shots that they can actually contribute meaningfully even when Snap-Firing.
- I'd drop down to two regular Russes, and two Medusae with Breacher Rounds. Probably Squadron the Russes and keep the Medusae separate, tho the other way around is solid, too. The Russes can do without Camo Netting, since good Screening with the Platoon should keep pretty much anything that can really threaten them (Melta, basically) away, and 4+ Cover is enough to deal with most long-range firepower. The Medusae want the Camo, tho, since there's lots that can rack up damage on AV12 at range.
- If you then pick up one more Squad like I recommended, I think that leaves 85 Points. That's enough for a pretty solid Psyker Battle Squad, especially if you trim another 5 somewhere for a 7th Psyker, or you could take a fourth Infantry Squad, and have the option of running an Über-Blob or two at 20-strong.
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Post by jeffd on Apr 1, 2013 20:58:28 GMT -5
Give a bolter to pon cmder. Added a squad to pon. Removed the vanquisher and a BT. I place 2 medusas. I<m at 1892 right now. I dont understand what the psykers can give me. Also the 3 russes with multi meltas was to give better chance vs deep striking terminators. I woulda shot the sponsons instead of the main gun. And the medusa seems so squishy specially from the sides.
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Post by WestRider on Apr 1, 2013 21:39:44 GMT -5
- 6 BS3 Multi-Meltas vs. Terminators only averages 1-2 dead Termis, half that if they've got Storm Shields. If you want an answer for them, go with an Executioner or PlasmaVets. 230 Points worth of Executioner will do way more than ~600 Points worth of Russes sacrificing their Turret fire to try to score some Multi-Melta Hits. Even a 115 Point Vet Squad averages about 50% more damage than all those Tanks combined.
- Psykers provide two things: 1) A Large Blast that's generally going to be Wounding on 2+, denying Marine Armour Saves half the time, and Terminators a third of the time. 2) The ability to really mess with your Opponent's Morale, for any non-Fearless Units. Going from Ld10 to Ld4 makes a big difference in the likelihood of making that test. Assuming that you can rack up enough Wounds to force the Morale Test, that gives about a 60% chance that a Ld 10 Unit is going to be failing it, after taking into account the Psychic Test and Deny the Witch. With 36" Range, this can force Backfield Units off the board, and even against Marines with their ATSKNF, it can often waste a Turn's worth of advance, especially if they're in Difficult Terrain. You can force Units off Objectives, buy yourself extra time before an Assault hits home, knock Heavy Weapons Units out of good firing positions and force them to waste time moving back, all kinds of obnoxious stuff.
- Protecting the Medusae's Side Armour was something I spaced in my first post, that makes it better to take the Russes separately. Putting the Medusae in the Middle, with the Russes covering the Side Armour, should make it pretty hard for Enemy Units to draw a bead on that AV10. 3+ Cover from the Defense Line and Camo Netting should keep the fronts reasonably safe. You can shell out for Enclosed Crew Compartments if you want, but they're kind of overpriced now with the changes to Vehicle Damage.
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