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Post by rgripp on Jun 23, 2014 11:21:38 GMT -5
Hi there, I've been out of the game for a while, but the buff to the vehicles on 7th made me want to come back.
This is a list I've been working on for the past few days, considering I'll mostly be playing vs. Good and Evil Marines, and I'd really love some input!
HQ 1. Company Command Squad 95pts Astropath Autocannon Warlord
2. Company Command Squad 155pts Astropath Chimera
Troops 1. Veterans 155pts 3 Meltaguns Chimera
2. Veterans 155pts 3 Meltaguns Chimera
3. Veterans 70pts Autocannon
4. Veterans 70pts Autocannon
Heavy 1. Leman Russ Battle Tank 150pts
2. Leman Russ Battle Tank 150pts
3. 3x Wyvern Batteries 195pts
ALLIES HQ 1. Librarian 100pts Psyker Mastery 2
TROOPS 1. Tactical Squad 205pts Plasma Gun Plasma Cannon Rhino
I got 5 points left, been leaning towards giving the Commander in the Chimera some melta bombs. Also I never played Wyverns, think I might be overdoing it by using 3.
So what do you guys think?
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Post by Paradill on Jun 23, 2014 12:14:33 GMT -5
I like it!
Although the words "too many wyverns" does not appear to be a phrase recognised by my internal dictionary.
Plasma on the marines, a decent psychic and a transport is everything allies need to bring.
Lots of shooty goodness from the tanks and transports. All good!
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maxs
Conscript
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Post by maxs on Jun 29, 2014 5:38:10 GMT -5
Perhaps drop one wyvern and use that and the 5 extra points for this. 1. A combi plasma for dark angel sgt. 2. Give the command squad with the astropath 2 plasma guns and 2 flamers. 3. Upgrade one of the veterans meltaguns to plasma guns. 4. If there are points to spare then a few melta bombs won't hurt or some special weapons for the defensive veteran squad.
Also change one meltagun in both veteran squads to a heavy flamer.
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Post by Paradill on Jun 29, 2014 6:37:28 GMT -5
Perhaps drop one wyvern and use that and the 5 extra points for this. 1. A combi plasma for dark angel sgt. 2. Give the command squad with the astropath 2 plasma guns and 2 flamers. 3. Upgrade one of the veterans meltaguns to plasma guns. 4. If there are points to spare then a few melta bombs won't hurt or some special weapons for the defensive veteran squad. Also change one meltagun in both veteran squads to a heavy flamer. I disagree with a lot of this. 1) a Combi plasma is just one plasma shot per game. Not worth dropping a wyvern. 2) 2 plasma sand 2 flamers? You are never using them at the same time. Wasting 50% of the squads special weapons, and if the enemy gets in range of those flamers, then you're already dead. 3) if you feel the need to do this, go ahead, but I feel your list has enough Killy guns to deal with MEQ 4) fair point. 3 snipers and a AC work wonders for a defensive vet squad.
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maxs
Conscript
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Post by maxs on Jun 29, 2014 7:39:20 GMT -5
I made the assumption when giving my suggestion that the units in a chimera would stay in the chimeras and that they would advance forward. Also that the dark angels would combat squad and advance in the rihno. 1. The combi plasma would give 2 shots. Together with the other plasma that could hurt. 2. From inside a chimera you can't use more than two weapons from the hatch. Two flamers might come in hand when enemy units come near. Otherwise they are just 10 points. They may deter some assault. 3. I always felt that too much melta tend to do very little. But the again that is a choice of playing style. 4. Glad we agree on something.
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