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Post by dante on Nov 25, 2013 23:21:00 GMT -5
Been playing around with a couple lists and stuff in my head and i think i have cobbled together one that I wouldn't mind playing with. C&C would be cool, especially because I'm sure things could always get better.
Chapter Master -on a bike, PF/SS, artificer armor -210
x5 bikers -two grav guns and sarg with combi grav -155
x5 bikers -two grav guns and sarg with combi grav -155
x10 tact marines -rhinos, sarg w. combi melta, melta gun heavy bolter -205
x10 tact marines -rhinos, sarg w. combi melta, melta gun heavy bolter -205
x5 assault terminiators -land raider, 3 TH/SS -475
Dreadnought -multi melta, drop pod -145
Dreadnought -multi melta, drop pod -145
Hunter -70
Thundefire -drop pod -135
Thunderfire -100
My only concerns with my list here is I'm not confident with just one hunter as my anti-air. I don't think typical 1-2 flyers will bother me much but there is no way I'll be able to contend with 4-6 flyers, and I'm not really sure what to drop. My first thoughts were to drop both dreads and use those points for two stormtalons, which would give me a solid anti air base as well as just some pretty decent shooting, but dropping two dreads on your face turn one I think is just such a monkey wrench and I know there are a bunch of ways to easily deal with two dreads dropping turn one but I can't think of much that dreads don't succeed against.
I got two bike squads rolling around as troops letting rip with the relentless grav guns, two thunder fire cannons to deal with really anything because they are awesome now. A landraider and assault terminators because they only got better IMO, the hunter for a cheap air control, a couple tact squads to have boots on the ground and lastly the chapter master on a bike.
Using Iron hand combat tactics and giving everything 6+ FNP is pretty sweet, not to mention that chapter master riding around solo is going to be a pain in anyone's butt to deal with.
Just some stuff I wanna throw together really. The more I think about it the more I want to have two storm talons instead of two dreads, but I could be swayed into either decision.
Whatcha all think?
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Post by Tim on Nov 26, 2013 0:18:53 GMT -5
It looks like a fun list. It takes enough of the good stuff to be competitive, but not everything to be full on net cheese.
The only thing I'd change is give the chapter master the super shield of eternal warrior instead of a normal storm shield.
If you were going iron hands I'd say take a stern guard squad instead if the dreads, but dreads are cool and iron hands do it best. If you like the dreads and iron hands look into the new iron hands supliment.
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Post by dante on Nov 26, 2013 13:41:30 GMT -5
The chapter master is on a bike so the only thing that is going to kill him is S10 anyway, so i figure the shield probably isn't all that worth it.
The iron hands are meh, not really interested in them much, they just have pants on head chapter tactics is all.
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Post by Tim on Nov 27, 2013 7:23:12 GMT -5
Good point about the shield, that said strength 10 and force weapons are still out there, but certainly less of a worry than since strength 8 and 9 isn't an issue. Also gives you +1 to deny the witch roles, 5+ is nothing to sneeze at.
You'll have to get an army together and see how you do against my spawn tide list =D.
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Post by breng77 on Nov 27, 2013 11:49:16 GMT -5
So my intial thoughts were.
1.) I still think the Shield Eternal is worth it. Every MC gets S10 in CC so having eternal warrior is definitely good.
2.) I am not a big fan of the standard dreads I would try to find points for Iron Clads AV13 walkers are just way better than 12 in this edition.
3.)Not a huge fan of the terminators in the land raider. Lots of points for an assault unit that is not that scary in todays game.
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Post by Tim on Nov 27, 2013 13:25:15 GMT -5
But land raiders and assault terminators are cool!
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Post by apothecarybob on Nov 27, 2013 13:27:20 GMT -5
But land raiders and assault terminators are cool! Tim, trying to defend the Deathwing
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Post by Tim on Nov 27, 2013 22:44:05 GMT -5
Terminators rule! I stand by my statement.
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Post by RodTheCid on Nov 29, 2013 22:41:41 GMT -5
LOL Nice list Dante, I don't really have a clear idea of the new book yet (even thou I bought it on release) I guess it's time to put a list and enjoy the new codex
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Post by dante on Nov 30, 2013 14:24:50 GMT -5
Playing around with different ideas now,
chapter master: 210 artificer armor, storm shield, bike power fist
Bikesx7: 197 Vet Sarg, Combi plasma, x2 Plasma Guns
Bikesx7: 197 Vet Sarg, Combi plasma, x2 Plasma Guns
Tact Marines: 215 Rhino, Vet Sarg, Combi Melta, Melta Gun, Heavy bolter
Tact Marines: 215 Rhino, Vet Sarg, Combi Melta, Melta Gun, Heavy bolter
StormTalon :125 Skyhammer missiles
StormTalon :125 Skyhammer missiles
Centurion Devs :510 Gravcannons and amps, Landraider w/ multi melta,
ThunderFire: 100
Thunderfire: 100
1994
This list adds more bikers making the squads a little thicker, as well as replaces the dreads with flyers and the terminators with centurions in the landraider. The idea with them is to drive them up and pop out and unload those grave cannons on something. I figure its about as effective as the assault terminators and maybe even more reliable. I lose the hunter but I have two flyers now so I think it's an easy change. The list have the tools to deal with MC's hordes, tanks, temrinators, MEQ and cover hugging armies. My only problems I think are going to be against tau who I can't out shoot and daemons because I have no reliable way of getting through the invulnerable saves. Food for thought.
This is also completely based on if I can find alternative models to the centurions and bikers because I hate both with a passion.
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Post by Tim on Nov 30, 2013 19:17:06 GMT -5
Still liking the list. I'd take the grav guns on the bikes though. Still great on 2+ armour, plasma gets hot kills t5 bikes as easy as t4 marines (which is why I switched to melta on my t6 nurgle bikers). Against AV 12 grav guns are virtually the same and better against AV13 and 14. Since the bikes are relentless you get the full salvo. Good times. Grav on bikes. Dooo eeet!
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Post by zedsdead on Dec 2, 2013 10:43:48 GMT -5
Drop 2 bikes from each squad. you really dont need any more than 5 per squad.
Put gravs back into the bike squads. much better than plasma 1 extra shot and they dont kill your bikes. In a pinch they actually can take out flyers or velocity lock them.
Put the shield eternal on the CM. This guy is your beat stick and tank. Dont lose him to S10 or force weapons. Having used him enough times i know that eternal warrior is invaluable on an already expensive character.
Also put a Hammer on the CM. You want to be able to Concuss what you fight down to ini 1. and its a bonus vs a vehical.
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Post by bob on Dec 2, 2013 14:28:51 GMT -5
The Shield is nearly an auto-take, IMO.
Either go all the way with the bike-squads so you can combat squad, or keep them minimal size to shit out max grav-gun shots.
TFC are super duper good now!
Not feeling the Land Raider Cents. I think for the Cents to really work they need to ignore cover, that means you need something like Tigirius (hoping for Perfect Timing) or a Tau Allied Commander.
Something I really like is Scouts in a Storm. You can kit them out to do different things (MM on the storm/c-m on the sgt for vehicles; flamers for troopage; etc). Holding troops in reserve then scouting on is pretty potent, and the Storm has tricks.
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Post by dante on Dec 10, 2013 19:11:39 GMT -5
chapter master: 245 artificer armor, Eternal Shield, bike power fist Librarian: 90 Mastery lvl 2 Bikesx5: 155 Vet Sarg, Combi plasma, x2 Plasma Guns Bikesx5: 155 Vet Sarg, Combi plasma, x2 Plasma Guns Tact Marines: 170 Vet Sarg, Melta Gun, Heavy bolter Tact Marines: 170 Vet Sarg, Melta Gun, Heavy bolter StormTalon :125 Skyhammer missiles StormTalon :125 Skyhammer missiles Centurion Devs :510 Gravcannons and amps, Landraider w/ multi melta, ThunderFire: 100 Thunderfire: 100 Aegis Defense line: 50 1995 Just a new list, I really want to try out the centurion devs in the landraider before I commit to it so maybe a vassal game is in my future. Just the highlights i dropped the two bike squads to minimum as per bob's advice, and I also added the eternal shield too because that chapter master is pretty darn fighty and hard to kill now. I also added a libraian to the centurion squad in hopes that I can roll some decent powers for them. I know this isn't something I should rely on but even if i don't get what I want I'll still get something I can find useful. I wish nullfield was still a thing . That combo'd with the centurions would be deadly. They all can ride together in the land raider because it can hold 10. I also dropped both rhino's. I don't know if this will be a problem or not, but I figured having some marines just staying the game in my back field and instead of in a rhinos might be alright. Also added an aegis line for the thunderfires, and maybe an objective and a squad of marines. Pretty sure their silhouette is small enough to do fine behind them. My two big what if's with this list are the centurion devs (and are they better than 5 or 6 th/ss terminators?) And what can be done by tactical marines that can't be done cheaper by scouts. Basically MY tactical marines are deck chairs, but 10 scouts with camo cloaks can be better deck chairs or about 10 points less. But then what are the advantages of having a hidden melta gun and just power armored bodies. More theory needs to be tested. Thoughts?
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Post by breng77 on Dec 11, 2013 7:37:39 GMT -5
What is the plan with the librarian as far as powers...What discipline are you planning to roll on and what powers are you looking to try for?
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