Andy
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Posts: 219
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Post by Andy on Oct 30, 2013 16:06:08 GMT -6
Chapter Master Storm Shield Artificer Armour Burning Blade Bike
Command Squad (5) Company Champion Apothcary 3 w/ Storm Shields Bikes
Tactical Squad (10) Veteran Sergeant w/ Lightning Claws + Meltabombs Plasma Gun Missile Launcher + Flakk Rhino
Tactical Squad (10) Veteran Sergeant w/ Lightning Claws + Meltabombs Plasma Gun Missile Launcher + Flakk Rhino
Tactical Squad (10) Veteran Sergeant w/ Lightning Claws + Meltabombs Multimelta Meltagun Drop Pod
Bike Squad (3) Multimelta Attack Bike
Devastator Squad (5) 2 Lascannon Razorback w/ Twin-linked Assault Cannon
Storm Talon Skyhammer Missiles
Storm Talon Skyhammer Missiles
The usual boring mech-gunline. Half a decade after they are any good.
Easy things to drop are the Devastators and the Razorback. Probably to put in a couple of Vindicators? Would produce 185 points of availability. Whirlwinds seem crazy cheap - could I take three of those instead of the Devastators?
Bikes are claiming and only 118 points so I could strip them out but would rather not.
The Missile Launchers in the Tacticals are 25 points each so could easily become 20 point lascannons or something to grub around for more points.
Across the army the is 20 points of Meltabombs. Could maybe use those too.
I can't take Scouts - good but complicated reasons. It would be easy to find the points for a librarian but I am pretty insecure about my player skill and ability to remember to use spells so that is probably a non-option too.
Anyway, not that any of you fuck-wits have any idea how to write a list but feel free to toss your feedback into the pot.
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Andy
initiate
Posts: 219
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Post by Andy on Oct 30, 2013 17:36:08 GMT -6
And...because I am bored.
The whole army is painted as Ultramarines. But over Alpha Legion models. So, the shoulder pads would have the iconic U over the hydra head molded pad. The rhino doors would similarly be Forgeworld Alpha Legion but with Ultramarine colours over the top.
Hardly an original concept. I have seen Orks as Marines, Kroot as Tau, Orks as Necrons, blah blah blah. It does the worst thing - uses a flavour of the month codex whilst trying to hold the high ground by pretending it is thematic. Still, doesn't make me any worse than all you twats.
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Andy
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Posts: 219
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Post by Andy on Oct 30, 2013 18:10:18 GMT -6
Jumping to 1850 - I drop the Devastators and the Razorback and take two Vindicators.
So...
Chapter Master on Bike Command Squad on Bikes Tactical Squad in Rhino Tactical Squad in Rhino Tactical Squad in Drop Pod Bike Squad with Attack Bike Storm Talon Storm Talon Vindicator Vindicator
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Post by Russell on Oct 30, 2013 18:32:53 GMT -6
do you have any experience with the thunderfire cannon? i've only played about six games with it but it's already become a staple. secondly, whats the cost difference between a storm shield for your chapter master and the shield eternal relic? If you want to have your HQ in close combat murdering xenos, having eternal warrior might afford you the opportunity to go up against the big monsters that could just S10 smash you to the bottom tables again.
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Andy
initiate
Posts: 219
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Post by Andy on Oct 30, 2013 19:30:01 GMT -6
The Thunderfire is amazing - but it felt easy to kill (although perhaps no easier to kill than a vindicator) when I faced them.
I took the Sword instead of the Shield because S10 didn't seem overly common. It probably is but sitting in a squad of 3 storm shields might keep him around a little longer? I would rather swing hard at chaff than characters. The Storm Shield he is carrying does seem a bit of a waste - he gets a 4++ for free. I should probably swap it out for digi-weapons or something?
I left hunter-killer missiles off the tanks. Are they still a thing?
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Post by Nick P on Oct 31, 2013 12:00:53 GMT -6
I would drop the rhinos and grab drop pods - and possibly use 5-man squads with special weapons + combi weapons of the same type (melta, plasma, flamers to taste). The drop pod puts your unit right where you want it 99% of the time, and allows you to jump out and handle whatever you want to handle, without the risk of having the rhino pop before you get there. And it happens on turn 1.
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Andy
initiate
Posts: 219
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Post by Andy on Nov 1, 2013 10:31:25 GMT -6
My problem with drop pods is the lack of units on the board turn 1. Eldar and Necron shit on reserves. A single pod drops in the first round and meltas a tank but I would rather have two missile shots from the first.
And half squads seem insanely easy to kill. Anything I ran into this weekend that was five wounds or less I dropped by turn 3. VP and objective denial seems to need more than that.
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Andy
initiate
Posts: 219
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Post by Andy on Nov 1, 2013 10:33:37 GMT -6
Are combi-weapons really worth a damn? I can't see a situation when a single melta is worth more than lightning claw and meltabomb combos.
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Post by Nick P on Nov 1, 2013 11:59:59 GMT -6
The trick with the drop pods is making sure you have enough of them that you're getting a good chunk of them on turn 1; you're right in that a single drop pod isn't necessarily that useful, but having 3 of them appear at once is phenomenal. Although smaller squads of 5 are easier to kill, your opponent is going to be deploying/taking his first turn knowing that the drop pods are imminent- it helps you control the board and gets you in his head early.
If he spreads out, you can cherry pick parts of his army to attack with drop pods. If he condenses, you can drop in on objectives or simply surround him. Either way, the drop pods are in his face turn 1 and have to be dealt with.
As you mentioned though, the drop-pod army is very much an all-or-non strategy; taking 6-7 of them is awesome, but 1-2 is not so awesome.
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