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Post by jbragg77 on Dec 28, 2016 19:34:54 GMT -6
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Post by Nick P on Dec 29, 2016 8:00:06 GMT -6
I know nothing of IG, but I know that skitarrii with plasma calivers are the shit. I might try to take less units of skitarii in favor of making them more effective - taking 2 x 10 with 3x plasma or 3x arqeubus might be a better option than 3 x 10 with only 1 special weapon between them. Plus, keep the sarge cheap - taser goad costs points that will rarely be used; if you have that unit in combat, that's 9 guys not shooting guns, and that's the meat of the unit.
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Post by rogerspacem on Dec 29, 2016 12:50:44 GMT -6
Hmm have you play test this list yet? I can see why you are taking this, but which kind of tournament are you going for in adepticon?
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Post by jbragg77 on Dec 29, 2016 14:41:57 GMT -6
Roger, This is my "Get back into 40k list by setting a goal of playing in Adepticon Champhionship", I wanted to make a list that I could do some tournaments as well as fun enough to play with a local gaming group. I have not played this yet, nor have I played any game of 40k since 5th ed. My next step after posting this, gathering feedback, and tweaking is to try to rope-a-dope somebody into letting me play a bunch of proxies against them.
Nick, Thank you for the suggestion, what do you feel about conversion fields? Also the unit with the taser goad had a priest as well, good/bad/ugly? my thought was that with the right mode his re-rolling failed to-wounds coupled with the high skitarii ws(in the beta/gamma) would be alot of wounds.
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Post by rogerspacem on Dec 29, 2016 15:24:43 GMT -6
Roger, This is my "Get back into 40k list by setting a goal of playing in Adepticon Champhionship", I wanted to make a list that I could do some tournaments as well as fun enough to play with a local gaming group. I have not played this yet, nor have I played any game of 40k since 5th ed. My next step after posting this, gathering feedback, and tweaking is to try to rope-a-dope somebody into letting me play a bunch of proxies against them. Nick, Thank you for the suggestion, what do you feel about conversion fields? Also the unit with the taser goad had a priest as well, good/bad/ugly? my thought was that with the right mode his re-rolling failed to-wounds coupled with the high skitarii ws(in the beta/gamma) would be alot of wounds. I can give that list a test. I don't have the most competitive lists, but daemons are tough opponents. It will help you get familiar with your army, and it will introduce you to the psychic phase. Plus it helps to test out the list so you can see it play out. Theories can only help so much in list building.
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Post by 1D3chan on Dec 29, 2016 18:35:32 GMT -6
I think you may be lacking in the AA / Heavy Weapon Department - with only the static artillery group.
Is there anyway you can sneak in one of those insane Rapier Destroyer batteries? Seems like you're a FW guy and those units are devastating in battle reports online.
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Post by jbragg77 on Dec 29, 2016 19:11:13 GMT -6
D3, thanks for the feedback. The Rapiers do indeed kick butt, and were in an early draft of this list. I took them out to put the vulture with the Twin-Linked Punisher cannon for AA(20 shots of Twin Linked Skyfire at strength 5, should on side armor kill even a jinx flyer, if my math hammer is on point)/AT/Wound Pile. I could easily swap out the two quad launchers (which, combined with ignore cover orders is essentially two wyvryns. My concern would be two fold:
1. the 36" range of the rapiers, wouldn't this be a hindrance given they wont move?
2. Does my list have enough dakka against infantry and MEQs without the Quad Mortars(artillery version wyverns)?
Thoughts?
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Post by Nick P on Dec 30, 2016 9:29:34 GMT -6
Even if your opponent thinks himself smart for being out of range of your rapiers, that just means you're controlling the board. Both scenarios are more than worth the points.
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Post by 1D3chan on Dec 30, 2016 10:09:32 GMT -6
D3, thanks for the feedback. The Rapiers do indeed kick butt, and were in an early draft of this list. I took them out to put the vulture with the Twin-Linked Punisher cannon for AA(20 shots of Twin Linked Skyfire at strength 5, should on side armor kill even a jinx flyer, if my math hammer is on point)/AT/Wound Pile. I could easily swap out the two quad launchers (which, combined with ignore cover orders is essentially two wyvryns. My concern would be two fold: 1. the 36" range of the rapiers, wouldn't this be a hindrance given they wont move? 2. Does my list have enough dakka against infantry and MEQs without the Quad Mortars(artillery version wyverns)? Thoughts? I've never really considered 36" range short or a hinderance, but that's just my experience/army. If you got them in a ruin/building in the center of the board, like Nick said, Board Control is really good. If your opponents isn't moving up his Sicarian or Knight or something because of that, then it's doing it's job. I think your list has a lot of Anti-Infantry
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Post by jbragg77 on Dec 30, 2016 18:01:57 GMT -6
Thanks Guys, I gave all my Skitarii Plasma, and swapped out the heavy mortars for the Rapiers. Over on Dakka Dakka, people mostly said that my list lacked any punch and that a single Riptide would ruin my day.
I doubt with an infantry heavy list I can really be super-competitive, but my goal was to have a fun action heavy game each game and make my opponent nervous more than a few moments, am I that far off?
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Post by rogerspacem on Dec 30, 2016 18:25:31 GMT -6
I believe so. Your list can take the board control, so you will be only hard press against large blasts or if someone snipes your commissar.
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Post by 1D3chan on Dec 30, 2016 19:14:34 GMT -6
I think your list is fine, but the event you're playing in is really over-the-top competitive. You'll see lists with Riptide Wings, multiple FMC's, Summoning, unkillable death-stars etc. It seems like you're really into it and if you're just getting back, I would honestly put yourself on the wait-list for the friendly or the Long War Doubles or something like that.
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Post by jbragg77 on Jan 5, 2017 16:13:47 GMT -6
Hi All,
I Didn't take enough notes to post Battle Reports. But both Chris and Dan were awesome enough to endure me for marathon games, Thus I got to test out Against an awesome DA Gladius Formation, and Tau force with multiple Riptides and a Lord of War. The games felt tight which provided me with a wonderful gaming experience, I tied Dan's list in Meat Grinder, and lost to Chris 44-50 in Dawn of War.
What Worked: + Artillery Carriage Battery HQ Unit - My 18 Man HQ company (including Yarrick and a priest) held the line, every time. Toughness 7 from artillery rules made the unit stick around, and then Yarrick rallied the remnants and survived at-least long enough to either do something heroic (assault a Riptide and sweeping advance it) or Tie up the assault unit (Dark angels mini-death star).
+ Conscripts - With a commissar and a priest this unit proved to be impossible for either of my opponents to shift in battle, with ObjSec they were heroes of the emperor.
+ Skitarii - Skitarii are mean, mean units. With 4+ and FNP(6++), basic weapon firing 3 shots that double wounds on sixes, and a 3 shot plasma, and ridiculous BS skills they punch hard, and are surprisingly hard to shift. Board suggestions from here about keeping them minimal were invaluable. They also were ridiculously mobile infantry
What Didn't Work
- Regular Guard Units Trying to Advance - as Dan pointed out best, they had no mobility even with orders. Trying to blob them together and still retain Heavy Weapons looks great on paper, underwhelming in practice.
- Vulture with Punisher Cannon - Q: What could go wrong with a TL Heavy 20 S5 AP4 weapon A: It will only last one, maybe two turns. It is a devastating weapon that doesn't have enough other support units around to have it last long, and at 155 points for a anti-infantry and possibly AA, its just not effective in this list. Its a great unit that would go well in other lists.
- Medusa Gun - While the carriages are great, the choice of the Medusa gun did not pan out, with the Psyker for TL, I had a 74% chance of getting a Destroy Result against AV14 each turn. As I played no armor this was not used at all, the point sink doesn't feel right for it.
So thus I have reformulated my list with the following changes:
Strategy: Hold a small gun-line of guard units and supporting artillery while advancing down the field in two flanks. If facing a deep strike heavy army, hold half of my second flank (Skitarii) forces either in the rear or in reserve to kill Marines or whatever the hell wants to kill me.
Rear Guard Gun Line
1. Basilisk Artillery Carriage (2 Guns) + Commissar Yarrick + Priest + 16 Guardsmen (Lasgun/CCW) 2. Veterans (5x Lasguns, Autocannon Team, 3 Sniper Rifles, Camo Cloaks, Snare Mines) 3. Regular Squad (1x Boltgun, 7x Lasguns, Autocannon Team) 4. Regular Squad (1x Boltgun, 7x Lasguns, Autocannon Team) 5. Rapier Artillery (3x Guns (TL Lascannon /w Ordnance)) + 6 Guardsmen (Lasgun/CCW)
Assault Flank 1
6. Conscripts (50x WS/BS 2 Guardsmen /w Lasguns) + Priest + Commissar(Power Axe) 7. Platoon Command Squad (1x Boltgun, 4x Flamers)
Assault Flank 2
8. Skitarii Vanguard (8x Radium Carbines, 1x Plasma Caliver, 1x Arc Rifle) 9. Skitarii Vanguard (8x Radium Carbines, 1x Plasma Caliver, 1x Arc Rifle) 10. Skitarii Vanguard (8x Radium Carbines, 1x Plasma Caliver, 1x Arc Rifle) 11. Skitarii Vanguard (8x Radium Carbines, 1x Plasma Caliver, 1x Arc Rifle) 12. Skitarii Vanguard (8x Radium Carbines, 1x Plasma Caliver, 1x Arc Rifle) 13. Skitarii Vanguard (8x Radium Carbines, 1x Plasma Caliver, 1x Arc Rifle)
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