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post #1 of 6 (permalink) Old 01-06-15, 02:48 PM Thread Starter
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Default Asking advice on my 1850 BA list

Hi all,

Now that the new codex is out. I like to put my tacticals/scouts to good use. I am aiming for a allround usable list. Tell me what you think of my list so I can see if I can better my list. I know I push alot of info on you, but I try to be as complete in my thought train as possible.

My meta does not contain much air units. Mostly 1 flyer or 2 Flying MC's

I have tried to take multiples not to lose a vital LC, Melta or Flakk if 1 unit is detroyed.

total:

72 boots (61 PA/10 Scout armor, and Astorath) on the table in turn 1.
12 HP in 4 drop pods

10 SC/TAC objective secure units
3 SC/DV units with flakk
3 AS/TAC units with melta options
1 TAC unit with flamer options
2 TAC units with lascannon
1 biker unit with grav gun options

1 dedicated melee unit 50 attacks on charge rerolling hit/wound. with plenty 3+/2+ AP

all but 2 drop pods first turn on the table.
2 infiltrating/scouting units

warlord with 2 traits on strategic. Aiming for stealth(ruins), infiltrate. But depends on the opponent



1850 Blood angels (20 points still to spend)


Astorath (goes with DC ofc)
redeemer of the lost


sanguinary priest (goes with the bikers and is my warlord, always rolling on strategic)
The veritas vitae (2 traits)
bike
grav gun


10x Death company dedicated melee unit, go in and delete unit(s)
jump packs
1x power fist
2x power sword


5x devastator Squad (Primary Anti air defence and/or power armor/swarm killers)
4x missle launcher
4x flak upgrade


alternative:
Remove jump packs dc
Remove devastator squad
Add stormraven gunship
Tl multi melta
Tl assault cannon

Personally I like the 5 man dev squad. rather have all my points on the table, then 600+ in reserve and doing nothing in the game for the first x turns, but I am open to feedback


5x biker squad (midrange squad of annoyance, take out 2+ AS troopers and/or try for the tanks)
2x grav gun
1x grav pistol


5x assault squad (Tank and/or MC killers)
2x meltagun
1x combi melta
drop pod


5x assault squad (Tank and/or MC killers)
2x meltagun
1x combi melta
drop pod



10x tactical squad (infantry killers)

Heavy flamer.
Flamer
Droppod.
(Combat squad if required) (combat squad protects special guns from assault and/or just to spread out and give target saturation)



5x tactical squad (backfield objective babysitter)
lascannon.



5 man scout (midrange objective babysitter and if the stealth traits comes up abuse 2+ cover save in ruins)
Camo cloaks
Sniper rifles
Missile launcher (secondary Anti air defence and/or power armor/swarm killers)
Flak upgrade



5x tactical squad (backfield objective babysitter)
lascannon.



5 man scout (midrange objective babysitter and if the stealth traits comes up abuse 2+ cover save in ruins)
Camo cloaks
Sniper rifles
Missile launcher (secondary Anti air defence and/or power armor/swarm killers)
Flak upgrade


10x tactical squad. (midrange 2+ AS and/or medium tank killers) (the TAC droppod unit can also be fitted to be a redundant Flamer unit)

Multi melta
Melta gun
Droppod.
(Combat squad if required) (combat squad protects special guns from assault and/or just to spread out and give target saturation)

Last edited by kwantm; 01-06-15 at 02:52 PM.
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post #2 of 6 (permalink) Old 01-07-15, 06:42 PM
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Quote:
Originally Posted by kwantm View Post
sanguinary priest (goes with the bikers and is my warlord, always rolling on strategic)
The veritas vitae (2 traits)
bike
grav gun
He can only take a Grav Pistol, as he lacks access to the Special Weapons List.

Quote:
Originally Posted by kwantm View Post
5x devastator Squad (Primary Anti air defence and/or power armor/swarm killers)
4x missle launcher
4x flak upgrade
Since you seem to be facing more FMCs than fliers with an AV this is cool (albeit expensive), just don't expect them to do a whole lot against AV12. I'd almost be tempted to ignore fliers entirely since your meta is as it is, and use the points for Flakk elsewhere. Your army could use a squad of Lascannons, which at AP2 can much more reliably blow transports or pesky heavy support options compared to the Missile Launchers. Flakk Missiles have been OK for me in my Imperial Fist army but that's only because of their Chapter Tactics, which BA sorely lack.

As far as dropping the packs on the DC, forget that move. Just start them on-table and use their packs and run up behind cover of Drop Pods.

Quote:
Originally Posted by kwantm View Post
5x assault squad (Tank and/or MC killers)
2x meltagun
1x combi melta
drop pod
These two squads together might kill one MC, but more likely won't considering they typically have multiple wounds and invulnerable saves. Against armour they're tits though.

Quote:
Originally Posted by kwantm View Post
5 man scout (midrange objective babysitter and if the stealth traits comes up abuse 2+ cover save in ruins)
Camo cloaks
Sniper rifles
Missile launcher (secondary Anti air defence and/or power armor/swarm killers)
Flak upgrade
With Scouts missing half the time Flakk is a lot of points to use here. I personally only play mine as Snipers due to how little having a ML in the squad has done.

Quote:
Originally Posted by kwantm View Post
10x tactical squad. (midrange 2+ AS and/or medium tank killers) (the TAC droppod unit can also be fitted to be a redundant Flamer unit)

Multi melta
Melta gun
Droppod.
I would definitely kit these guys with flame weapons, you've already got two pods full of melta.

Overall I would swap the Devastators over to Lascannons and swap the second 10 man Tactical squad to being flame weapons as well, and drop the MLs from the Scouts and Power Swords from the DC for another 5 man Assault squad with Meltas in a Drop Pod. Depending on what way you go with it you could have enough points for a second Power Fist in the Death Company. Lets face it: 40 attacks from the 8 DC members on the charge with re-rolls everywhere are bound to make anything sweat, but Power Fists keep you relevant against things with AVs like Walkers.

It would look something like this (note that I haven't added any points up):

Astorath

Priest - Bike, VV, GP

10x DC - JPs, PF

2x 10 man Tactical squads - HF, F, DP each

2x 5 man Tactical squads - LC each

2x 5 man Scout squads - cloaks, rifles each

3x 5 man Assault squads - 2x MGs, combi-melta, DP each

5x man Bike squad - 2x GG, GP

5x man Devastator squad - 4x LCs

Note that you now have too many Fast Attack choices. My way around that: Astorath and the two Scout squads are from a Combined Arms Detachment. Gives the Scouts Objective Secured instead of the +1 Initiative bonus which works, and Astorath strikes at I1 anyway due to his axe so whatever there. The only real loss is that one of your FA slots loses the Initiative bonus, which is kinda lame but not the worst. If you want to keep it to one Detachment use those point I suggested you work out (which adds up to 125 with your 20 points originally left over I think) to add in a 5 man Devastator squad with 4x MLs for some extra support.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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Last edited by ntaw; 01-07-15 at 06:59 PM.
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post #3 of 6 (permalink) Old 01-08-15, 09:05 AM
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4 FA ntaw, sad thing about RAS being FA is that bikes are hard to squeeze in
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post #4 of 6 (permalink) Old 01-08-15, 02:11 PM
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Quote:
Originally Posted by AD_Allstar View Post
4 FA ntaw, sad thing about RAS being FA is that bikes are hard to squeeze in
Waaaiiiittt a second.....

Quote:
Originally Posted by ntaw View Post
Note that you now have too many Fast Attack choices. My way around that: Astorath and the two Scout squads are from a Combined Arms Detachment. Gives the Scouts Objective Secured instead of the +1 Initiative bonus which works, and Astorath strikes at I1 anyway due to his axe so whatever there. The only real loss is that one of your FA slots loses the Initiative bonus, which is kinda lame but not the worst.
To clarify the way I wrote the list, since I came up with the Detachment idea as I typed:

Baal Strike Force

Priest - Bike, VV, GP

10x DC - JPs, PF

2x 10 man Tactical squads - HF, F, DP each

2x 5 man Tactical squads - LC each

3x 5 man Assault squads - 2x MGs, combi-melta, DP each

5x man Devastator squad - 4x LCs

Combined Arms Detachment

Astorath

2x 5 man Scout squads - cloaks, rifles each

5x man Bike squad - 2x GG, GP

This way the Scouts get a bit better at what they do, Astorath is basically unaffected since his axe is Unwieldy and he's not the Warlord, and the Bikes will still get +1 WS/FnP from the Priest and +1 Strength on the charge. Alternately, just put an Assault squad over into the CAD and the Bikes still get the Initiative bonus.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #5 of 6 (permalink) Old 01-11-15, 07:10 AM Thread Starter
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thanx for your input. Indeed flyers are not common place in my meta.

After reading your comments, and adding up points I have come to the following list:

Anoyone else who would like to give his/her insight, are welcome

1850 Blood angels ( 2 points to spend)

Astorath
redeemer of the lost

sanguinary priest
The veritas vitae
bike
grav pistol

10x Death company
jump packs
2x power fist

5x devastator Squad
4x missle launcher

5x devastator Squad
4x lascannon

5x biker squad
2x grav gun
1x grav pistol

5x assault squad
2x meltagun
1x combi melta
drop pod
locator beacon

5x assault squad
2x meltagun
1x combi melta
drop pod

10x tactical squad
Heavy flamer.
Flamer
Droppod.
(Combat squad if required)

10x tactical squad.
Heavy flamer.
Flamer
Droppod.
(Combat squad if required)

5x tactical squad
lascannon.

5x tactical squad
lascannon.

5 man scout
Camo cloaks
Sniper rifles
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post #6 of 6 (permalink) Old 01-11-15, 01:31 PM
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You have streamlined your equipment without hindering effectiveness and packed in as many bodies as you can. I like it.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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