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post #1 of 55 (permalink) Old 11-29-10, 04:03 AM Thread Starter
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Default [Flesh Tearers - 1,750][Hybrid - Competitive]

1750 Pts - Blood Angels Roster

HQ: Librarian (1#, 100 pts)
1 Librarian (...in Power Armour; Shield of Sanguinius; The Sanguine Sword)

Elite: Sanguinary Priest (2#, 180 pts)
1 Sanguinary Priest (Sanguinary Priest in Power Armour)
2 Sanguinary Priest in Power Armour (Jump Pack; Lightning Claw)

Troops: Assault Squad (6#, 180 pts)
3 Assault Squad (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Weapon x1)
1 Razorback (Twin Linked Assault Cannon)

Troops: Assault Squad (6#, 180 pts)
3 Assault Squad (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Weapon x1)
1 Razorback (Twin Linked Assault Cannon)

Troops: Assault Squad (6#, 180 pts)
3 Assault Squad (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Weapon x1)
1 Razorback (Twin Linked Assault Cannon)

Troops: Assault Squad (10#, 200 pts)
7 Assault Squad (Flamer; Flamer)
1 Assault Marine with Flamer
1 Assault Marine with Flamer
1 Sergeant (Bolt Pistol; Close Combat Weapon)

Troops: Assault Squad (10#, 200 pts)
7 Assault Squad (Flamer; Flamer)
1 Assault Marine with Flamer
1 Assault Marine with Flamer
1 Sergeant (Bolt Pistol; Close Combat Weapon)

Fast Attack: Baal Predator (1#, 145 pts)
1 Baal Predator (Heavy Bolter)

Fast Attack: Baal Predator (1#, 145 pts)
1 Baal Predator (Heavy Bolter)

Heavy Support: Dreadnought (1#, 120 pts)
1 Dreadnought (Twin Linked Autocannon; Twin Linked Autocannon)

Heavy Support: Dreadnought (1#, 120 pts)
1 Dreadnought (Twin Linked Autocannon; Twin Linked Autocannon)

Total Roster Cost: 1750

The latest list I've been tinkering with. We'll see how it does soon.
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post #2 of 55 (permalink) Old 11-29-10, 04:15 AM
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seems like a good list to play. good luck.

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post #3 of 55 (permalink) Old 11-29-10, 05:43 AM
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Looks good, interesting choice with the one LC on the San priest.

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Originally Posted by Katie Drake View Post
Troops: Assault Squad (10#, 200 pts)
7 Assault Squad (Flamer; Flamer)
1 Assault Marine with Flamer
1 Assault Marine with Flamer
1 Sergeant (Bolt Pistol; Close Combat Weapon)
Are you just noting the flamers twice?

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post #4 of 55 (permalink) Old 11-30-10, 12:44 PM
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Quote:
Originally Posted by Katie Drake View Post
1750 Pts - Blood Angels Roster

HQ: Librarian (1#, 100 pts)
1 Librarian (...in Power Armour; Shield of Sanguinius; The Sanguine Sword)
Why sword o.O?
Guess you can't really shoot lance from inside a razor but even with sword libbies aren't really that great at CC.


Quote:
Elite: Sanguinary Priest (2#, 180 pts)
1 Sanguinary Priest (Sanguinary Priest in Power Armour)
2 Sanguinary Priest in Power Armour (Jump Pack; Lightning Claw)
Priests are priests.

Quote:
Troops: Assault Squad (6#, 180 pts)
3 Assault Squad (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Weapon x1)
1 Razorback (Twin Linked Assault Cannon)

Troops: Assault Squad (6#, 180 pts)
3 Assault Squad (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Weapon x1)
1 Razorback (Twin Linked Assault Cannon)

Troops: Assault Squad (6#, 180 pts)
3 Assault Squad (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Power Weapon x1)
1 Razorback (Twin Linked Assault Cannon)
To be honest I'm not a huge fan of CC upgrades to razor squads. 5 foot marines don't make the best CC unit around.

Quote:
Troops: Assault Squad (10#, 200 pts)
7 Assault Squad (Flamer; Flamer)
1 Assault Marine with Flamer
1 Assault Marine with Flamer
1 Sergeant (Bolt Pistol; Close Combat Weapon)

Troops: Assault Squad (10#, 200 pts)
7 Assault Squad (Flamer; Flamer)
1 Assault Marine with Flamer
1 Assault Marine with Flamer
1 Sergeant (Bolt Pistol; Close Combat Weapon)
Why flamers o.O? I think you would be much better off swapping upgrades with your razor back marines.

Quote:
Fast Attack: Baal Predator (1#, 145 pts)
1 Baal Predator (Heavy Bolter)

Fast Attack: Baal Predator (1#, 145 pts)
1 Baal Predator (Heavy Bolter)
Baals are expensive and not sure they are worth it over speeders but they are ok.

Quote:
Heavy Support: Dreadnought (1#, 120 pts)
1 Dreadnought (Twin Linked Autocannon; Twin Linked Autocannon)

Heavy Support: Dreadnought (1#, 120 pts)
1 Dreadnought (Twin Linked Autocannon; Twin Linked Autocannon)

Total Roster Cost: 1750
Good old riflemenz.

Quote:
The latest list I've been tinkering with. We'll see how it does soon.
The list looks solid but to be honest katie, I'm not sure I like it.
3 razors, 2 dreads and 2 baals are your armor which is ok but I'm not seeing much of a point to mixing them with jumpers. But if you really want to have both I'd give the libby a jump pack and ditch sword for lance. Drop the flamers from your assault marines and give them meltas and a power fist.
Also drop the foot priest, 2 are enough for a list like this, your foot marines don't want to be in combat unless your jumpers are as well anyway.

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post #5 of 55 (permalink) Old 11-30-10, 03:08 PM Thread Starter
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Originally Posted by Kuolema View Post
Why sword o.O?
Guess you can't really shoot lance from inside a razor but even with sword libbies aren't really that great at CC.
It seems more useful to me than having say Unleash Rage. I can tag vehicles or kill Independent Characters with sword a lot easier than I can when trying to use the force weapon.

Quote:
To be honest I'm not a huge fan of CC upgrades to razor squads. 5 foot marines don't make the best CC unit around.
I heart my little Razorback units with power weapons.

Quote:
Why flamers o.O? I think you would be much better off swapping upgrades with your razor back marines.
I've been considering it.

Quote:
Baals are expensive and not sure they are worth it over speeders but they are ok.
They're awesome and are staying.


Quote:
The list looks solid but to be honest katie, I'm not sure I like it.
3 razors, 2 dreads and 2 baals are your armor which is ok but I'm not seeing much of a point to mixing them with jumpers.
I'd have more vehicles if I had the models. Sadly I don't. As for mixing with jumpers, I'm doing it because I want a hybrid list. What I was trying to do is take Koopa's (from 3++) hybrid list and put my own spin on it using the models I have.

Quote:
But if you really want to have both I'd give the libby a jump pack and ditch sword for lance. Drop the flamers from your assault marines and give them meltas and a power fist.
I'll fiddle with the points and see how it works out.

Last edited by Katie Drake; 11-30-10 at 03:11 PM.
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post #6 of 55 (permalink) Old 11-30-10, 03:22 PM Thread Starter
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HQ

Librarian
- Jump pack

Troops

5 Assault Marines
- Power weapon
- Flamer
Razorback
Twin-linked assault cannon
Pts: 175

5 Assault Marines
- Power weapon
- Flamer
Razorback
Twin-linked assault cannon
Pts: 175

5 Assault Marines
- Power weapon
- Flamer
Razorback
Twin-linked assault cannon
Pts: 175

10 Assault Marines
- Power fist
- 2 meltaguns
- Jump packs
Pts: 235

10 Assault Marines
- Power fist
- 2 meltaguns
- Jump packs
Pts: 235

Elites

2 Sanguinary Priests
- Single Lightning Claws
- Jump Packs
Pts: 180

Fast Attack

Baal Predator
- Heavy bolter sponsons
Pts: 145

Baal Predator
- Heavy bolter sponsons
Pts: 145

Heavy Support

Dreadnought
- 2 twin-linked autocannons
Pts: 120

Dreadnought
- 2 twin-linked autocannons
Pts: 120

Total: 1830/1750

Yeah, this is why the list looked the way it did before. Giving the Librarian a pack and the Assault Squads power fists puts the points through the roof. There's no way to afford it.
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post #7 of 55 (permalink) Old 11-30-10, 03:50 PM
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There are several issues with the list.

The first is the obvious over points limit.

But I don't think that the switch around in special weapons amongst the assault squads, makes them any more effective. Your DoA squads still drop down, pop a tank/ transport, then what? You're sitting there going to get shot, assaulted, and most likely not be any more effectived past the turn they arrive.

Part of the other issue, is how do you intend to deal with multiple objectives or bases. Assault squads do one thing great, that's move forwards, especially with razorbacks. I would say, give the razor squads back their melta guns. Drop one of the DoA squads and switch it out for 5 scouts w/ cloaks and a ML (4 snieprs rifles) As pititful as they may be at times, they do provide some fire support, but most importantly, they sit on an objective. Included, if they roll for Red Thirst, they're never leaving the objective unless killed.

The other issue with this list, is there is no Hammer unit. You don't have a unit that you can rely on to rip the heart out of the enemy. Examples include, DC, DCD, Assault Termies, Vanguard, Honor Guard, Sanguinary guard (to an extent). You have assault marines, and at that, your powers on your libby, don't exactly power up your army. I mean, shield is a given in most if not all mech armies, but sword? Granted it's a godo power and technically a one cast only (if you read it, the power never ends after the first cast) but if you're putting him in a squad of assault marines, it's better to have Unleash Rage, which would prove to be a whole lot better in the long run.

You're heavy support, is mediocre at best. S7 doesn't go very far, not when you have to start dealing with heavy armor or bunch of 2+ saves. I prefer the 135 pts autcannon/ lascannon. For 15 more points, you get 2 lascannon shots, 1 pt of armor, and faster mobility. The pred even allows you to end game contest, since it can boost 18".

All in all a good start, but not really competitive.

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post #8 of 55 (permalink) Old 11-30-10, 04:35 PM
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Katie, quick question... are the assault squads gonna DoA or follow along behind the razorbacks?

It seems like the way this list would play is to push everything forward and then have the Assault squads leapfrog the razorbacks to make the assault.

Only concern around the first list is the lack of melta. Would it perhaps be more effective to drop a Baal and replace with a couple of MM/HF speeders?

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post #9 of 55 (permalink) Old 11-30-10, 04:41 PM Thread Starter
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Originally Posted by CLT40k View Post
Katie, quick question... are the assault squads gonna DoA or follow along behind the razorbacks?
They'll follow along more often than not. I imagine it'll be situational.

Quote:
It seems like the way this list would play is to push everything forward and then have the Assault squads leapfrog the razorbacks to make the assault.
That's the plan.

Quote:
Only concern around the first list is the lack of melta. Would it perhaps be more effective to drop a Baal and replace with a couple of MM/HF speeders?
Possibly, but again I'm working with the models I own. I only have one Speeder, and its packing a heavy bolter and assault cannon. I might be able to swap it out, but I'm not sure just one is worth it.
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post #10 of 55 (permalink) Old 11-30-10, 10:01 PM
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Originally Posted by Katie Drake View Post
It seems more useful to me than having say Unleash Rage. I can tag vehicles or kill Independent Characters with sword a lot easier than I can when trying to use the force weapon.
I'd much rather lance than sword.
Using sword to kill IC is interesting but I'm not sure if it is worth taking over sword. My libbies never liked being near nasty IC that I would want to whack with S10.




Quote:
I'd have more vehicles if I had the models. Sadly I don't. As for mixing with jumpers, I'm doing it because I want a hybrid list. What I was trying to do is take Koopa's (from 3++) hybrid list and put my own spin on it using the models I have.
Fair enough, I'm just not sold on how competitive mixing jumpers into mech is.



Quote:
I'll fiddle with the points and see how it works out.
Droping the claws from your priests and the fist from your assault marines would fit it in since you love your power weapon razor marines too much. lol

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Originally Posted by Angelofblades View Post
There are several issues with the list.

The first is the obvious over points limit.

But I don't think that the switch around in special weapons amongst the assault squads, makes them any more effective. Your DoA squads still drop down, pop a tank/ transport, then what? You're sitting there going to get shot, assaulted, and most likely not be any more effectived past the turn they arrive.
You don't deep strike them, they don't have the support to use DoA.
Quote:
Part of the other issue, is how do you intend to deal with multiple objectives or bases. Assault squads do one thing great, that's move forwards, especially with razorbacks. I would say, give the razor squads back their melta guns. Drop one of the DoA squads and switch it out for 5 scouts w/ cloaks and a ML (4 snieprs rifles) As pititful as they may be at times, they do provide some fire support, but most importantly, they sit on an objective. Included, if they roll for Red Thirst, they're never leaving the objective unless killed.
You only have to hold one objective more than your opponent and contest the rest, you don't have to hold all of them.

Quote:
The other issue with this list, is there is no Hammer unit. You don't have a unit that you can rely on to rip the heart out of the enemy. Examples include, DC, DCD, Assault Termies, Vanguard, Honor Guard, Sanguinary guard (to an extent). You have assault marines, and at that, your powers on your libby, don't exactly power up your army. I mean, shield is a given in most if not all mech armies, but sword? Granted it's a godo power and technically a one cast only (if you read it, the power never ends after the first cast) but if you're putting him in a squad of assault marines, it's better to have Unleash Rage, which would prove to be a whole lot better in the long run.
Mech deals with CC units the same way normal people do, they shoot them.
All the units you mentioned the only threat are TH/SS termies, none of the others are scary hammers.

Quote:
You're heavy support, is mediocre at best. S7 doesn't go very far, not when you have to start dealing with heavy armor or bunch of 2+ saves. I prefer the 135 pts autcannon/ lascannon. For 15 more points, you get 2 lascannon shots, 1 pt of armor, and faster mobility. The pred even allows you to end game contest, since it can boost 18".
Rifle dreads are not there to deal with heavy armor, they are their to suppress armor and blow up transports. You only have to shake a tank to stop it shooting you, don't have to blow them up.
Riflemen are more effective than preds because they are more reliable, twin-linked and another shot and they cost less than preds.

Quote:
All in all a good start, but not really competitive.
Tbh I don't know if you would know competitive if it bit you on the butt.

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