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Discussion Starter · #1 · (Edited)
HQ:
Jetseer-Spirit Stones, Doom, Fortune, RoWarding, SS (178)

Troops:
6 Jetbikes, 2 shrunken cannons (152) + Jetlock- Embolden, SS (205)

10 storm Guardians 2 flamers + Warlock, Destructor (127)
Wave serpent- tl EML, SS (130)

Elites:
6 Fire Dragons (96)
Wave serpent- tl Cannons, SS (110)

Heavy Support:
Night Spinner- HF (150)
996Total

Here is my list for a couple of friendly games I have coming up soon, general idea here is to un-mech opponent and use my speed in combination with the Night spinner (in place of a Fire Prism, although it is a beautiful machine) to slow down my opponent once he is all on foot

just looking for comments and critiques on this one and ways to make it better I currently have all the models for this list and quite a few others too so that shouldn’t be an issue

Thanks in advance
 

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If you want to un-mech, wouldn't it be better to go with brightlances? And with fire dragons, they need to get close to what they're shooting, so if you use them to 'un-mech', then they'll be shot/assaulted/both by whatever pulls itself from the steaming pile of wreckage they create (yay, I killed your land raider, and now the terminators inside are chopping me apart!). Have you considered dark reapers with missile launcher and fast shot exarch? otherwise seems like a solid plan, if you don't feel like buying additional models this should work fine if you are careful.

EDIT: I really ike the tactic of using the night spinner to create a larger speed difference, very tricksy!
 

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i would just take footseers and throw them with dire avengers in serpents, also just take 5 dragons and put them in a serpent. I would remove the storm guardians and just go dragons and avengers in squads of 5 in serpents and as many prisms as you can afford. Jetbikes simply cost too many points for what they do especially in smallers games. Grav tanks seem to hold sway over many other 40k tanks.
 

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Coke, that's a typical tradeoff; I lose my dragons (96 points), you lose your LR (250 points). Also, taking a squad of reapers just to have two missile shots (wasting all their other shots since you can't split fire) seems like a huge waste of time.

I basically agree with dthwish; you won't be able to de-mech your opponent that quickly with this list, so that strategy is invalid. Also, since the spinner is a barrage tank, you mightaswell not take holofields. You can spend all your time finding places to not be seen from.
 

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Coke, that's a typical tradeoff; I lose my dragons (96 points), you lose your LR (250 points). Also, taking a squad of reapers just to have two missile shots (wasting all their other shots since you can't split fire) seems like a huge waste of time.
Yeah, fair point. Reapers are too expensive at this point level anyway. Just throwing ides around.

... as many prisms as you can afford.
Seconded. If you took Fire Prisms, then the Fire Dragons could bust open the transports and then use Fire Prism to vaporise whatever emerges, thereby protecting the dragons. Oh wait, is there something in the current ruleset preventing this? I've got this niggling feeling (there's something along the lines of having to declare targets at the start of the shooting phase? I need to go back over the current rulebook). Perhaps I'm being a little precious with them; I've just never liked how people use them as kamikaze squads. Sure, you've bagged a tank, but why not go for two?

Either way, they'll probably get their points back, unless the enemy levels a disproportionate amount of firepower at them, thereby forcing them to footslog. Plus I don't feel like starting an argument about how best to use dragons (one which I'll probably lose). But if I asked you whether you would prefer to kill a tank and have your dragons die, or to still kill the tank and have your dragons survive (or draw fire that would be leveled at another target), what would you choose? There's some decent tank hunting tactica on the GW website, maybe go give them a read?

Oh, and I agree on the jetbikes, dthwish's idea seems pretty good. Dire avengers with bladestorm and a serpent accompanied by Footseer with doom will push pretty much anything off the enemy home objective. And won't you still need a defensive troop type to hold your own home objective? With storm guardians and jetbikes it seems like you're going for an all-out assault, but you still need to hold what you start the game with... unless you pick up the guardians and bring them back, assuming that their serpent hasn't been downed.

Anyway, the best way to find out is to playtest. Have a game and see where you're lacking.
 

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Discussion Starter · #6 · (Edited)
Thanks for the help guys all of the advice has been valuable Ive got a game planned for tonight I plan to play this list as is just for a test run and tweak it from there ill post up how it goes and any changes based on how the game goes

Edit:
I guess i should have said this before was the reason for the Guardian JB, the storm guardians, and the warlocks and Farseer was my inspiration for this list was an Ulthwe strike force but thats far from set in stone and every craft world uses every unit just in varied frequency so I'm not opposed to DA's or Aspect warriors in any way, just thought i would make a themed list and work it into a winning list
 
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