Warhammer 40k Forum and Wargaming Forums banner

1250 Pt. for Escalation Tournament

3.5K views 20 replies 6 participants last post by  Suijin  
#1 ·
This is a list for a tournament starting in January, then rising in 250pt blocks every other month. Any C & C would be helpful.

HQ

St. Celestine - 115pt

Troops

3x Battle Sister Squad 226pt each
- Power Sword
- x2 Storm Bolters
- Simulacrum
- Immolater

Fast

Dominion Squad 180pt
- x2 Melta
- Power Sword
- Plasma Pistol
- Immolater

Heavy

Retributor Squad 95pt
- x4 Heavy Bolter
- Power Sword

Retributor Squad 160pt
- x2 MultiMelta
- x2 Heavy Flamer
- Rhino

This comes to a whooping 1228. Tell me what you think.
 
#2 ·
This is a list for a tournament starting in January, then rising in 250pt blocks every other month. Any C & C would be helpful.

HQ

St. Celestine - 115pt
Add Uriah Jacobus. - 90

+1 attack and FNP are great.

Add 4x DeathCult, 4x Crusaders Rhino, Extra armor: 175
Troops

3x Battle Sister Squad 226pt each
- Power Sword
- x2 Storm Bolters
- Simulacrum
- Immolater
Immolators are going to leave half your squads walking. Five sisters just aren't survivable enough. I'd suggest 2x Melta Guns in rhinos.
Fast

Dominion Squad 180pt
- x2 Melta
- Power Sword
- Plasma Pistol
- Immolator
I'd suggest an Inferno Pistol instead of Plasma.
Heavy

Retributor Squad 95pt
- x4 Heavy Bolter
- Power Sword

Retributor Squad 160pt
- x2 MultiMelta
- x2 Heavy Flamer
- Rhino
Invest in an Exorcist. You need the AP:1 Heavy weapons.
This comes to a whooping 1228. Tell me what you think.
 
#3 ·
Mostly good suggestions. Sadly Exorcists aren't much of an option for me at the moment. And I totally blanked on the capcity of the immolators, you are correct about only holding 5, so rhinos with EA is the way to go. And I would take Jacobus, but we are limited to 1 HQ until the points are raised, and he is just too slow even in a rhino (one 24in shot is not working). Perhaps add hunter/killer missles? How have those worked for people?
 
#5 ·
Yeah, mostly a cash issue. I've been trying to find a few missle packs on a couple of my rhinos, eventually getting the amazingness of the missle launching organ. And good to hear about the HKM
 
#7 ·
I am curious as to why you are mixing heavy flamers and multimeltas in one squad. Half your guns will be useless at any one time...?

I would lose the power sword in the heavy bolters. Use the points to upgrade something else.

And Immolators can hold 6, not 5.
 
#8 ·
@SilverTabby Would you suggest all Melta, or all flamer? It was meant to be an versitile demolition unit, if I come across armor, it's got melta, horde it's got flamer. Since the immolator they are in comes stock with the tl flamer, should I take the mm's to compensate?

I also think changing the Immolator's to rhinos for the bss will give me the points to add ea and hkm to each one, which will give me more anti armor. Thoughts?
 
#9 ·
Hrmm. The BSS squads is where the greatest changes need to happen, I feel. Definitely need Rhinos (as you've already decided :) ). Might also want to seriously reconsider the Simulacrums - 20 points each is a lot to support Light of the Emperor, which you A) may not have the Faith for and B) aren't that great in the first place.

This gives you a 150 points to play with :) First thing to look at should probably be investment in better guns for those BSS squads - I'd suggest dropping the Storm Bolters in favor of arming them with Meltaguns. Giving one of the squads flamers instead (possibly a heavy one) will help deal with (disembarked) infantry.

The other squads... I'm tempted to suggest you give the Dominions a Rhino instead. It's cheaper and you can fire both meltaguns from inside it. It's the only Immolator left on the field after changing the BSS's rides to Rhinos. You lack Penitent Engines or Exorcists, so that means it's likely to draw all the heavy anti-armour first, and you're unlikely to get any use out of it's Heavy Flamers. Alternatively, keep the Immolator but also give (all) the Retributors Immolator(s).

You'll want to set the HB Retributors up in a nice building (consider adding a few ablative wounds to them), so their ride would be free to roam and roast. The second squad of Retributors... Either give them all one type of weapon or split them up into two squads.

Depending on whether you have the points left to add something, a cheap Celestian squad (with flamers) or some Seraphim (with 2 x inferno or 2x hand flamers to taste) would make a nice addition. I'm particularly fond of inferno pistol Seraphim myself for their ability to get where they need to be and pump 4 inferno pistols into enemy heavy armour, but it's a taste acquired from playing too many IG tanks. YMMV :D
 
#10 ·
EA: I've been on the fence about it lately. While you do want to keep the Rhinos rolling, it only helps with one result out of 6.

HKM: Useful in a pinch but normally overpriced (Exorcist delivers the same, but does it lots better). Won't change the outcome of a game much unless you get REALLY lucky or field enough of the things that you could put in a squad for the price of them.
 
#11 ·
I think I need to play more games to get a taste of the local meta, so far I've played a few opponents (nob bikers, green tide, and DE raider) none of these armies have particularly high armor targets, so having so much melta seems a bit excessive. I suppose when I start facing more marines I'll be happy to have it.

@ Shandathe I agree with you about ea. I keep seeing people put it on their lists, but I think the points could be spent elsewhere. As soon as I get home ( at work at the moment) I'll be posting an updated lists and see what people think, taking in some of the advice and leaving in some of the things that have worked so far.
 
#12 ·
I find HK missles hugely useful, but I primarily fight orks and dark eldar, kind of ideal targets.

I'd suggest combi plasma on the regular battle sister squads for the sisters superior: rerolling 1s means both that your 1 opportunity to use plasma is less likely to miss and also avoids getting hot. I've had very good results from them.

Ditch the storm bolters, there HAS to be something better you could do with them (particularly if you are freeing up points by going rhino rather than immolator and dropping simulacra (save that for special squads like dominions - a full trogdor squad with simulacrum has at worst a 75% chance of rerolling wounds with 4 flamers (5 if you take a combi flamer for the sister superior)).
 
#13 ·
Ok so here is the remade list. Taking in everyone's suggestion and taking into my account of the meta here.

HQ

Saint Celestine 115

Elite

Celestian Squad 80
- Chain Sword

Troops

BSS 190
- Power Sword
- x2 Melta
- Rhino

BSS 190
- Power Sword
- x2 Melta
- Rhino

BSS 180
- Power Sword
- x2 Flamer
- Rhino

Fast

Serephim Squad 180
- +2 Sisters
- Power Sword
- Plasma Pistol
- x2 Flamer

Dominion Squad 165
- Power Sword
- x2 Melta
- Immolator

Heavy

Retributor Squad 150
- x4 Heavy Bolter
- Immolator

I'm liking it better. Thoughts?
 
#14 ·
It is somewhat different from your last list - despite what folk say I like using Celestians. However, armed as they are they are wasted. They are designed as a "fill gaps then charge" unit, but you haven't given them anything with which to provide gap-filling shooting, nor any boost in close combat.

I'd drop a power weapon elsewhere and give it to them, as your only potential S4 combat girls. I'd also give them either a (heavy) flamer or a meltagun. That way when they leap out of (I'm presuming) the Retributors' immolator, they can shoot pistols and something with more oomph, then charge.

In my army, these girls are regularly on Talos-hunting duty, and do it quite well...
 
#15 ·
While it may seem like a lot, you can never have enough melta :) Aside from the obvious purpose of cracking transports and tanks, they're good at dealing with any other tougher targets. Good armour save? AP1, no save. Feel No Pain? Still AP1, no FNP. Strength 8 will also Instant Death most multi-wound infantry - For instance, those Nob bikers(+1T from bike is ignored for the purpose). The one thing it doesn't deal well with is hordes, and that's why the Emperor gave us flamers.

On the new list: I'm with SilverTabby in that the Celestians need a better weapon or two. Aside from simply moving a weapon from a BSS squad, it might be an idea to drop the plasma pistol from the Seraphim Superior. Having it blow up in her face is a lousy way to go :) Speaking of moving things, you might as well move the Retributor Immo to the Celestians. The Retributors are just as happy (or happier) in a building controlling a 36" range around them, and the Celestians will probably like starting out in it.
 
#16 ·
Ahhh, you know what, I was of the mind of using the ret immolator as a seperate unit, keeping the squad back (as suggested). It didn't even occur to me to throw the celestines in it. Also, making the list I was 35pt short, which is where the +2 sisters and melta bomb on the seraphim came from. So if I take off the plasma pistol, and one of those extra angels, my celestine squad should look more like this:
Celestine Squad 175
- Power Sword
- x2 melta
- Immolator

I am liking this more and more.
 
#18 ·
I'd like to thank everyone for the help. After this will be a 1500pt list. I'd like to add a Jacobus conclave in a rhino. My favorite mix so far has been 5 DCA and 4 crusaders. Amazing survivabilty, provided they don't have to slog down the table (stupid fragile rhino). Thoughts?
 
#19 ·
Make sure that Rhino has Extra Armor and an Extra Weapon to make it more survivable. Extra weapon to ensure that an extra immob/weapon destroyed can be managed before the tank blows. Best bet is 12" toward designated target, trusty smoke. 5/4 is a good mix for that group. You might want to advance behind a Rhino Wall as well, depends on the situation.
 
#20 · (Edited)
You'll probably want to start it out as 4/4 or 5/3 and add the final person to the squad when you get to 1750. Battle Conclaves are 15 points each member. So 8 = 120 points + Jacobus (90)+ Rhino(35) is 245 :)

For a silly suggestion, if you go 5/3 consider making said final member an Ecclesiarchy Preacher rather than a Crusader. Yes, he's just a Jacobus wannabe, but he can bring an Eviscerator to the table - which Jacobus has sadly left at home. Why do this? Because A) there will be times when there's nothing around to charge but vehicles, and relying on Jacobus' Krak grenades will get you nowhere, and B) a cheap throwaway walker will happily lock you in combat forever (see previous comment on Jacobus' Krak grenades :p). Could also use his ability to bring a Combi-Flamer to soften up the people you're charging or the combi-melta to crack a transport (this relies on luck. Or prayers to the Emperor :biggrin: ).
 
#21 ·
I'm not big on S3 power swords at all, it just seems like a waste of points. It would be OK on Celestians, since they can get to S4. Although they are fairly expensive for what the are also. Repentia provide a similiar role, although they have issues with Rage and footslogging it across the table. Repentia are more survivable than you would think also with possible cover saves, 6+ invulnerable, Mistress with 3+ save to take a wound, and FNP.

Eviscerator on the seraphim superior would be better than the power sword there.

I'm not personally too hot on immolators, seems like too many points for the upgrade.

If you mathhamer it out, a 4 heavy bolters retributor squad that succeeds on their faith roll does more damage on average to vechicles than an exorcist. Of course worse if they fail faith roll. They are a fair amount cheaper in points too, basically 3 squads (255 points) for the cost of 2 exorcists (270 points).

More retributors overall would help too. It is somewhat hard to keep your army all together and have a bunch of rhino chasis blocking/taking up space. Retributors can shoot past the rest of your army.