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Discussion Starter · #1 ·
So I know it's not an all infantry list like Jace's, but it's more bodies and less armor than I typically field. At least without taking mass bikes. Just finished a game against the White Raukaan army I posted this weekend and it won out 8-4 (2/5 objectives, linebreaker, and warlord) - (1/5 objecctives, first blood). Both armies took very heavy casualties though. I used the Flesh Tearer's Detachment which lets me bring 6 fast attacks and gives my units rage when I roll 10+ to charge. But here it is!

HQ:
Techmarine

Troops:
5x Scouts (Cloaks, Snipers)

Elite:
Death Company Dread (HF, DP)

Fast:
10x Assault Marines (2x Hand-Flamer, 2x Flamer)
10x Assault Marines (2x Hand-Flamer, 2x Flamer)
10x Assault Marines (PF, 2x Melta)
10x Assault Marines (PF, 2x Melta)
10x Assault Marines (PF, 2x Melta)

Heavy:
Vindicator (Engines, Dozer)
Vindicator (Engines, Dozer)
Vindicator (Engines, Dozer)

=1740

I just realized I was ten points shy... oh well.

I also didn't realize that BA Vindi's don't come with storm bolters. That was fun when I got a weapon destroyed result. I also missed the Veteran SGTs on the melta squads. Not so much for the Ld boost, but the extra attack with the power fist.

I'm not very good with the new BA codex so any help is always appreciated!
 

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Discussion Starter · #2 ·
I found those ten points. I had given my DC Dread blood talons for smashing those MCs I could run into... but in retrospect, even though I didn't deepstrike this past game, a locator beacon on the drop pod may be more beneficial since I should wound most MCs on 2s anyway.
 

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I like the bodies on the board - especially assault marines. They can move fast or deep strike accurately and target saturation gives the opponent too much to deal with. My only real issue here is that this is a very up close and personal list with no range and so if you can't get in hard and fast you'll get taken apart. Also against something like guard or tau you may not be able to get close enough.
I don't fancy the vindicators much even though they can be devastating and they are quick, like you said one weapon destroyed and they are useless. Also I think that 1 pod with a dreadnaught needs more back up. Instead I would think about taking a dedicated long range unit such as devastators or a shooty dread and put a baal predator and storm raven in for some mobile firepower and something to deal with flyers. Finally I would bin the techmarine and take a librarian with jump pack. He can seriously buff the assault marines with some cool powers and warlord traits to help protect them and/or make them great in cc.
Haven't worked out any points but some things to consider....let me know how you get on.
 

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Discussion Starter · #4 ·
I was actually revisiting ideas for this list last night, so I'm very glad you posted! While I love the fast vindicators, they don't fit this particular list. I'll have to make a meched up BA list to get the best use out of them. They're already fire magnets and with no other real av (aside from the dread) they will get full attention from any and all anti-tank weaponry. I feel that devastators would fit the list much better. I still want a distraction pod to give my guys some time to jump across the board. Terminators may be too expensive and have no scary shooty for the turn one drop though so I may keep the dread just to watch it get turned to mush turn two. Really that's all he's in here for anyway. Got any ideas on dev loadouts or a different alpha unit?
 

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Discussion Starter · #7 ·
so I read 1d4chan a second ago and found a very interesting point. The 5 man assault squad with the free rhino pans out to 8 points per marine (after subtracting the cost of an actual fast rhino).... so I was speaking of a "meched up" BA army to use those vindicators in, I think I found the bulk of the list. Especially since there are two special weapons and two fire points. Melta drive-by.
 

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The 5 man assault squad with the free rhino pans out to 8 points per marine (after subtracting the cost of an actual fast rhino)
I would like to see this math. Is the sacrifice of their Jump Packs worth nothing? I just checked the BRB, and the Fast vehicle type doesn't affect the passengers (in that there's nothing that contradicts the statement on how a vehicle's movement affects passenger's shooting) only the weapons mounted to the tank. Not to mention now your assault unit (despite their anti armour kit) can't assault out of their transport, could get pinned by a wreck, and can't assault the turn after they disembark a wrecked vehicle. With JPs not only can they Deep Strike close in suddenly (and accurately depending on your Warlord Trait) which helps their Meltas, but they can move 12" while maintaining proper shooting function and still charge afterward.

Assault marines are 1 point more than double what 1d4chan states, I really don't get how they lose half their points cost because they ditch their actual speed and mobility for a metal box to hide in (that, when popped, renders the unit almost entirely useless).

Drop Pods, brother. Drop Pods.
 

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Discussion Starter · #9 ·
I definitely understand what you're saying. What I was saying (and 1d4chan) was that the whole unit (no upgrades) is 85 points, minus the points cost for what the vehicle normally costs is 40, and then what you get (forget about them being assault marines for a second) are 5 T4, BS4, WS4, Ld8, 2A, 3+ save models with furious charge. I'm not saying it's the best build for them, just points efficient in my mind. I can bring a lot of them for cheap and with either meltas or flamers they can still pose threats adequate for their points. Those fast boxes make good LOS blocking for fast vindicators or baals, or if you're like me a feel extra wolfy from time to time, they can screen some thunderwolves cheaper than a 10 man grey hunter squad with the same amount of melta firepower. That being said, the same unit in a drop pod can pull of the screen pretty well too, but you only get half of them and leave your guys at the mercy of terrain if you don't go first.
 

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The tactics you propose are sound, but the Rhino is worth less than its stated value (that you have under-cost in your post) because of the loss of JPs. If we look to the worth of JPs as a unit upgrade in other units like the DC and Vanguard, that will reduce the points value of the Rhino in this situation by 15. Keeping that in mind we're subtracting the JP's worth from the Rhino before we reduce the unit's base cost and divide by the number of models, which comes out to 11 points per model in a Rhino and 13 per in a Drop Pod. I know the Codex says it's a free Rhino/Drop Pod, but wargear has value.

She's cost efficient, but not that cost efficient.
 

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Discussion Starter · #11 ·
Makes perfect sense your way. And the rhinos for BA by themselves do seem a bit expensive for what they actually do. The best they can give you is an extra 6" flat out move or a cruising speed stormbolter. Not really worth ten points imo.
 

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Yeah, I wish that Over-Charged Engines were an upgrade option for all BA vehicles instead of auto-included on Rhinos, RBs, and Baals (though the latter two would pretty much always get it).

You could always equip a second Stormbolter for max shots with a 12" movement if you really really wanted. Pretty sure GW's just trying to push that BA want to get in as close as possible as fast as possible...but Rhinos really don't need to.
 
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