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Discussion Starter · #1 · (Edited)
First step you start with my cookie cutter army

Libby-175
-Epistolary
-Jump pack
-Rage
-Sword

Sanguine priest-90
-Power weapon
-Jump pack

Furioso dreadnought-150
-Libby
-Wings
-Lance

Assault squad-205
-Flamer
-Meltagun

Scouts-100
-Power fist

Devastators-130
-Heavy bolter x2
-Missile launcher x2

Dreadnought-150
-Extra armor
-Autocannon
-Heavy flamer
 

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Only 2 Pods? That's 1 coming in turn 1 and the other in reserves (without re-rolls). It's kind of a bad idea to have your army come in nice pieces 1 turn at a time.

If you go Pods with BA, go all Pods. If you go jumpers, bring all jumpers to make best use of DoA. This way you ensure that your opponent will have plenty of targets in his face so he can't easily pick out important units and eliminate them.
 

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Discussion Starter · #3 · (Edited)
Libby-175
-Epistolary
-Jump pack
-Rage
-Sword

Sanguinary priest-90
-Power weapon
-Jump pack

Sanguinary guard- 300
-Death mask x2
-Banner
-Infernus pistol
-Power fist

Assault squad-205
-Flamer
-Meltagun

Scouts-100
-Power fist

Devastators-130
-Heavy bolter x2
-Missile launcher x2
 

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Discussion Starter · #4 ·
Libby-175
-Epistolary
-Jump pack
-Rage
-Sword

Sanguinary priest-90
-Power weapon
-Jump pack

Furioso dread-150
-libby
-wings
-lance

Assault squad-205
-Flamer
-Meltagun

Scouts-100
-Power fist

Death company-150
-Jump pack
-Thunder hammer
-Power weapon

Devastators-130
-Heavy bolter x2
-Missile launcher x2
 

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I'd lose the Scouts and Devvies so you can Deep Strike your entire army. 5 Scouts aren't going to do much damage anyway.

Sangy Guard can make for a nice anvil unit, just avoid AP2 and you'll be set. 2 big RAS, SG, DC and the Libby should be plenty. I prefer VV over SG for Heroic Intervention, but they work just fine.
 

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Discussion Starter · #6 ·
Libby-175
-Epistolary
-Jump pack
-Rage
-Sword

Sanguinary guard- 290
-Death mask x2
-Banner
-Infernus pistol

Assault squad-205
-Flamer
-Meltagun

Assault squad-190
-Flamer

Death company-135
-Jump pack
-Thunder hammer

How does this look?
 

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I would drop the death company, they are a large point cost for a 1k point value game the jump packs are very expensive for them. You might consider adding another 5 man assault squad with melta, or possibly adding power fists to your existing squads to handle armor or MCs.

Edit: Chumb's opinion > Mine at this point, so take it with a grain of salt.

-Narik
 

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Libby-175
-Epistolary
-Jump pack
-Rage
-Sword
He's fine, but just curious - who is he running with?

Sanguinary guard- 290
-Death mask x2
-Banner
-Infernus pistol
"Entire squad can be given death masks for ..." - think paying the price once is enough get 5 masks. And lack of PF may end bad here if enemy dreadnought is agile and cunning (if Libby doesn't fly with them). And I'd also suggest having Priest here - it'd be sad to lose these golden (both literally and in price) guys for small arms fire.

Assault squad-205
-Flamer
-Meltagun

Assault squad-190
-Flamer
Personally I don't like assault squads without special CC weapons. Sarge's attacks aren't used fully without it. And I'd put both flamers in a single squad.

Death company-135
-Jump pack
-Thunder hammer
After these guys catch a copule of missiles (nothing more to shoot at with ML in your army) hammer-wielder will die in CC with almost no chance to strike even once.

How does this look?
DC would work as a fire magnet but won't pose much threat after the first round of enemy shooting.
Sanguinary Priest - maybe the biggest force multiplier in BA codex - is not used in your list.

Drop DC, get a priest with PW, give PW to sarges, buy another melta (making 2melta/2flamers or 2 versatile squads) and maybe second infernus to SG after you recalculate their cost.
Or maybe even get 2 priests - you may really need 2 bubbles with 20+models on the table. But with FC and FNP on all models your army will get from considerable to scary at once.

Hope this helps.
 

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Libby-175
-Epistolary
-Jump pack
-Rage
-Sword
Sanguine Sword is nice, but what are you running into a 1K where a 5 point Melta Bomb wouldn't be more useful? I suggest Fear of the Darkness at this level. Well, at damned near any level actually. If you can break one of the enemy units with a single die roll you've siphoned off anywhere from a 1/5 to a 1/3 of his whole army.

Sanguinary guard- 290
-Death mask x2
-Banner
-Infernus pistol
Death Masks are everyone or no one. And a Power Fist is probably a better choice than an Infernus if you are only bringing one or the other.

Assault squad-205
-Flamer
-Meltagun

Assault squad-190
-Flamer
No special CCW for the RAS Sergeants is a bad idea as far as I'm concerned. You are going to be in CC a lot more turns than you'll be shooting. Otherwise bring a Tactical Squad.

Death company-135
-Jump pack
-Thunder hammer

How does this look?
Three jump DC are nearly a waste of time. And with one of them at I1 you might live thru one combat. Probably. Maybe? Assuming somebody doesn't just rapid fire some bolters/shurikens/lasguns/shootas and wipe them out first. This small a squad is a complete hostage to luck.
 

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I would drop the death company, they are a large point cost for a 1k point value game the jump packs are very expensive for them. You might consider adding another 5 man assault squad with melta, or possibly adding power fists to your existing squads to handle armor or MCs.

Edit: Chumb's opinion > Mine at this point, so take it with a grain of salt.

-Narik
Every opinion is important, share away. FWIW I agree with you, DC are very pricey with jump packs.

Taking too many toys can get you away from the basics. Your RAS should generally have 2 meltas and a PF to make them versatile.

The Epistolary upgrade is not always worth 50 points. Usually one power is all you need.
 

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Discussion Starter · #11 · (Edited)
Libby-175
-Epistolary
-Jump pack
-Rage
-Sword

Sanguinary priest-90
-Jump pack
-Power weapon

Sanguinary guard- 250
-Banner
-Infernus pistol
-Power Fist

Assault squad-235
-Power weapon
-Infernus pistol
-Flamer
-Meltagun

Assault squad-245
-Power fist
-Hand flamer
-Meltagun
-Meltagun
 

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Libby-175
-Epistolary
-Jump pack
-Rage
-Fear
To be honest, I liked the "Proxy Mephiston" loadout much more. He was a born killer.
And these powers, well, look here. You probably use fear at turn one - when you're still too far to assault. But when you get close - if you use fear instead of shooting you may break your opponent, making him run away, getting out of your assault range (and you have to assault the unit you shot at). So a third of your army worth of points won't manage to assault. And broken unit will most probably successfully regroup (since it's still at full strength). And you don't have a second power to use in the opponent's turn (I'd say that Rage+all S10 attacks is far better than Rage+one Psychic Kill in almost all cases).
This power don't allow you to use all benefits of Epistolary and I'd say that Fear would be better used with army made of small squads - so that not too many models are denied assault. Not your case.

Sanguinary priest-95
-Jump pack
-Power weapon
-Meltabomb
Maybe it's just throwing points, but with so many melta weapons and powerfists in every squad I won't say you really need meltabombs.

Assault squad-240
-Power fist
-Meltabomb
-Meltagun
-Meltagun
Again, if something is shot with 2 meltaguns from assault range and then hit with 3 PF attacks and isn't still dead it probably has 1+ invulnerable. While 3 meltabombs combined would allow you to wield an infernus pistol somewhere.
 

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When the wargear for a one wound IC is more points that the basic model something is very wrong. For a Sanguinary Priest, Jump Pack and Power Sword is plenty.

I'd also suggest having at least one Sergeant optimized for anti-personnel duty. Otherwise you'll have some serious problems with horde armies. Or you could give both Sergeants Hand Flamers. They are more insult than injury, but it's a lot of fun laying that template down over something you are about to charge.
 

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If you meet a really scary CC squad priest does has a chance never to live to the next turn. So you'd better give a second Infernus to SG (they do have some bodies to keep this upgrade running).

And about anti-personnel duty you may try making one squad PW+Infernus+flamer+melta - that's still an amount of antitank (especially with 12" move into any range you want) and at once a decent anti-infantry. Because hand flamer, well, yes, it's funny but it won't kill too many orks and it allows most other models to make a save.
 

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Who cares if they get a chance to save? Other than a few armies with lots of T4(5) a Hand Flamer will make the bad guy take 2,3 or even more armor sv rolls. He'll fail some. And I'll always take multiple chances to fail those saves over a single no save that could miss altogether.

My favorite mix right now is Hand Flamer, Power Fist and 2 Melta Guns in a 10 man RAS lead by Dante and with an attached Sanguinary Priest. Doesn't matter who or what they land next to, it's going to take a severe whoopin'. :laugh:
 

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Maybe quoting myself is bad.
PW+Infernus+flamer+melta
Hand Flamer, Power Fist and 2 Melta Guns
There are templates in both cases. First has better template and second better antitank. PW in my case may be swapped for PF - that'd make the prices equal.

And Dan's favourite mix is really nice except for you can't field it in less than 500 points approximately. Almost sure it works somewhat better than a 200-odd pts assault squad. :wink:
 

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And Dan's favourite mix is really nice except for you can't field it in less than 500 points approximately. Almost sure it works somewhat better than a 200-odd pts assault squad. :wink:
Too true. But I'm not really all that into playing games of <1750 so it really isn't an issue for me. But whether or not you've got Dante and the SP I like the flexibility of the squad I described. Unload that much fire into a mob of Boyz and then charge. Shouldn't be all that many* of them left to strike back.

(*Many is a relative term when discussing a 20 strong Boyz Mob)
 

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Unload that much fire into a mob of Boyz and then charge. Shouldn't be all that many* of them left to strike back.
Flamer against HF will fry some more and Infernus will kill one just as good as melta. But maybe these several orks are not an issue with 10-strong squad, while lacking melta range may matter. Still I'd call your loadout "a bonus to antitank" rather than calling it "being anti-personnel" or "versatile" but I hope you get what I was trying to say.

Hm, think I should stop flooding this thread at least until Blueberrypop posts the next iteration of the list.
 
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