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Discussion Starter · #1 ·
Hey this is my new staple gun line list came out as a draw against vulcan marine list running 2 land raiders and some other tough units tons of meltas and flamers... only 6 marines from a wipe out. Anywho here is the list:

CCS: 4x PG Carapace Armor
Chimera: ML HF

CCS: LC 2x GL CC

PCS: 4x Flamer
Infantry Squad LC GL
Infantry Squad LC GL Commissar
HWS: 3x Mortar

PCS: 4x Flamer
Infantry Squad LC GL
Infantry Squad LC GL Commissar
HWS: 3x AC

PCS: 4x Flamer
Infantry Squad LC GL
Infantry Squad LC GL Commissar
HWS: 3x AC

PCS: 4x Flamer
Infantry Squad LC GL
Infantry Squad LC GL Commissar
HWS 3x HB

HH: MM

Manticore

PBS: +4 Pyskers
Chimera: HF ML

Questions I have are what would you spend the next 500 points in?
What are the weak points you see?
Is this list competitive on a tourny level? (Have army 75% painted and flocked)
Tyvm Peace!:victory:
Infantry Squad LC GL
 

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Carpace normally doesn't go in Chimera, but it could work with Plasma Guns. Four Commissars will only make you die in CC by not retreating ever. Low LD is actually a blessing, and the penalty to orders is offset by Vox-casters if you plan on using them a lot. Which you should be doing in a gunline.
Now, to the main problem... you have no weapons, other than the CCS, that can actually hurt a healthy number of MEQs. While Flamers and GLs are a nice way to offset BS 3, and they usually perform well in greater numbers, having a full army of nothing but them is not effective at all (unless you are fighting foot Eldar, IG, Orkz or Tyranids with no MCs). I would axe two of the Platoons, get a number of Veterans in there with Plasmas and Meltas, no heavy weapons. And turn one of the HWS (Mortar most likely) into full missile, I think that's the best use of a BS 3 platform. I'd add a Priest and a Commissar to one of the Flamer PCSs, and give them power weapons just for crowd control. Or replace Flamers with Laspistol/CCW combos, haven't tried that one yet. The other CCS weapons are kind of mismatched, LC is long-ranged anti-armor, GL is medium ranged anti-horde. This is repeated in the Infantry Squads, which I would keep merged into 20-man teams with no wargear, for some massive FRFSRF! obliteration.
How would you like to spend your 500 points extra? Do you want any vehicles in your list, or do you want to keep it gunline? Sentinels maybe? A tank or three? Lots could be done...
 

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Discussion Starter · #3 · (Edited)
I read your post box thx for sharing, i think sharing some tactics could possibly fix some of the weak points you have pointed out.

Four Commissars will only make you die in CC by not retreating ever. Low LD is actually a blessing, and the penalty to orders is offset by Vox-casters if you plan on using them a lot. Which you should be doing in a gunline.
If i need to back out of a CC for shooting next turn putting a wound on the commissar is always a choice. However, i am enjoying the possibility of R.S + vox to create the same effects for much less points. one commissar could pay for a R.S and 4 vox casters as a even trade! if i repeated this twice in addition to two vox for my CCS squads i could add 60 points back to my coffers. Thanks for the idea! + rep.

How would you like to spend your 500 points extra? Do you want any vehicles in your list, or do you want to keep it gunline? Sentinels maybe? A tank or three? Lots could be done...
i'm not swayed either way with the next 500 points, personally leading towards a squad of 10 rough riders, 10 ratlings, and some tanks. possibly indirect fire artillery.

Now, to the main problem... you have no weapons, other than the CCS, that can actually hurt a healthy number of MEQs.
more than one way to skin a cat. a platoon at 24" with the proper order (expected) dishes out an average of 2.44 dead space marines after armor saves. with help of 1 more dead marine from allied units the unit will take a moral test. The great part is in this army my PBS casting weaken resolve creates a 3% chance of the unit not falling back.

I would axe two of the Platoons, get a number of Veterans in there with Plasmas and Meltas, no heavy weapons..
I do agree that vet squads loaded with plasma guns kill MEQ quickly 4.2 death rate @ 12 inches after armor saves. but a vet squad will not stand up to a likly assualt phase after shooting inside rapid fire range. If sitting @ 24 inches in the "safe zone" the death rate falls to 2.1 after armor saves. becoming less effective than a 20 man platoon.

the added bonus of pushing a offensive spear head is rather appealing though, i'll be thinkin it over.

I'd add a Priest and a Commissar to one of the Flamer PCSs, and give them power weapons just for crowd control.
dude was totally thinking of going commissar w/ power fist + power first on the PC making a power punching PCS for recon and counter attacks (thinking of evolving this into a straken list @ 2500) and applying this to all 4 PCS.

LC is long-ranged anti-armor, GL is medium ranged anti-horde..
think of the GL pulling into lasgun synergy and the Lascannon as a highly protected alpha strike weapon. In my first test game against a Tourny worth vulcan list i tore up all of my AV 14 and 13 targets with ease. Collectivly 9 Lascannons (8 that stay Twin-linked the majority of the time). is very scary to a mech player. and those LC are not goin running/dieing easy.

Plasma guns tie well into LC but who wants to invest that kind of weapon on a BS 3 5+ save model?? he will die quickly with not chance of recovering from a get hot! roll.

Thx for posting Boz + rep.
 

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For your next 500 something like roughriders as a counter assualt unit is pretty handy. Especially if you start them in reserve. Also Marbo is great especially for gunlines.
 

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Ugh, Rough Riders. I think they are useless. Sure, you can probalby make them pay out if you really try, but to me they appear like such a meh unit... But I approve of Marbo. Haven't used him yet, but I guess he can do some serious damage for the low cost you get him for.
Anyway, if you don't care, take a LR Executioner. With Plasma Cannon sponsons. Possibly the most TEQ/MEQ hate in any vehicle of any race. A concentrated shout of "FAWK YAU!" to any and all SM/CSM/Tau/Necron players, repeated five times to make sure the message got through. And then round out the list with a Vendetta and Valkyrie in reserve. If you have leftover points, get a Chimera or two for the Veterans.
 

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Discussion Starter · #6 ·
For your next 500 something like roughriders as a counter assualt unit is pretty handy. Especially if you start them in reserve. Also Marbo is great especially for gunlines.

I do love me some marbo action! oh man you get tear up a High cost CC unit with 10 rough riders. 7.9 death rate on MEQ with the power lance charge. :biggrin: for dirt cheap.
 

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If its possible, seeing as youre going against marines i would take a LOT of meltas. If you have devil dogs USE THEM. I have seen one of my freinds use those to eat termies for lunch. Get as many anti vehicle weapons as possible. Try and go for the land raiders as soon as possible, each ones a b*tch to take down. also, try to give some units melta bombs, it doesnt hurt to have em.
 

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Discussion Starter · #8 ·
megadeth, totally agree with your suggestions my first two turns of combat are lascannon sniper duty on the 2 Landraiders i usually see.

Those TEQ always pick up the storm sheild/T.H for vulcan lists... 3+ save off a lascannon/melta is rough...My command squad is the glory hogs for that unit.

how do you feel about switching out GL for melta guns on the infantry squads?
 
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