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Discussion Starter #1 (Edited)
Latest and (maybe) greatest!


HQ
Commander Dante
- 225 points

Troops
Sanguinary Guard x 5
- Infernus pistol x2
- Powerfist x1
- 1x power fist
- Chapter banner
-- 260 pts

Assault Squad x10 (+3)
- Marine w/ Meltagun x2
- Sgt w/ Power fist
-- 235 pts

Assault Squad x10 (+3)
- Marine w/ Meltagun x2
- Sgt w/ Power fist
-- 235 pts

Scout Squad x5 (+1)
- 4x sniper rifles
- 5x camo cloaks
- Sgt w/ sniper rifle
-- 90 pts

Fast Attack
Land Speeder Squadron x3
- Multi-melta x3
- Heavy flamer x1
-- 190 pts

Elite
Sanguinary Priest x3
- Jump pack x3
-- 225 pts

Furioso Dreadnought
- Drop pod
-- 160 pts

Furioso Dreadnought
- Drop pod
-- 160 pts

Heavy Support
Dreadnought
- Drop pod
-- 140 pts

Whirlwind
-- 90 pts


Grand total: 2000/2000 pts

Heck, this list I honestly have less warm and fuzzies about than the last one.

Dante would be with the Sanguinary guard, starting the game in reserve to DS in preferably behind enemy armour/weak dismounted squads.

Assault squads will NO LONGER be split into combat squads. Deployment of all elements depend primarily on how the enemy deploys. If he chooses to keep forces in reserve (non-DS capable) then I'll cram mine onto the opposite corner to minimize his maneuver capabilities. That or simply go ahead and emplace within striking range of objectives and the enemy (i.e. between it and the opponent's edge of the board) with cover between them and the enemy.

Drop pods will be clustered around the opposing force or along their table edge, both to constrict their movement and provide my dismounted elements/speeder's additional cover. This will work both ways... but most of my bang will be in melee regardless.

The dreadnoughts will be the biggest anti-tank punch, although my squads will all maintain the ability. I'd rather use them primarily in an anti-armour role with (if necessary) the jump troops flying around for troop clusters or monstrous creatures.

Each assault squad and sanguinary guard will be escorted by a priest, with Dante riding along with the Guard element. I'll deploy the scouts probably within a foot of my objective inside cover, to ensure they get a 2+ cover save and both maintain the ability to reach objectives on my side of the board and reach out and touch the enemy while they move dismounted (of course, after blowing their vehicles to hell).

Land speeders would be roaming at high speeds for targets of opportunity... I'm still debating whether or not I'd deploy them on the board or DS them in. I'm leaning towards the latter, simply because they're quite fragile and DSing would give them optimal field position. I dropped the heavy flamer from the speeder... debating whether to throw one on my non-Furioso Dread to keep the template ability, but probably not at this time.

The whirlwind would deploy all by its lonesome behind my home objectives and sit there lobbing crap at anything that I see fit, ideally swarms of troops. It'll most likely work in conjunction with the snipers.

The primary weaknesses are:
The scout unit. Granted it's small, but I had the points available and I really want a home-troop claiming unit. I'm debating the usefullness of tossing a Priest their direction for the Feel No Pain, which would just require me to make sure I position the remaining two advantageously to maximize their bonus. However, although they're certainly not the strongest guys on the board, they give me a homefield proponent to the force and boosts me up to 4 troop choices. I hate just having 3... having 4 (by maintaining squad coherency with the RAS) would free up my maneuverability and decrease the chances of a last second "oh shit I need to claim something with the 2 guys I have left!"

STILL, a problem with lack of templates. I like templates... a lot. Since I dropped the bikes and the heavy flamer and the stormraven... I'm certainly lacking on this front. I may want to drop to Infernus pistols for hand flamers... but I'm unsure right now.

Armour and MCs should really be covered, I've got enough meltas to reduce a small city, let alone a land raider or carnifex. While the army will do fairly well in melee against most armies (at least with comparable stats), I'm still iffy on their ability to handle hordes, although the FC bonus will be quite key to almost getting them to my Khorne Berserker standards.

I'm debating just calling it quits with the Dante/SG mix (which would make me sad... as the only BA units I currently own are SG!) and just doing a Death Company clusterfuck... but the SG just look so damn cool! I'd definitely like to see them work.


Let me know any thoughts/comments. Thanks!
 

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Sanguinary guard dont need masks as Dantes has the same effect, and i would double infernus pistol to take advantage of dantes abilities and drop in three in away and melta the crap out of armor. Drop scouts in favor of maxing out the ras and dual meltaing. With only three tanks starting on the board they will die and fast. Not a fan of the flamer pred as you have to be really close (powerfist close) and thats not where i like my tanks. Stern guard do not get special ammo with storm bolters so i would deffinantly drop those and combi melta them instead, well personaly i dont see their role in the list. there is also a startling lack of sanguinary priests in the list. drop the las pred and get at least one, as your anti tank is coming from melta elswhere. Sorry if i seem harsh not trying to be. If you gave a brief overview of your plan for the units etc it would help:)
 

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Discussion Starter #3
Thanks for the feedback, the wife was nagging me so I was unable to really lay out how I planned on using everything.

However, I will most certainly be working some fixes to reflect what you've got going, as I (as I've admitted) have no idea what I'm doing with this army as yet... and I'm basically modelling it almost as I would an assaulty CSM list, which is all I've ever played. Branching out aaaahhhh

Look for an update in the next day or so
 

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yeahh one of the key differences with csm/ eldar armies and BA is the unit size, aspect warriors and zerkers are best at 8 men squads but BA/SM really need 10 man maxed out squads to get access to most of their gear, and as MEQ is okay, but wont win all the time they really need bodies and the few extra attacks.

just as starbuck said, sangiunary priests are basically mandatory for BA RAS (unless if rb's), and the rest of his points are the same as my opinion :).

good luck on the list!
 

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Getting closer:) like you said one drop pod is bad news bears you want three so good idea on dropping the raven for an extra dred and pods. For troop killing ability FC marines are nothing to scoff at, if you still feel like you need more then switch in some blood talons on the dreds, nothing like potentially unlimited attacks. Most of your troop killing is going to be melée. And I would not combat squad the ras, 5 marines die they just do it's a fact keep them together, they will hit harder and live longer and using doa will come in fairly reliably on turn two. That's all I think, still not sure on the scout bikers though if they work for you then hey go for it. Also I think your pts for the ras are off should be 235. If you take those thirty points and drop the scouts(3 man??), and switch the stormraven for an extra dred and two pods you have 160 pts for thingsNlike extra armor for the dreds and another priest for the guard and Dante. Then you have roughly 40 more points for other toys like handflamers on the ras sergeants etc. Hope this is helpful.
 

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Discussion Starter #7 (Edited)
Ah I'd forgotten to list that the sergeants for the RAS squads were equipped with infernus pistols... which I've since dropped.

I know I still haven't pimped out the RAS sergeants... and I really want to, but I feel the necessity of a base claiming squad coupled with the Chapter Banner make it difficult to work out points-wise. Granted, the Banner may be one of those things that just seems like its awesome, but to me it's the equivalent of a MoK, which I normally found worth it... although in a unit of 5 units, with already an incredibly high points-per-model, it may be more advisable to drop it.

Anyways, additional changes have been updated, no more Stormraven, more dreads, hrmmmmmm maybe it's better, maybe not. Thanks again for the advice given thus far, it's greatly appreciated!
 

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I'm really starting to like this list. I see the scouts as a good go to ground in cover on the home objective unit though maybe bolters instead in case of a pesky ds unit. You are a very fast learner. My only suggestion now would be findthe points for extra armour for at least the 2 furiosos as they will have to take a round of shooting before they can become assault monsters and the ea helps. And if you are scared of hordes arm one with blood talons, it's a free switch and against infantry it's amazing, and the chapter banner should be kept imo.
 

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This list looks pretty solid but I have a few comments that seem to be aligned with your thinking already.

Sanguinary guard are overpriced. As expensive as terminators, they swap invulnerable saves for flight. They are plasma bait to the extreme. For the same points, you could buy another full assault squad with extra points left over.

Starbuck makes a good point about horde control with your dreadnoughts as blood talons have the potential to knock off loads of models a turn. Coordinate their assault and reduce an ork mob to shreds. If you don't like the blood talons, give them frag cannons and heavy flamers. Three template weapons per dreadnought a turn is nothing to snort at (especially since 2 are Str 6 and rending!).

As a personal note, I've never been keen on whirlwinds. They're nice models but usually under perform with their low strength blasts. If you consider dropping it, you could swap your scouts to a full tactical and thus have a larger, more durable objective holder with missile launcher for tagging light vehicles.

Dante is a bit of a point sink too, if you want to maximize his potential, put him with a vanguard veteran squad and place them for an assault via heroic intervention.

I have a question as well, is your heavy dreadnought a dual twin linked autocannon variety? Because if so... then keep it because those are awesome!
 
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