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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!
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!