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Discussion Starter · #1 ·
I've had a few games now with my marines and I think I finally got a list that is fairly competitive.

However I've recently fallen in love with the inquisition and wanted to try them out against a chaos force

Here is what I was thinking of bringing...

*HQ*
> Librarian
mastery level 2
Bike
> Command Squad
Bike Mounted
Company Champion
Apothicarey
flamer
melta gun
melta bomb

*TROOP*
> x5 CC scouts
melta bomb
> x5 CC scouts
melta bomb

*FAST*
> x5 Bike Squad
vet. sgt.
sgt power sword
melta gun
attack bike with MM

*ELITE*
> x5 Assault Haminators
Land Raider with dozer blade
>Ironclad Dreadnaught
heavy flamer
Frag assault launcher
Drop Pod
> Dreadnaught Multimelta
heavy flamer
Drop Pod

*HEAVY*
> Thunder Fire Cannon
> x5 Devestator Squad
x2 ML
x2 PC


ALLIES

*HQ*
> Corteaz (WARLORD)
Relic "Liber Heresius"
x2 servo skulls

*ELITE*
> x10 Acolytes
x3plasma guns
+4 armour
> Valkyrie
las cannon


GRAND TOTAL 2000
 

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It's a fun list, but Coteaz can't take the Liber Heresius or Servo Skulls. I guess if I had to be picky I would make the Devastators either 4x PCs or 4x MLs, and I would drop the HF on the normal Dreadnought for a second one on the Ironclad. OH! As an edited in afterthought, I would also maybe drop the PGs in the Acolyte squad to give them all Hot Shot Lasguns, or maybe just one PG to give the rest of them dirt cheap AP3.

I played a game today where I got Invisibility with my TDA Libby that heads a Hammernator squad. They killed everything and took almost no wounds because I kept getting the power off...I highly recommend hitting up the Telepathy table. My opponent actually didn't kill a single one of my units the whole game because he was so distracted by this ridiculous squad of doom...it was glorious!
 

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Discussion Starter · #3 ·
Ahh you are very right, I have miss read this...

I like invisibility but its a gamble on rolling for it, I always think you can never fail with using the traits within the biomancy table, endurance on termies or a devastator squad is brutal. I prefer plasmas, purely for the rapid fire. You potentially get 6 marine killing shots before I've even fired my auto guns

I've had a 2nd attempt at this now, keeping it fun and semi competitive:


HQ
Librarian (Biomancy)
> mastery level 2
> plasma pistol

TROOP
x10 Marines
> MM
> Flamer
> Rhino
> melta bomb
x10 CC scouts
> melta bomb

FAST
x5(6) Bike Squad
> vet. sgt.
> sgt power sword
> melta gun
> attack bike
> MM

ELITE
x5 Assault Terminators
> Hammer & Shields
Land Raider
> Dozer Blade
Ironclad Dreadnought
> heavy flamer
> Assault Launcher
Drop Pod
Dreadnought
> heavy flamer
Drop Pod

HEAVY
Thunder Fire Cannon
x5 Devestator Squad
> x2 ML
> x2 PC

SECONDARY DETACHMENT
HQ
Corteaz (War Lord)

Elite
x10 Acolytes
> x3plasma guns (Divination)
> +4 armour
Valkyrie
> las cannon

GRAND TOTAL 2000
 

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I like invisibility but its a gamble on rolling for it
Very true. The other powers aren't exactly home runs like Invisibility is. Shrouding is pretty great, but Mental Fortitude is useless in a Marine army. I tend to use a lot of Psykers because if I don't I basically forfeit the Psychic Phase to my CSM buddy, so I'm pretty sure to get Invisibility on one of them and that's the squad that gets shoved down my opponent's throat (with the others as well, of course).

I prefer plasmas, purely for the rapid fire. You potentially get 6 marine killing shots before I've even fired my auto guns
Plasma gets you a better to-wound roll for sure, but the Hot Shot Lasguns are also AP3 Rapid Fire. I suppose now that I think harder on it HSLGs are 18' range and therefore Rapid Fire only 9" but if you're jumping them out of a Valkyrie they'll be plenty close I'm sure. The thing that I completely missed is that Plasma Guns are only 10 points for Acolytes and not the 15 that they are for every other facet of the Imperium, making my suggestion a lot less potent than I originally thought. I think I'd still try and take Hot Shots over Plasma just to save on Get's Hot though.

Ironclad Dreadnought
> heavy flamer
> Assault Launcher
Drop Pod
Dreadnought
> heavy flamer
Drop Pod
Just not feeling putting both Heavy Flamers on the Ironclad for ultimate fire-spewing awesomeness, eh?
 

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Discussion Starter · #5 ·
Just not feeling putting both Heavy Flamers on the Ironclad for ultimate fire-spewing awesomeness, eh?
I think I like the versatility, usually i drop these bad boys next to a vehicle and pop it with the melta then next turn I chase down units with the flamers and smash them in close combat. It's also been tried and tested in the last few battles and worked out well for me, I'm to scared to change this set-up, maybe I will try in a friendly game
 

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I might just be biased from my use of Furioso dreadnoughts with my BA. Even one of them can typically level a squad the turn they show up with all that template jazz, but it's the Heavy Flamer that does more damage sometimes compared to the Frag Cannon. Rending is great with some occasional dice love, but that natural AP4 is just made for cooking troops. I would, in turn, use your two dreadnoughts closely together: the MM/PF one for popping transports of any kind (or other armour, depending on your opponent and their deployment) and the 2x HF one for cooking the occupants. My three Pods are Melta/Template/Template for optimum fun T1. I don't bring this up for any reason other than constructive thoughts on the list, as you say it works fine the way it is.

EDIT: do you have your Librarian with the Hammernators in a standard Land Raider there? Cuz that's a bit too much to fit with capacity at 10. I habitually run Coteaz with my Imperial fist Devastators to stack Prescience with Tank Hunter, it's a...blast :laugh: Also, you could drop the PP on the Libby, all Melta Bombs, and the Vet. Sarge upgrade for the Bikers to give your Libby a bike so he can run with them (bikes are 35 points, right?).
 

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Discussion Starter · #7 ·
I thought Landraiders hold 12? Are you looking at codex blood angles or space marines as I think it varies

I kind of run my dreadnoughts in pairs but rather one being a specialist i split them between 2, as sometimes i find once i've popped all thier tanks I just have a dreadnought walking about over killing 1 unit with his MM.

I was actually going to run my librarian on a bike, but i got frustrated with my paint job so i threw it in the bin... haha
 

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I thought Landraiders hold 12? Are you looking at codex blood angles or space marines as I think it varies
It doesn't, Land Raiders have been capacity 10 since the plastic kit was released. Redeemers are 12 while Crusaders are 16, the only fancy thing for BA is that every Infantry squad can take them as Dedicated Transports (even friggin' Scouts!).

I kind of run my dreadnoughts in pairs but rather one being a specialist i split them between 2, as sometimes i find once i've popped all thier tanks I just have a dreadnought walking about over killing 1 unit with his MM.
I guess I face a few more tanks than you :laugh: When I used to play a MM/PF Dreadnought I found that any time it was trying to take on an infantry squad it was getting owned anyway, and had likely paid off its points worth by that inevitable Turn in vehicle explosions. I'm also a firm believer in the 'jack of all trades master of none' method of equipping my units, and prefer overlapping in-game battle priorities allowing units to cover each other's backs. It has worked pretty well for me, but it isn't the only way to play the game of course.

I was actually going to run my librarian on a bike, but i got frustrated with my paint job so i threw it in the bin... haha
hahaha been there man! I would be more interested (in-game anyway) to see a Captain on a Bike with the Shield Eternal and something big and smashy, like a Hammer or Fist. Who knows how he's driving the bike with either weapon, but he's a fuckin' monster with T5 Eternal Warrior and you can give him Artificer armour for a 2+/3++ save combined. About as tough a CC unit as non-Unique Space Marines get I think. Not to change your HQ at all, just a comment. One day I will build up a White Scars Allies Detachment and have all three Chapters present at the Battle of Terra in my collection :crazy:
 

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Discussion Starter · #9 ·
Oh bugger, I thought it was 12 for all of them, perfffft just going to play the noob card and say i didnt know...
Joke
I was debating using my captain on a bike (with his command squad) but they have always done crap, psychic powers just seem to give marines the buffs they need

As I was facing necrons I thought quantity was better than quality, I know I'd get blown apart from a distance
 

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I once went to play a game with my buddy and had made it all the way to deployment when I realized the same thing about my damn Land Raider. Ended up playing the Libby right behind the tank on foot because it was too late to do anything about it. I feel your pain :wink:

The Libby is the way to go these days, I just meant as far as a Character on a Bike goes the Captain seems to be the way to go- but with White Scars Tactics.

I play a Necron army as well, and have consistently played against them though only in smaller games. Mobility and Close Combat seems to be the way to end them, though Resurrection Orbs in 20 Warrior blobs are a son of a bitch to deal with if your opponent has hot rolls and doesn't lose combat. Trick is when I charge a Lord with Mindshackle Scarabs is that I always put the squad sergeant in the Challenge instead of my HQ/other attached Characters. I may very well lose the Challenge, but it isolates the damage and usually allows me to sweep the squad and force a Ld test with a heavy negative modifier. You're going to get out-shot with 'Crons all day, hell even my Guard lost against my Necrons once in a standoff. I definitely always get in there and stomp metallic faces as best I can.
 

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Discussion Starter · #11 ·
Now I'm in 2 minds to bring the libby and have a few extra troops or drop the libby and bring a captain and command squad on bikes... I'm favouring the bikes as they will get in close combat quicker?
 

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I'm favouring the bikes as they will get in close combat quicker?
They definitely will, and at Toughness 5 will be harder to kill. Play the list you have, if the Libby tanks then try it with the Captain. I play the same list with subtle tweaks over and over until it crushes my opponents, then retire the list and begin the process again.
 

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Discussion Starter · #13 ·
yea I think the bikes will do better. Also from what i remember, necrons don't have psychics, so bringing two level 2 guys isn't really needed, Coteaz should be enough. I think having a tougher hard hitting unit will work better in this game.

Well I suppose I will find out tomorrow :/
 

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You are correct sir, Necrons have no Psychic presence. This does, however, mean that if you did choose to bring a Psyker you could basically get away with casting any Blessing you want (thinking of your preference of Biomancy) and get away with it. I have a list with 8 Mastery Level points in it and I pretty much cast powers everywhere without contest against my buddy's list with 6 points, provided I 'harness enough warp charge points' to successfully cast them.

Good luck with the game, feel free to post results and further observations :eek:k:
 

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Discussion Starter · #15 ·
I won... on points :)

the bikes were a good choice although my bike troop choice got destroyed first turn, but the bike command squad made up for it.

Termies and scouts were my mvp, the inquisition were fun but not worth it really.

It was a close game, he had more units left over to be fair. I think if I didn't bring the bikes it would have swung in his favour.

As for the dreadnaughts, they were very meh... X2 Flamer or x2melta combo wouldnt of really helped though in that game.
 

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Congrats on the win, regardless of how it came down. Sometimes you have squads die T1, that's the way the dice roll. The Dreadnought thing doesn't really surprise me against Necrons, they are both only effective at close range and Gauss weaponry is just bullshit for surviving if you have an AV. Flash damage is all you can really hope for with them if you have that coming back at you after you Pod in. Inquisition I only ever use for their HQs. In my T1 Deep Strike lists I always take an Inquisitor for his Servo Skulls, and if I can't fit a squad in for him he just hides and doesn't give First Blood. As Midnight Sun put it, 11 points a Servo Skull is still pretty worth it if you're massing Deep Strike units. Coteaz I run with my Imperial Fist Devastator squad to stack Prescience and Tank Hunter (c/o IF Chapter Tactics) for ultimate explosions.
 
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