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Discussion Starter · #1 ·
Hey,
i've been wanting to start a new more competitive army, I play marines which win..... just not in tourneys:(. i have asked around my club and they said guard were a very tough competitve army, so here i am. I chose mech because i like mech, not sure how most things work though, only theory behind my choices :)


HQ:
Company command squad with 4 melta-guns,
Chimera with multi-laser heavy-flamer
= 165
Total = 165

Troops:
Veteran squad with 3 melta-guns,
Chimera with heavy-flamer multi-laser
= 155
Veteran squad with 3 melta-guns,
Chimera with heavy-flamer multi-laser
= 155
Veteran squad with 3 plasma-guns
Chimera with heavy-flamer multi-laser
= 170
Veteran squad with 3 plasma-guns
Chimera with heavy-flamer multi-laser
= 170
Platoon command squad with 4 flamers
= 50
Infantry squad with Commissar
= 85
Infantry squad with auto-cannon
= 60
Infantry squad with auto-cannon
= 60
Special weapons squad with 3 flamers
= 50
Total = 955

Fast Attack:
Vendetta gunship
= 130
Vendetta gunship
= 130
Total = 260

Heavy Support:
Demolisher
= 165
Demolisher
= 165
Manticore
= 160
Total = 490

Total = 1870

my idea was to have a 30man blobble on my objective shooting at tanks what-not, plasma-vets i thought could find a objective 3rd turn and just sit on it? melta-vets go rip some tanks a new one:) demolishers take on pretty much anything, manti-core pretty much the same the pcs and sws go in the vendettas and possibly fly to objectives last turn and pop down and flame some guys.

as you can see i have a 130 pts left im not sure what to get, i think i have enough anti-tank with 2 melta-vets, ccs, 2 auto-cannons, 2 'dettas 2 demolishers and manti-core which can all take out armour. I was thinking maybe a hellhound with hull multi-melta to get some infiltrators nervious? or a psyker battle squad with chimera, I would have to find points for these tho

so any thoughts on the list?

thanks for your time
Durian
 

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for your second CCS what about some advisors?

MoO and Master of Fleet could be some great additions to your army, alturnaty some form of Hellhound (i would probably say a Banewolf) could be quite effective
 

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Great list.

Seen as this is a Mech one Orders aren't that necessary so I'd go with another FA choice over a CCS myself, a HH with a MM is good as is a BW with MM..both are good choices with +/- depending on opponent faced.

That said, an Astropath will help you get more tactical options from the 'dettas..board edge etc. Good choices on the units you're transporting in the 'dettas, far better than Vets.
 

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Looks like a strong list to me. Tons of target saturation. A second ccs squad running 4 plasma in carapace riding in a chim would be a good choice also a pysker battle squad in a chim is super effective with all the armor saturation
 

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Officer of the Fleet and Astropath are possibly the best 30 points you can spend in a 1k+ game with IG. "Hah! Prepare for my deep striking terminators! *rolls* Aww crap..."
 

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Discussion Starter · #6 ·
Thanks for the replies

@flame
not so keen on a second ccs as its more there as a "I had to get choice"

@ HOBO
tempted with an astropath and the HH with MM sounds really interesting, what could i do to get the 40 odd points for both?

@Bodycount
thanks for the comments, im glad my list making is improving:)

@Boz
i like the idea of an astro not really liking the ootf as much, reason being that if all his reserves came on in the 4th turn id have a lot to worry about and the game would prob be a draw, does that happen? or am i just being silly?

thanks so much ill try and figure out a full 2000pt list asap and post it here hopefully get it done tonight or tommorrow sometime

Durian
 

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Pretty hard to fit both an Astropath and a HH in without changing too much...your units are already optimised and the list overall has little fat (none in fact) in it..once again try a barebones HH or a BW and see how it pans out (I like both).
 

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Discussion Starter · #8 ·
ok i've tried to make a full 2000pt list.
I added a banebolf with MM by taking out a MG off the CCS and a flamer off the PCS

heres what the list looks like now
HQ:
Company command squad with 3 melta-guns,
Chimera with multi-laser heavy-flamer
= 155
Total = 155

Troops:
Veteran squad with 3 melta-guns,
Chimera with heavy-flamer multi-laser
= 155
Veteran squad with 3 melta-guns,
Chimera with heavy-flamer multi-laser
= 155
Veteran squad with 3 plasma-guns
Chimera with heavy-flamer multi-laser
= 170
Veteran squad with 3 plasma-guns
Chimera with heavy-flamer multi-laser
= 170
Platoon command squad with 3 flamers
= 45
Infantry squad with Commissar
= 85
Infantry squad with auto-cannon
= 60
Infantry squad with auto-cannon
= 60
Special weapons team with 3 flamers
= 50
Total = 950

Fast Attack:
Vendetta gunship
= 130
Vendetta gunship
= 130
Banewolf with multi-melta
= 145
Total = 405

Heavy Support:
Demolisher
= 165
Demolisher
= 165
Manticore
= 160
Total = 490

is this worse or better? should i just leave out the MM and keep the mg and flamer?

thanks for all the help
oh and what could i change to make a 1750pt list for tournaments? i was thinking maybe drop a demolisher but im not sure what else?

Durian
 

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With the BW and Hull MM..this is the best set-up against SM, because it stops any wound allocation silliness. Against anyone else a Hull HF is fine.

To drop to 1750 I would keep the basic structure of this list but drop some Troops..keep the HS as is. Up to you though.

Just something about the Manticore (and Artillery in general). It's a unit that will do a lot of damage in the first few turns, but if it's not protected it will be gone fairly quickly, especially against DS'ers/Outflankers etc. I notice a lot of people get upset when their Artillery doesn't last till mid-game, even the entire game, but that's not what it's designed to do...it's an alpha-strike unit.

My point been..protect it with your Infantry.
 
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