I can't see Terminators being the answer when I'm dying to AP- tesla guns at the moment. What about a command squad and arm them with storm bolters? or dev squads and/or long range shooty dreads so that I can out range them?
I can't see Terminators being the answer when I'm dying to AP- tesla guns at the moment. What about a command squad and arm them with storm bolters? or dev squads and/or long range shooty dreads so that I can out range them?
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The five stages of grief of the Imperial Fists
Denial: Crimson Fists
Anger: Black Templars
Bargaining: Executioners
Depression: Imperial Fists
Acceptance: Soul Drinkers
If you go shooty command squad take plasma. Never pay for a storm bolter, they're barely 33% better than a bolter and that you get for free. Take bikes and your bolters are twin-linked, even better.
Dreads in twin autocannon form are still good. Missile launcher devastators are okay, though still a little too expensive for what they do.
I'm not seeing why vanguard + gate Libby would be useful.
You can't use heroic intervention if the Libby goes with them.
If it could be combined with the summoning power from GK that would be epic
regarding bikelists and flyers, would you rate a single stormtalon a good AA ? and how do you equip them ?
list : http://www.warseer.com/forums/showth...-ravenguard%29
Have a look at my plogs and comment: Malifaux (new sept 2012)
Infinity Military orders (new sept 2012)
Started NIDS
Imperial forces plog (IG+ GK +salamanders+ravenguard+space wolves+white scars)
Dark Elves plog
Tau plog
Eldar plog
If the issue is Tesla, I really wouldn't try to counter it with bikes. You're getting swamped with fire, so you're just being forced to fail saves into oblivion. If your Necron opponent is spamming Tesla, then there's a pretty good chance he's not spamming Gauss, in which case you should start bringing your metal bawkses. Preferribly the big ones that don't get glanced by S6 (that's Tesla strength, right?). I dunno. Makes sense to me. :v
should i drop it or should i leave it in as a small AAinsurance, if i put 2 in it takes out too many points i fear.
i think i have enough bikes in the list, heavy is full with preds, maybe some typhoons or a jumpersquad?
i follow Grentains thinking: try vindi's, preds and landraiders, beware of scythelords in barge though
Have a look at my plogs and comment: Malifaux (new sept 2012)
Infinity Military orders (new sept 2012)
Started NIDS
Imperial forces plog (IG+ GK +salamanders+ravenguard+space wolves+white scars)
Dark Elves plog
Tau plog
Eldar plog
How do drop pod lists work now, any better ?
Probably the same as before. The pod will probably die a little quicker, but at AV12, they are immune to S5...
I still prefer rhinos to pods, but that's me.
I am actualy thinking of making a Soul Drinkers Drop Pod Assault force.
I am thinking 4 x Tactical Squads(missile/melta/combimelta) in Drop Pods, 2 x Dreadnoughts in Drop Pods, and a Sternguard Squad(two lascannons, some combimeltas/bolters) in Drop Pod.
the big question is, how do i take out vehicles.
"in the current BT codex, we dont have Piranhas; we have landspeeders. we dont have Crisis suits units; we have msu terminator squads with dual cyclone missiles with tankhunters. thats very different!... why are you laughing? we are SO into cc!"
With that force, I'd suggest dropping the pods within 18" of your opponent's board edge. That way when their planes come on the board they'll be forced to overshoot you. If they try to drop into hover mode to deal damage, they lose their flyer protection and can be shot down by your lascannons.
By deploying off to one side though, it could be possible to really limit a flyer's effectiveness. flyer must move 18", which gives you an 18" radius of "safe" zone which you know a flyer cannot enter from if it wants to target your podding force. With the 45 degree firing angle you might be able to predict the exact corridor the flyer has to use if it wants to hurt you, and where it will be forced to move to in its subsequent turns. Mileage will vary massively of course
Justified Ancients of Mu (marines)~5k;Catachan 214th~3k;Dark Eldar~2k;Black Legion~3k;Orks~5k;Necrons~2k;Saim Hann~5k;Splinter Fleet Nautilus~3.5k;Tau Elseir Sept~1.5k
What do you guys think of this 2,000 point list? (I built it maybe a week before 6th came out, and my brand new list ended up sorta outdated) It's a raven guard list, and I took the Raven Guard because I loved the idea of having some termies jump 12", run 6", then charge 6" into CC, and yep, I know you now roll for charge range in 6th. (and their paint scheme looks pretty badass).
HQ: Captain Skrike
Command Squad with Company Banner and Champion, power hammer dude, Flamer, and i think i may have had some extra points, so i put i melta gun in there
Elites: 10 Assault Termies
2 standard dreads with multi-meltas, extra armor
Troops:
2 tac squads with missile launchers and meltaguns
Fast Attack: one land speeder with 2 multi-meltas (I had 70 points left)
Heavy support: Land Raider with multi-melta and extra armor
2 predators with Lascannons, heavy bolters, and extra armor
I'm thinking of adding in some Assault marines to go with the theme more, or maybe taking out the Land Raider and maybe one of the dreads and getting 2 StormTalons. I could also run Elrad and some Pathfinders or rangers since they got some great buffs, and I already own them.
EDIT: I ussaly play against a Vanilla Marine tank column, and a BA player who hasn't won a round yet, since he had over blinged out Death Company, but is rebuilding towards more Vanilla Marines-ey army.
Last edited by Farseer Sun Tzu; 05-09-2012 at 00:06.
I can see you face a lot of tanks from the Melta overload. I'm sort of lost in your army. How were you planning on using it? Infiltrate the Command squad, drop the terminators in for support, while the armor assisted by the tac squads move in for the kill/take objectives. that doesn't seem like alot of bodies for 2000pts.
I am just trying to work out how I would combat your army to find flaws/improvements for you. I think I would kill the speeder rather quickly, I think the assault terminators would worry me so I would either ignore them or fill them with rapid fire. the land raider i might care about, or i would just ignore it. The thing I am having trouble with is that I could kill all your scoring units (excluding Big Guns Never Tire) probably in one round. At which point all you can do is contest and hope for a draw.
As for improvements, probably try to find the points for a real flyer, instead of that land speeder. I am not sure about the command squad, might be better for both fluff and practicality reasons to use the points for an assault squad or two. could even put them in the stormraven. I am dubious about the land raider, but then it is a nice big 4HP monstrosity to scare the bejesus out of everyone.
over all the only thing i can say is that you should try to find more feet on the ground, and a stormraven instead of that land speeder. sorry for the ramble, couldnt think of any other way of saying.
On another note, anybody got any good ideas for a 500pt vanilla all comers army? at the moment im on 2 tac squads and a librarian...
EDIT: This is my current list
Last edited by Zombie P; 05-09-2012 at 20:21.
Has anyone tried MSU bikes in 6th yet? I've got 17 I want to give a go but have no idea how well they'd work now.
Bikes got a bit of a boost in 6th with Jink. They are mobile scoring units, assuming you take a bike captain of some kind (do this) which is good. I wouldn't say they were fantastic but they are certainly decent.
There are two key ways to counter tesla spam I think, at least if it's ground-based on annihilation barges and immortals. Both of these are vulnerable to alpha strikes from pods, and to vindicators (which are now excellent). A vindicator is very likely to get a penetrating hit on an A. barge, so even if that doesn't kill it the thing should have armour 11. 10 sternguard out of a pod can now combat squad as they deploy, sending combi-weapons one way and heavy flamers (and more combi-weapons) another.
For AA, a quad gun is pretty good at shutting up armour 11 flyers. I'd suggest a bastion one for marines, with a scout squad on the battlements. Give them sniper rifles and a missile launcher and they are actually quite versatile against infantry or light vehicles during your shooting phase. Obviously, guard allies and a vendetta make sense too.
Well my list (@ 1850pts) was going to have a biker captain - tanking with artificer and storm shield, 3 squads of 5 bikes with 1 combi and 2x special weapons each (only own 1 MM attack bike sadly), 2x dakka preds, tactcial squad in a razorback, other half sits on a defence line with the quad gun, missile devs, 2x Typhoons, Farseer with Doom and runes, 5 Dire Avengers and 3 jetbikes. Note the Eldar are only there for a local tourney in a months time I don't normally take them instead I'd normally take a meltabunker rhino.
I'm hoping to try the list out next week and see how it performs.
I've been told how good the Stormtalon and Thunderfire cannon is. Any input on what makes them so baws?
My Eldar PLOG: http://www.warseer.com/forums/showthread.php?t=278111
Hey everyone,
I've picked up the Dark Vengeance set and have started assembling the Dark Angels marines, intending to use them with Codex: Space Marines for now until a new Codex: Dark Angels is released. I'm not dead set on using the entirety of the starter set and so have some flexibility, but I'm wondering for now what people feel are the essential units in a Codex: Space Marines army list. For now I'm planning on running:
Librarian - 100pts
10x Tactical Squad - 230pts
-Combi-plasma Gun
-Plasma Gun
-Plasma Cannon
Rhino
10x Tactical Squad - 230pts
-Combi-plasma Gun
-Plasma Gun
-Plasma Cannon
Rhino
3x Bike Squad - 140pts
-Combi-Meltagun
-2x Meltagun
This I think leaves me with 300pts for a 1000pt starter list and I'm just wondering what is recommended to fill that gap. Possibly more bikes? An anti-infantry Predator? Sternguard? I've yet to step into 6th Edition and haven't played since 4th Edition, so have no real feel for what works. Any thoughts would be much appreciated![]()
Him who mountain crush him no
Him who sun him stop him no
Him who hammer him break him no
Him who fire him fear him no
Him who raise him head above him heart
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