The idea is that the dev ssquads hang out in the backlines, lobbing shots downfield. The tacticals drop in and create a line that the enemy has to break through (You CAN kill tactical marines, but it takes turns that you don't necessarily have) and in the meantime the devs are killing shit and solving problems. The Assault Marines drop in after to flame whatever got popped open by meltas, plug a hole, or mop stuff up. The Chaplain hangs out with the Assault Marines, because really, where else would he be?
There's a glaring weakness to teleport/jump troops, but I'm sort of okay with that. Within the concept here, how would you make this list better?
Dominic Jenkins
Looks pretty good, I'd add some more Devs/Centurions to get more Lascannons. If you're committed to no Grav, lots of Las will be good.
Luke Turner
Aw, hell. I somehow forgot to write down the devs in the battle company. Yeah, there's 3 centurion devs with grav there. i don't have any grav-devs, becauset he new box is too expensive for me atm.
Dominic Evans
That sounds good. Bumrush armies are gonna hate you, but I'd look out for Tau or other really shooty armies, they could beat you at your own game.
Hudson Bennett
I was more worried about jump armies, honestly. Are there any changes you'd suggest for being more ready to deal with Tau/Eldar/etc? Most of my local meta are "bumrush armies", as you put it, but it never hurts.
Caleb Robinson
With Tau, you're fine so long as you take down their heavies (i.e. Riptides and Broadsides) before they can deal too much damage. Just kill their heavy weapons and the rest is paper to tear through.
As for Eldar, Wraiths are the biggest threat. If a knight breaks your line, it's over. However, all those heavies should be able to take it out. Grav is the best anti-MC in the game, though, so keep it handy. Other than that, Eldar feature super deadly specialists, but if you don't let them do their special role they will die, so play smart.
For Crons, lay on the shots, quantity beats quality here.
Marines you'll do fine except against spam (look out for Skyhammer and Smashfucker, they were made to beat stuff like this.
In general you look pretty good, just play smart and adapt to your surroundings.
Brayden Flores
How does this look for an 1850 game? It's IH chapter tactics, going for a fun but not super-cheesy loadout, and I play. Steel Confessors so it seemed a pretty fluff-accurate choice.
Would you play against it, and how would it do?
Wyatt White
1850 Guard List
*No Force Org
-Primaris Psyker (Lvl 2)
*HQ
-Company Command Squad (2 plasmaguns)
-Tank Commander (Pask in Punisher + Demolisher both w/ heavy Bolter sponsons and Camo nets)
-Leman Russ Squad (2 Executioners both w/ multimelta sponsons and Camo nets)
-Wyvern (Camo net)
-Wyvern (Camo net)
This gives me 45pts leftover that I'm not sure what to spend on, any suggestions for improvement? I've run a small scale version of this list before to decent effect. Pic is just a few random models.
Hudson Hernandez
Looks good for casual games, but anti-tank seems sorely lacking. I'd grab a few additional Lascannons, it'll do wonders for you.
Luke Richardson
> 5 man vanguard squads Never really worked out for me. Easy targets for literaly anything. > Destroyers Loaded out with what? > Characters No Conversion Fields? Especially if a Skitarii is going to be your warlord, it seems wise. > Tactical squads with nothing in them Get a flamer or something! You're not Imperial Fists. you can't rely on bolters to get the job done, and your skitarii squads are going to die before they can do the heavy lifting for you > Command squad + biker It's alright. I wouldn't o it myself, but I can see where your'e coming from. > Dev squad I don't have grav so I can't speak for it, but it seems like a lot of eggs in one basket. > Assault squad Might wanna note that they have jump packs. And if they don't have jump packs, get them.
Carson Hernandez
I'm not a guard player but I'd be wary of mixing special + heavy weapons (as you are doing with flamers and autocannons). Do those HWTs get split off from the main squad?
Take 4 special weapons in the CCS if you're going to take any. It's not worth going halfway when you already have a fair amount of points into it.
Could take an Inquisitor and some fancy wargear for him or an extra mastery level.
Nicholas Morris
Where would they best be put? Giving the CCS/PCSs heavy weapon teams? Or slapping them on the tanks? I'm always wary about giving BS3 bug weapons with few shots
Liam Smith
>5 man Vanguard I see what you mean, but I've always had the opposite experience, five mans just click with me. >Destroyers run They've got Grav. I don't risk plasma too often, the rolls make me kill more than my enemy does
>tacticals with nothing I was actually very curious about this, I'm new to playing SM. Should you run them with a special, and if so, which one? I kind of figured they just combat objective holders and harass infantry.
>Devs they will attract lots of fire, my plan is to hold them backfield sand deal with MCs.
>Assault They do have jump packs, I'm just retarded.
Oliver Bennett
>I see what you mean, but I've always had the opposite experience, five mans just click with me. More power to you >They've got Grav. I don't risk plasma too often, the rolls make me kill more than my enemy does Yeah, I feel you. I feel like you've actually got something of a weakness to t3/4+ in this list, with all the grav and bolters. >I was actually very curious about this, I'm new to playing SM. Should you run them with a special, and if so, which one? I kind of figured they just combat objective holders and harass infantry. They can do that, and only that. I'd suggest finding room for plasmaguns or, if points are tight, melta. A tactical squad needs to be ready for anything. It's what they're there for. >they will attract lots of fire They will die like 5 tactical marines, which is fairly easy to kill. There's enough shit that shoots down the table that they're going to be engaged, and therefore dead.
Liam Thompson
I generally Lascannons on Vets, the BS4 makes it a kitty less risky than using a heavy weapons squad. Grab 2 and place them as needed and you'll have some top tier anti-tank weapons in good hands.
Ayden Reyes
>Tacticals I see what you mean, the versatility really would help them out. >Devs Now that I look at it, some Lascannons might be better, the Kataphrons give all the Grav I'll need and it'll free up points.
Thanks for the tips!
Jaxon Martin
250 point Storm Wardens kill team (using Space Wolves rules since I think they fit)
Storm Wardens KT
Troops - Grey Hunters - 95 Plasma Gun
Elites - Lone Wolf - 50 Power Maul Storm Shield
Fast Attack - Skyclaws - 105 2x Plasma Guns
Zachary Rodriguez
Nice Plasma, it'll make quick work of heavy stuff. IDK if vanilla marines can take anything similar, but Smurfs tactics would be nice for Reroll 1s.
I don't know about the Power Maul though, the strength boost is nice but against MEQs the AP throws it out the window. And if it's beefier models you're using it against the Plasma will do it for you. Claws would be a good balance there.
Aiden Thomas
Yeah, I wasn't sure what to go for with the power weapon. I wanted something that had rules fitting for the big-ass Scottish claymores. Maybe Thunder Hammer and drop the SS too? After all, he's got FNP and S8 probably won't be too common aside from one-shot meltaguns.
Gabriel Mitchell
I wouldn't drop the SS, never underestimate the beauty of 3++.
Again, I wouldn't be going for Thunder Hammers to deal with heavies, leave those to the plasma. Anything that big will kill your guy before he strikes in all likelihood. Either a sword or claw is your best bet, not unwieldy and AP3.
Wyatt Mitchell
Fist o' Medusa Strike Force >Armoured Task Force -Techmarine w/ harness -Predator w/ autocannon & las sponsons -Predator w/ autocannon & las sponsons -Vindicator w/ siege shield >Strike Force Command -Cataphractii Captain w/ Grogon's chain, combi-melta, chainfist -Command Squad w/ apothecary, champion, x3 meltaguns, drop pod >Honoured Ancient -Contemptor Dread w/ kheres ass cannon >Skyhammer Annihilation Force -Assault Squad x5 w/ vet stg + power fist -Assault Squad x5 w/ vet stg + power weapon, flamer -Dev Squad x10 w/ x4 missile launchers & drop pod -Dev Squad x5 w/ x3 heavy bolters & drop pod
Big =][= Detachment >HQ - Xeno Inquisitor (ML 1) w/ force sword, plasma pistol, digital weapons, rad & psychotroke grenades, x3 servo skulls >Elites -Acolytes x5 w/ carapace armour, x3 plasmaguns, x2 storm bolters, psyker
Total: 1850
Josiah Johnson
Acolytes are also in a razorback w/ psybolts
Noah Bailey
Why not rock the Command Squad on bikes and stick them with the Captain? Even if you keep him in Termi armor and not on a bike, you're majority T5. Plus, you can split them off and go do other things with that increased speed, too.
Skyhammer is okay, though I question your choice of missile launchers and bolters. Those are pretty much the worst two heavy weapons you could have picked.
You sunk a lot of points into the Acolytes. I wouldn't bother, honestly. If you want some extra plasma guns, take Scions instead. BS 3 ain't helping nobody.
Inquisitor also seems overdone on his wargear. Plasma Pistol is just unnecessary, take a combi-melta so you can assault. Who's he riding with? You've got 30 points of assault grenades and no good way to get him there.
Carter Cruz
Quick question, Is the Land raider Terminus Ultra still legal?
John Cook
1000(980)pts of Blood Angels: 1 x Captain with Artificer Armor, Valour's Edge, JP, Melta-bomb. 1 x Death Company Dreadnought, Blood Talons, Magna-Grapple, Heavy Flamer, Meltagun, Drop Pod 5 x Death Company, JP, Power Fist 5 x Death Company, JP, Power Fist 5 x Tacticals, Heavy Flamer, Meltabomb, Rhino 5 x Tacticals, Heavy Flamer, Meltabomb, Rhino 1 x Attack Bike, Multi-Melta 1 x Attack Bike, Multi-Melta
It comes to 980, but I'm wondering about expanding it to 1000 with upgrades or moving stuff around. I normally run more Death Company and Tacticals and no Dreadnoughts, but last time I used a DC dread without the recent attack boost, it did well at cutting up enemy transports and made back it's cost.
Flyers aren't an issue and I like to stay true to burning it all down. Otherwise I'm open to suggestions.
Tyler Williams
H bolters and missiles are because my local meta is mostly orks, daemons and blob guard. Captain rides with the command squad in the pod with the inquisitor and techmarine and drops down in the middle of then enemy to pop a tank/daemon prince and try to keep the enemy preoccupied. Acolytes are 86 points for 6 plasma shots and a psyker to throw out prescience to make up for BS3 (and it's a much smaller point sink than scions since I'm bringing the inquisitor anyways)
Inquisitor is the command squads swiss army knife that lets the command squad punch way above their numbers. Plasma pistol is more for fun however since it's only 10 points in the inquisition book.
Jackson Brooks
Ought to be but it's not worth it now that the Spartan and laser destroyer vindicator exist.
Colton Ramirez
Oh boy, a thread with people in it.
I need advice on how to kit out my vehicles. The Stormraven especially.
Dominic Cooper
Oh sweet thanks!
Andrew Phillips
Got a 1250 toruniment coming up. Orks, have trukk boyz and goodies, like lootas. Have only 2 deffkoptas, some lootas, and a squad of mek guns. Shooty orks, or melee orks?
Aaron Russell
I'm the BA player who posted here , How does the Baal Predator work for you? I have 4 Predators, but no Baal Predators and I keep putting off getting one because I usually here negative shit (and the range from my Las-Predators usually works better for me).
...But I feel like Baal predators may not be worth the slot they use until they can be squadded.
Michael James
I just have one because they're a unique BA unit and I wanted one. Usually just a distraction, or something to disrupt an objective. Sorry m8.