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Finally Finalized the Build... Which will be Instantly Invalidated by 11th Edition.


So, I actually listened to other forum members and built, what I think is a pretty decent list.

 

The army list is built around the 7th Blade, The Sundered, a Green Templars Crusade Fleet which was almost destroyed by the Ork Kaptain Toofsnatcha. 

 

In return for repairs and resupply, Acting-Castellan Mateo Rojas has sworn an Oath to assist Vulkan He'stan on his quest to find the missing relics of the Primarch.

 

My battleplans follow the list.

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The Sundered - The 7th Blade

2000 / 2000 pts

 

Battle Size:

Strike Force (2000 Point limit)

Detachment:

Forgefather's Seekers

 

Epic Hero 100 pts

 

Vulkan He'stan 100 pts

Warlord

 

Character 255 pts

 

Apothecary Biologis 85 pts

Forged in Battle

 

Judiciar 95 pts

War‑tempered Artifice

 

Librarian 75 pts

Immolator

 

Battleline 80 pts

 

5 Intercessor Squad 80 pts

• 1x Intercessor Sergeant: Hand Flamer, Power Fist • 4x Intercessor: Bolt Rifle

 

Infantry 815 pts

 

6 Bladeguard Veteran Squad 170 pts

• 1x Bladeguard Veteran Sergeant: Neo‑volkite Pistol • 5x Bladeguard Veterans

 

4 Company Heroes 105 pts

 

6 Eradicator Squad 180 pts

• 4x Eradicator • 1x Eradicator with Multi‑melta

 

5 Infernus Squad 90 pts

• 4x Infernus Marines

 

5 Infernus Squad 90 pts

• 4x Infernus Marines

 

10 Infernus Squad 180 pts

• 9x Infernus Marines

 

Vehicle 520 pts

 

Land Raider Redeemer 270 pts

Hunter‑killer missile, Multi‑melta, Storm Bolter

 

Storm Speeder Hammerstrike 125 pts

 

Storm Speeder Hammerstrike 125 pts

 

Dedicated Transport 230 pts

 

Drop Pod 70 pts

 

Impulsor 80 pts

Shield Dome, 2 Storm Bolters

 

Impulsor 80 pts

Shield Dome, 2 Storm Bolters

 

This list builds around a few simple combos, namely 10 Infernus marines lead by a Librarian with Immolator that mount up in a drop pod, Vulkan and the Company Heroes to brawl in the midfield, and the anti tank punch of the Hammerstrikes and Eradicators.

 

Vulkan’s wound reroll can be utilized effectively by almost the whole army and allows you to absolutely crush any target whether it’s a block of infantry or a Knight.

 

The two Hammerstrikes give them early range threats that can gang up on a single target or split up as needed with the speed to apply meltas basically wherever they’re needed.

 

Vulkan and his Company Heroes along with the Judicar and the Bladeguard Veteran Squad post up on an objective and demand your opponent commit heavily. The Infernus Marines with Librarian drop in, roast something, then threaten to do it again with Overwatch while the Eradicators with Biologis can either go in the Redeemer or come in from reserves as needed. 

 

The Judicar and the 6 Bladeguard support Vulkan He'stan and his Company Heroes in the center of the table, while the 2 Impulsor units filled with 5 Infernus Marines provide drive-by support, and act as a QRF, reacting to threats as they come.

 

 

What do you think?

Edited by Lathe Biosas

12 Comments


Recommended Comments

Lathe Biosas

Posted

I just had a thought. Maybe I should drop the Land Raider Redeemer. 

 

From a Lore perspective it doesn't make sense why they would use one, and second a Repulsor is only 180 points. 

 

I could add another Intercessor Squad or maybe an Assault Squad to the mix with the points.

 

I still need more big thing killing power though. I'm weak against Knights.

JuliusAgricola

Posted (edited)

In terms of gameplay, I'd agree that the Eradicators would benefit from transport. You could switch to a vanilla Land Raider (saving c 50pts) that would give you anti-tank, and you could drop a hammerstrike and take a Repulsor with a few tweaks. That gives you two transports, and you can put the bladeguard/judi into one of them, enabling you to get up the board quicker (plus adding the guns of the second tank).

I'd consider dropping the Apothecary Biologis, as he's not great with the Eradicators; giving lethal hits isn't that effective for something with low shots and high strength. The Biologis also has a melee ability to gain OC, which your eradicators shouldn't be doing, ideally. Apothecary Biologis is only remotely viable, really, with Bolter/Missile Launcher Aggressors. If you have to have a character with them, a Captain in Gravis armour is a better choice. 

If you skip the Gravis character on the Eradicators, you could use some form of annoying 'action monkey' unit like 5 scouts (give one a sniper rifle and one a missile launcher, to give your opponent pause lest you snipe a tank). If you have any spare change, you could go from a Repulsor to a Repulsor Executioner (which would still fit the BG and Judi).

Edited by JuliusAgricola
Lathe Biosas

Posted

Okay. I have an extra 80 points to spend.

 

I can either take the Lone Op Lieutenant with Combi Weapon, a 5 man squad of Intercessors, or an Impulsor for Vulkan and the Command Squad.

 

1920/2000 [80 PTS UNDER]

Battle Size:

Strike Force (2000 Point limit)

Detachment:

Forgefather's Seekers

 

 

Vulkan He'stan 100 pts

Warlord

 

Judiciar 95 pts

War‑tempered Artifice

 

Librarian 75 pts

Immolator

 

5 Intercessor Squad 80 pts

• 1x Intercessor Sergeant: Hand Flamer, Power Fist • 4x Intercessor

 

 

6 Bladeguard Veteran Squad 170 pts

• 1x Bladeguard Veteran Sergeant: Neo‑volkite Pistol • 

5x Bladeguard Veterans

 

4 Company Heroes 105 pts

 

6 Eradicator Squad 180 pts

• 4x Eradicator • 1x Eradicator with Multi‑melta

 

10 Infernus Squad 180 pts

• 9x Infernus Marines

 

5 Infernus Squad 90 pts

• 4x Infernus Marines

 

5 Infernus Squad 90 pts

• 4x Infernus Marines

 

Repulsor 180 pts

Twin Lascannon, Heavy Onslaught Gatling Cannon

 

Repulsor Executioner 220 pts

Icarus Rocket Pod, Ironhail Heavy Stubber, Heavy Laser Destroyer

 

Storm Speeder Hammerstrike 125 pts

 

Drop Pod 70 pts

 

Impulsor 80 pts

Ironhail Heavy Stubber, Shield Dome, 2 Storm Bolters

 

Impulsor 80 pts

Ironhail Heavy Stubber, Shield Dome, 2 Storm Bolters

 

 

JuliusAgricola

Posted

6 hours ago, Lathe Biosas said:

Okay. I have an extra 80 points to spend.

 

I can either take the Lone Op Lieutenant with Combi Weapon, a 5 man squad of Intercessors, or an Impulsor for Vulkan and the Command Squad.

 

1920/2000 [80 PTS UNDER]

Battle Size:

Strike Force (2000 Point limit)

Detachment:

Forgefather's Seekers

 

 

Vulkan He'stan 100 pts

Warlord

 

Judiciar 95 pts

War‑tempered Artifice

 

Librarian 75 pts

Immolator

 

5 Intercessor Squad 80 pts

• 1x Intercessor Sergeant: Hand Flamer, Power Fist • 4x Intercessor

 

 

6 Bladeguard Veteran Squad 170 pts

• 1x Bladeguard Veteran Sergeant: Neo‑volkite Pistol • 

5x Bladeguard Veterans

 

4 Company Heroes 105 pts

 

6 Eradicator Squad 180 pts

• 4x Eradicator • 1x Eradicator with Multi‑melta

 

10 Infernus Squad 180 pts

• 9x Infernus Marines

 

5 Infernus Squad 90 pts

• 4x Infernus Marines

 

5 Infernus Squad 90 pts

• 4x Infernus Marines

 

Repulsor 180 pts

Twin Lascannon, Heavy Onslaught Gatling Cannon

 

Repulsor Executioner 220 pts

Icarus Rocket Pod, Ironhail Heavy Stubber, Heavy Laser Destroyer

 

Storm Speeder Hammerstrike 125 pts

 

Drop Pod 70 pts

 

Impulsor 80 pts

Ironhail Heavy Stubber, Shield Dome, 2 Storm Bolters

 

Impulsor 80 pts

Ironhail Heavy Stubber, Shield Dome, 2 Storm Bolters

 

 

All good options. You need something doing actions which probably counts against the impulsor. Scouts are probably the best at this (they have uppy downy too) so a wildcard would be 5 Scouts (1 sniper, 1 missile, 2 combat knife, serg w chainsword, but some like 4 knives) and upgrade the hammerstrike to a thunderstrike. An invader atv (melta probably) and the same speeder upgrade too might work. 

 

Lathe Biosas

Posted

Took your advice. Had some Black Templar Neophytes from the Crusader box lying around...

 

I'm going to have to hunt down a Sniper Rifle and Missile Launcher.

 

You recommend combat knives over bolters?

JuliusAgricola

Posted (edited)

1 hour ago, Lathe Biosas said:

Took your advice. Had some Black Templar Neophytes from the Crusader box lying around...

 

I'm going to have to hunt down a Sniper Rifle and Missile Launcher.

 

You recommend combat knives over bolters?

 

Scouts don't want to stand out in the open; they want to make opponents commit and waste more than 65 points to dislodge them. Even taking 5 bolters doesn't really do much, 5 bolters on intercessors, however, is really good due to their special rule. The missile launcher makes your opponent second-guess their positioning (lest a Krak missile get lucky); a sniper rifle does the same with precision to a squad with a character. The chainsword and knives then give you a chance to cling onto an objective when your opponent comes to contest in melee. It's the ap 1 on the knives that is good. So I'd either take 4 knives on the unit plus chainsword on the sgt, but I personally like the chaos of the missile launcher and sniper rifle. The weaker of the two, between the missile launcher and the sniper rifle, is the rifle, so another option is to cut one of them for a knife. The world (and bits box) is your oyster!

I personally bought the Kill Team scouts box, which comes with two of each for two squads, and I had some Crusader Neophyte bodies too, so for the third squad, I will be using a spare eliminator sniper rifle (I had the KT starter kit, which, handily, comes with a single Eliminator), and I raided the bits box for an old shoulder mounted firstborn missile launcher but I'm sure if you have imperial guard of some sort lying around you cound make one of those work too (probably an IG sniper rifle around if you have those bits or know someone with them).

Edited by JuliusAgricola
JuliusAgricola

Posted

Just to note, I've also tried Incursors in a similar role, which are similar (80pts for 5) as they have the bolters and combat knives, and they just aren't as good as scouts for more points. I also find that you rarely get to use the ability where you shoot something, and the rest of your army gets +1 to hit on it, and I was actively trying to use them like this - so the scouts would likely have similar issues getting any use from the bolters. The Incursor's version of the Missile Launcher is the free haywire mine, but you have to be really close for that, and it might take one model out, which is sometimes nice, but it's usually a consolation prize.

Lathe Biosas

Posted

If I'm not using them for combat, wouldn't the Lone Op Lieutenant with Combi-weapon be a better choice as he can react to enemy movement?

JuliusAgricola

Posted

You may have to use them for combat, but the build I propose gives them hybrid utility. Leaving a unit on an objective at the end of your turn means your opponent needs to commit and potentially outscore you. The knives and chainsword give you a better chance to do that, and might mean that you score that objective next turn. I personally like the Lone op Lieutenant and frequently run one, but in terms of contesting objectives (which is what you want scouts doing, at least until something bigger can arrive), he only has 1 OC, whereas each scout has 1 OC for a total of 5OC. He has 4 wounds; they have 10 total. If the Lone Op Lt is on an objective, are you going to react and move off the objective? It's probably best to stay on it and give yourself a chance to score it in your command phase. 5 scouts will do more than the Lt in that case. The Lone Op is great for actions but less good at objectives. Many games have missions that require actions, and every game has objectives (usually).

 

Also, Guerrilla Tactics, which is the scout special rule, means you can do this: If you're more than 6" away from all enemy models at the end of your opponent's turn, you can put them into strategic reserves and put them down again in your turn. You can't move with them, but you can shoot and charge. That can be a sniper rifle aimed at a character buffing a squad, or a missile launcher going into a dreadnought in the backfield. They can also charge into a weak screening unit on an objective (you'd need to roll 9 on 2d6, but it's possible). If the objective is unguarded/screened, they can also plop there, prompting your opponent to commit again.

 

That the scouts can't run away in the same way that the lone-op is neither here nor there; they are there to harass and make your opponent put effort into them that they don't put into your good troops. Hope that helps, but ultimately it's up to you. If this isn't for tournament play, just go with what you want to play with and paint. I think the scouts are pretty fun though (and offer fun modelling opportunities).

 

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