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Army List and Killhammer Feedback Wanted


OIF Knight

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Fellow B&C Users-

 

Love the intelligent, well thought out and friendly discussions on this forum. Warp Angel- Fantastic insight on tactics and unit choices. I recently applied Killhammer to re-vamping my struggling space marine army in both unit selection and tactics. Tried it out last night against Sisters of Battle with fantastic success. It was a Mech Sisters army which usually floods my flanks and front with Immolators and Sister squads with big bad MM and MG. My opponent is a very skilled both at playing and designing nigh-unbeatable army lists, so this victory meant a lot. Here is the list I used, some feedback on tweaking and tactics would be much appreciated. Game was Kill points, 9-6 Space Marines win.

 

2500 pts

HQ: Chaplain with Jump Pack (joins assault SQD)

Troops: 10 Tactical SQD, Flamer, PF, Rhino, Teleport Homer

Troops: 10 Tactical SQD, Flamer, PF, Rhino

Elites: 7 Assault Terminators, x3 TH/SS, x4 LC, Land Raider Crusader w/MM

Elites: 5 Shooty Terminators, x2 CF, x1 HF, x1 PW (Deep Strike)

Elites: 1 Dreadnought, MM, DCCW

Fast Attack: 10 Assault Marines SQD, Flamer, PW

Fast Attack: 9 Assault Marines SQD, PF

Fast Attack: 8 Bikes, Flamer, MG, PF

Heavy Support: Vindicator

Heavy Support: Vindicator

Heavy Support: Predator, TLLC, x2 LC Sponsons

 

Some additional notes on tactics I used...the LR w/Assault Termies, and all Fast Attack were held in reserve at the start of the game. The shooty termies came in via Deep Strike. I had 50% of reserves come in turn 2. Holding the FA in reserve was amazing, like you stated in a previous post, all that FA and LR coming in at once and untouched was like 'The Fist of God'. Wiped out about 2 or 3 units in one turn in one glorious charge. Teleport Homer ensured my termies landed where I wanted them, and proceeded to dump bolter rounds into a squad to soften it up for a charge that turn by my assault marines.

 

I took 2 vindicators and used them as the 24" bubble you mentioned and an AV 13 steel wall. Rolled 2 'hits' and killed a few sisters, but he focused half his firepower on them for about 2 straight turns, only killing 1 by the end of game. Not bad for 115 pts each...

 

My predator has been a main stay choice in my army since day 1. Racked up 2 Kill points just popping Rhinos and Immolators, and went untouched all game.

 

My Assault Terminators wiped out a 10 man Seraphim SQD that had 3+ Inv saves, but as per usual they were focused next turn and all but 1 died. However, I managed to land 2 assault SQDs next turn effectively 'Cleaning Up' what the Termies didn't get a chance to handle.

 

My dreadnought was fairly useless as I made the mistake of using him stand alone as I usually do. Will probably hold him in reserve from now on. My goal was to use him next to my assault marines or assault termies, essentially maximizing threat and ensuring a few extra beefy hits.

 

The Tacticals did their job...Killed a couple of sisters, allowed my Termies to Deep Strike without mishap. One SQD actually took out 3 penitent engines over the course of the game with 5 marines left over (PF and Krak grenades FTW).

 

Bikes didn't do much at all, since by the time they arrived from Reserve (turn 3 I believe) one of my flanks was clear except for a rhino and weaponless Immolator. They just sat near my other FA units looking mean...Definately went under utilized.

 

Anyway that was my army and probably will be again today, playing against Mech Chaos Marines. Comments and suggestions on the list and tactics are very welcome, as is my use of Killhammer logic. Thanks!

You have a lot of dedicated transports, and since you are already depending highly on reserve rolls I would suggest dropping the assault squad without a chaplain and buring Tiggy/Khan. Both aid in reserve (Outflank or re-roll) If special characters aren't your cup of tea I would suggest dropping the AM's and chappy period. At this points level they just aren't effective. You saved about 500 points there. Since you have so many heavy support choices I would suggest: A MotF on bike (No con beamer) rides up to your tanks/dread and repairs weapons/immobilize, this really helps vindi's as one weapon destroyed result makes them nigh useless.. Also add two Auto cannons to the dread as he is footing it anyway, longer range, more shots.

From the list you posted, I'd drop 1-2 of the assault termies and get a drop pod for your dreadnaught. It'll seriously help with disruption of your enemy's plans.

 

I understand that you've changed the list, but I haven't really got a problem with the list, especially if you're an aggressive sort of player. Hordes might give you some trouble, given that you lack a ton of firepower, but if you concentrate your forces and use reserves well, you should do fine.

 

I like the overall army mobility, even if it is a bit fragile to guard templates and the like.

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