Grimtooth Posted May 5, 2011 Share Posted May 5, 2011 So I have been pondering a full PA armor list that is basically; BC BC Ven w/PC and DCCW SS x10 in Rhino SS x10 in Rhino SS x5 in Razorback SS x5 in Razorback Psyrifle Dread Psyrifle Dread Now I do not care about any opinions on the list as far as competitveness or whatnot. That is not the point of this thread at all. Instead I was just looking at opinions on squad loadouts. The 10 man squads will have dual psycannons, preferring to initially rely on Rhino bunker to fire from either mobile or stationary. I play my GH packs with a powerfist in almost all lists so as not get tarpitted by something they can't hurt and will do the same with the Justicar having a hammer, but what else should I go with on the NFW for the pack? I figure at least a couple of halberds to get the initiative jump but would swords then be good for the rest as they are not going to be primary cc? The BC will be joining the 5 man squads and be more dedicated to cc. I was thinking hammer on Justicar, maybe one more in the squad, then all halberds with psycannon? What about razorbacks? Las/Plas or since they will be rushing forward, asscan with psybolt ammo? I don't care about competitveness comments, just looking for discussion on squad loadout opinions. Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/ Share on other sites More sharing options...
Gentlemanloser Posted May 5, 2011 Share Posted May 5, 2011 From first glance, it seems that list would work much better with Crowe and Pruifiers. But I suppose it depends on if the aim is to get the most PA bodies on the board, or play more MSU. Apart from a NDH on the Justicar, I wouldn't bother with spending *any* points on CC upgrades for Strikes. Keep them all as swords. If you want two dedicated CC units, then why not Purifiers? Something like; Crowe BC Ven Dread 10xSS, NDH, 2xPsy, Rhino 10xSS, NDH, 2xPsy, Rhino 5xPuri, 5xHalberd, Razorback, Psybolt 5xPuri, 5xHalberd, Razorback, Psybolt Dread Dread Or go one step further and go full Puri; Crowe BC Ven Dread 5xPuri, NDH, 2xPsy, Rhino 5xPuri, NDH, 2xPsy, Rhino 5xPuri, 5xHalberd, Razorback, Psybolt 5xPuri, 5xHalberd, Razorback, Psybolt Dread Dread Maybe even add a Tecmarine or two to ride with the Razorback CC squads, for Powerfists and 'nades. Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2747626 Share on other sites More sharing options...
Chairman_woo Posted May 5, 2011 Share Posted May 5, 2011 I may get burned as a heretic for saying this, but I like to run my SS and interceptor squads with 2 halberds and no NDH! 2 halberds costs the same as a NDH and nets you 5 attacks on a charge and 3 when not, the NDH only gets 3 on a charge and 2 when not. While the NDH is better vs toughness 6+ and armour the halberds are better under almost all other circumstances as far as I can work out (save perhaps when you cant get HH off). You will kill marginaly more MEQ with them and having a squad worth of force weapons makes taking down MC a realistic prospect without a hammer. My logic boils down to this, SS and interceptors are never going to be especially good in CC, their job is to be "good enough". 10pts to make the squad "good enough" seems like the most one would want to spend. 10pts gets you a NDH or 2 halberds, both of these seem like viable options with halberds being marginaly better at some targets and viable vs others. I understand why many ppl swear by the NDH and its a solid buy, but there are other ways... Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2747667 Share on other sites More sharing options...
Angelis Mortis Posted May 5, 2011 Share Posted May 5, 2011 I may get burned as a heretic for saying this, but I like to run my SS and interceptor squads with 2 halberds and no NDH! 2 halberds costs the same as a NDH and nets you 5 attacks on a charge and 3 when not, the NDH only gets 3 on a charge and 2 when not. How so? Halberds and Daemonhammers give you the same attacks regardless. Unless you meant Falchions, even then your numbers are wrong as they would give you 4 attacks on the charge and 3 when not. Can you clarify please? Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2747671 Share on other sites More sharing options...
gil galed Posted May 5, 2011 Share Posted May 5, 2011 I may get burned as a heretic for saying this, but I like to run my SS and interceptor squads with 2 halberds and no NDH! 2 halberds costs the same as a NDH and nets you 5 attacks on a charge and 3 when not, the NDH only gets 3 on a charge and 2 when not. While the NDH is better vs toughness 6+ and armour the halberds are better under almost all other circumstances as far as I can work out (save perhaps when you cant get HH off). You will kill marginaly more MEQ with them and having a squad worth of force weapons makes taking down MC a realistic prospect without a hammer. My logic boils down to this, SS and interceptors are never going to be especially good in CC, their job is to be "good enough". 10pts to make the squad "good enough" seems like the most one would want to spend. 10pts gets you a NDH or 2 halberds, both of these seem like viable options with halberds being marginaly better at some targets and viable vs others. I understand why many ppl swear by the NDH and its a solid buy, but there are other ways... I think that the entire point of fists/NDH is so you don't get charged by a dreadnought and then killed because you can't do anything to it, so yes, burn the heretic! On a second note why BCs not GMs, it's not an awful lot more but you get some rocking powers! Namely you could make you dreads scoring for home base protection, or scout or even (god forbid) one of the others ones? ~Gil :D Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2747685 Share on other sites More sharing options...
number6 Posted May 5, 2011 Share Posted May 5, 2011 Now I do not care about any opinions on the list as far as competitveness or whatnot. That is not the point of this thread at all. Instead I was just looking at opinions on squad loadouts. But ... isn't asking for squad loadouts exactly asking about the best competitive aspects for them? :) If you really didn't care about competitiveness, you'd just take what looks coolest, right? Take as many psycannons as you can. Take at least 1 hammer in every unit. Avoid all other kit and maximize unit and model count. Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2747860 Share on other sites More sharing options...
RogueTraderX Posted May 5, 2011 Share Posted May 5, 2011 The BCs are awkward. They wear TDA and thus cannot ride with the SS's in the Razorbacks. To maintain the all PA theme, and still add versatility (and grenades!) I'd switch them for Inquisitors and then squeeze in another psyifle dread. Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2747925 Share on other sites More sharing options...
Gentlemanloser Posted May 5, 2011 Share Posted May 5, 2011 Brotherhood Champions, not Brother Captains. :) Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2747954 Share on other sites More sharing options...
Grimtooth Posted May 5, 2011 Author Share Posted May 5, 2011 I am at my office this morning but from what I can remember, Crowe is not an IC, so he is not joining any squads and left to footslogging it which then eliminates Purifiers since they would not be Troops. Not using any model in TDA as they need a transport in this list or I would have to change to putting in a dedicated TDA unit to accompany them. Furthermore, they prevent sweeping advance which does not mesh well with PA assaults. Just making the 5 man SS squad "more" dedicated to CC is not asking for them to carry all my CC duties. I will be depending on close support of the dread and one of the 10 man SS squads as fire support so that any unit that gets into CC with the BC and SS squad will more then likely already be fairly chewed up. Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2747965 Share on other sites More sharing options...
RogueTraderX Posted May 5, 2011 Share Posted May 5, 2011 Brotherhood Champions, not Brother Captains. :) D'oh! Carry on then, carry on. Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2747974 Share on other sites More sharing options...
KnowThyEnemy Posted May 5, 2011 Share Posted May 5, 2011 i agree with number 6, with these additions: if your planning on using a lot of powers, give the regular guy the hammer. losing the justicar to a PotW attack sucks enough, dont want to lose that hammer too. i think the options are unneccesary on strike squads. you wouldn't want them carrying a CC wave, same as you wanted want your basic Tac marine doing it. Your saving grace is if they happen to get into CC with anything that is not a dedicated CC unit, then you should be just fine with power swords. i know people like the idea of going before their space marine buddies, but even if they get charged (which you should never let happen, use those storm bolters wisely) your losing the same amount of models on average. that doesn't take into account any hammerhand. (tac squad: 20 attacks, 10 hits, 5 wounds, 2 failed saves. strike squad, 10 attacks, 5 hits, 2 wounds, 2 failed saves). you want the max bodies possible, like 6 said. save the upgrades for a bigger list. i do like the SS concept though. area denial with multiple Warp Quakes is fannnn-tastic against some armies ^_^ Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2748236 Share on other sites More sharing options...
Chairman_woo Posted May 6, 2011 Share Posted May 6, 2011 I may get burned as a heretic for saying this, but I like to run my SS and interceptor squads with 2 halberds and no NDH! 2 halberds costs the same as a NDH and nets you 5 attacks on a charge and 3 when not, the NDH only gets 3 on a charge and 2 when not. How so? Halberds and Daemonhammers give you the same attacks regardless. Unless you meant Falchions, even then your numbers are wrong as they would give you 4 attacks on the charge and 3 when not. Can you clarify please? 1 hammer on justicar = 10pts & 3 attacks on charge 2 when not 1 halberd on justicar + 1 halberd on another chap = 10pts & 5 attacks on the charge and 3 when not. Depends how confident you are about needing to fend of dreads. With interceptors atleast, I would say this is not a big problem and the extra wound or two you might get with the halberds over the hammer (at I6 no less) might be better for you. Its the same logic as sometimes taking a power weapon or lightning claw on a assault sgt in a regular marine army. Strength 5 makes power weapon sgt's work in my BA army and they only get that when they charge unlike GK. Theres nothing wrong with hammers/fists but they arn't the only way. If you charge something like grey hunters (far from a rare unit in SW armies) those halberds are worth their weight in gold. Link to comment https://bolterandchainsword.com/topic/229086-gk-ss-army/#findComment-2748559 Share on other sites More sharing options...
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