Jump to content

Trying to build tourny list


thor1234

Recommended Posts

So as the topic title suggests I am trying to put together 1750 points for a tournamnet see below for the basics

http://www.bolterandchainsword.com/index.p...howtopic=229191

 

I played a few games today based around the list, and didn't do too badly, my first opponent was Eldar in a Dawn of war/kills points i won 8-4, the man of the match was the eversor assassin who outflanked on top of a unit of Dire Avengers and a farseer and rip em to shreds in one go before getting killed by a full squad of banshees who were gunned down by a SS.... he assassin literally saved the SS's bacon while the vindicare was ripped apart without making a shot by wraithguard who the prifiers dealt with, at this point i was considering settling on dropping the vindicare and keeping the eversor, the second game was against BA, C&C/Dawn of war this game was a draw, with the vindicare only getting 3 rounds off in 6 turns (mainly due to LOS) but those shots put down a SP, killed a Libby and blew up a Land Raider killing 4 of its occupents, while the eversor got unlucky and died horribly to an assault squads meltaguns (which was why the game was a Draw) making me consider that 'HE' was too fragile, and remembering why i took the vindicare the third game was against Imperial Guard, Kill points/Spearhead this game was brutul even going first didn't help. my rhinos and Raven were destroyed by orders in turn one, while my eversor took a battle cannon to the face and laughed it off, my vindicare took 3 kraks and passed his cover, as the game progressed i found it hard to get close without transports, loosing both SS and half the purifiers the battle cannon fire, while the assassins were killed by dedicated heavy weapons in turn 2, and had no impact on the game.........

 

so I seem to do well against armies that contain no ordanance, but can't win if large templates are about...... my queston is should i drop one or both assassins? or leave them in and have some fun??? what are your opions on the assassins? worth it or not?

Link to comment
https://bolterandchainsword.com/topic/229477-trying-to-build-tourny-list/
Share on other sites

well first off you need to be more clear on your list because you have two lists on the other page and neither of them say two assasins in the list. imho assasins have lost their punch in this game, the days of the lone warrior were numbered im afraid, the one lone character i have had great succes with is a tech preist with orbital strike relay, but back to the point one thing i do want to clarify in henchmen and such can only take chimeras, also im not exactly a fan of draigo and find the points invested in more guys, also one trick that yoou can do is have some warriors with the apropriate weaponry charge forward with a mystic in the squad then deep strike some purgers up close without scattering. but like i said before i cant help much without a actual list

yeah...... telling you which list might have helped i have editied the post to only include the most recent list...... i decided to spend the last 188points on an eversor and some gubbins (extra bodies and equipment) just to see how it played...... i would like to include them (or just one of them!!!!) maybe your techpriest idea paired with an assassin would work? the vindicare gaining a 2+ cover save, but what lets him down is he only fires one shot per turn, whereas mister nutter can wipe out whole squads, though he is more fragile, my games today have shown that the dual assassins could be made to work but are are difficult to use efectivly it seems that the most common armies at the tourny are likley IG and Space wolves so....... without breaking the bank do i posses enough anti-tank/character firepower without the vindicare, and do i have enough killy stuff to take on the best?

 

thanks in advance!

Try this list out

 

HQ

 

Cowe 150pts

 

Elite

 

3x Paladin Squad 450pts

1 PsyC NDH

1 PsyC NFS

 

Troop

 

3x Purifier Squad 660pts

2 PsyC

2 SB NFH

KotF- SB NDH

PsyBolts

Psyback HB PsyBolts Searchlight

 

1x Strike Squad 240pts

1 PsyC

6 SB NFS

Justicar- SB NFS

Psyback HB PsyBolts

 

Heavy

 

2x Psyfle Dreads 250pts

2 T/L AC PsyBolts

 

That should be 1750 pts. This list is all fire power, don't get caught into combat unless there is no other option. Although GKs have NFWs, they fight like Tac Marines (the only exception being the Purifiers they get +1 attack but are still WS 4, S 4). But within 24" you can make swiss cheese out of most lists. 28 S 7 rending shots, 8 S 8 T/L shots, 12 S 6 shots, 24 S5 shots, and 2 S4 shots. Avoid C:SM THSS Termies and BA Assault squads like the plague then just keep shooting away.

Try this list out

 

HQ

 

Cowe 150pts

 

Elite

 

3x Paladin Squad 450pts

1 PsyC NDH

1 PsyC NFS

 

Troop

 

3x Purifier Squad 660pts

2 PsyC

2 SB NFH

KotF- SB NDH

PsyBolts

Psyback HB PsyBolts Searchlight

 

Your paladins setup is illegal. You cannot have any ranged weapon upgrades unless the squad is 5 strong.

 

Why are you paying 20pts to have 6 storm bolter shots upgraded to S5?

Try this list out

 

HQ

 

Cowe 150pts

 

Elite

 

3x Paladin Squad 450pts

1 PsyC NDH

1 PsyC NFS

 

Troop

 

3x Purifier Squad 660pts

2 PsyC

2 SB NFH

KotF- SB NDH

PsyBolts

Psyback HB PsyBolts Searchlight

 

Your paladins setup is illegal. You cannot have any ranged weapon upgrades unless the squad is 5 strong.

 

Why are you paying 20pts to have 6 storm bolter shots upgraded to S5?

 

 

Looking back at the entry on the Paladins I can see where you interpret it that way. I have seen it often interpreted that for units that are composed by adding individual models the specials allowed can be taken on the first two then again on the 6th and 7th. You can stop after the two and call it a day or similarily after the 7th. In retrospect I believe that I agree with your assessment and it shouldn't be played that way. It is a lot more staight forward with the Purifiers where you have to take 5 to start with.

 

That being said I would drop the Paladins to one 5 man squad with 2 Psycannons one hammer and the rest swords. The remaining points form the lone Paladin I would fold into the Strike Squad.

 

I understand your thoughts on the Psybolts for the SBs, but even only 3 guns being upgraded to Strength 5 has really made a huge difference in my games since I started taking it.

Looking back at the entry on the Paladins I can see where you interpret it that way. I have seen it often interpreted that for units that are composed by adding individual models the specials allowed can be taken on the first two then again on the 6th and 7th. You can stop after the two and call it a day or similarily after the 7th. In retrospect I believe that I agree with your assessment and it shouldn't be played that way. It is a lot more staight forward with the Purifiers where you have to take 5 to start with.

 

That being said I would drop the Paladins to one 5 man squad with 2 Psycannons one hammer and the rest swords. The remaining points form the lone Paladin I would fold into the Strike Squad.

 

I understand your thoughts on the Psybolts for the SBs, but even only 3 guns being upgraded to Strength 5 has really made a huge difference in my games since I started taking it.

 

Unfortunately that is not how it works. It reads, "For every 5 models in the squad, two Paladins may...".

 

This is rather clear, once you have 5, two may then be upgraded. You cannot upgrade a model until you have purchased 5 models.

 

This is not interpretation, but rather clear.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.