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Yeah, you're right, it certainly would function against a similarly traditonal balanced force, but I'm neglecting the more unusual propositions.

I heard someone discussing how Calgar, 10 honour guard, and two units of scouts fit into 600pts :/ Also someone talking about tervigons/30 gaunts and something flying... Lot of nasties out there, which I have no experience facing!

 

Still, it's not an easy fit...

 

Bare Chaplain

Bare Ironclad

Termie Assault w/ single TH/SS

5-crusader with missile launcher

5-crusader with plasma gun

-600pts on the nose.

 

It just feels very weak... Like they all got up that morning and forgot to pack their gear before heading to the Thunderhawk ;)

Basically, I'm not sure that such a small footslogging unit (even in 2+ on a 4'x4' board) will be survivable enough to get in range for a charge. And if they do, will they take on any of these big nasties we've mentioned? It's a pickle. :/

Edited by Marshall Mattias

Agreed, it does look weak.

 

Ok, I was wanting to get two beat sticks in 600 points, but it look like that's not going to work, that we'll need one really good one and then support.

 

So, what about this:

 

- Drop the Ironclad

- Use his points to do a couple of things:

   - Get the EC back in there. That's something like 50 points or so. That leaves 80 points.

   - Put three more TH/SS upgrades on the Terminators. That's another 15 points, leaving you with around 65 left over.

   - Drop the missile launcher and get a lascannon. That's a 5 point differential. That leaves you with 60 points.

   - Get a 5 man scout squad with sniper rifles. That's 60 points.

 

Now, you have three scoring units. The Scouts will either sit in the backfield and cover your other units or Infiltrate early, get in good terrain and give everyone a hard time with bullets through the eye.

Yeah, could be useful to have the third scoring unit. Although they never kill anything...

 

If I run my 5-man squads as tac-squads, then I get a free potential rending challenge ability should I suffer a charge.

 

Also, if I just took 2xTH/SS, I could run a typhoon speeder instead of the scouts. I find the typhoon is more likely to stop a critical threat than my snipers, usually. But would 3 sets of lightning claws really make the most out of my termie unit? I might run into a bigger mob where they come in handy...

Hehe, don't worry, I noticed that possibility too. I also looked at just taking big in-upgraded tac squads with Bolters in drop pods and simply ganging up on units and drowning them in bolter fire. I'd rather get to smash some face though!
Ah, it's a particularly cool empty cigar box. I work next door to a specialist and he always has empty ones to get rid of. This was the best find so far - it basically looks like an ammo crate - so I use it for transporting kill-teams/WIP stuff to my local store. I sponge-lined it etc and now it is pretty robust. :)

Thanks for the encouragement! In light of this, I have vowed to complete: Cypher, Grimaldus, Servitors and have modelled/resprayed my Dread. This vow is 580 points including modelled upgrades. (My dread should look a bit more iron-clad now, plus he has hunter-killers and assault launchers too).

It's not a big vow I'm afraid, but if it goes well enough, I might be able to re-spray my old LRC and get that into the next vow. Also, if flyers don't take an unexpected nose-dive in the new edition, then I really would like to pick up the storm wing...

I really like how he turned out and he just seems full of the confidence born of eluding the Emperor's "not-so-finest" for more than ten millenia.

 

I am half tempted to paint my Cypher with white armor and a black robe, thus making him virtually invisible to Dim Angels .

 

Cypher: <waves hand> I am not who you are looking for.

 

Dark Angel: You are not who I am looking for.

 

Cypher: The person you are looking for wears white armor and a black robe.

 

Dark Angel: <turns to squad> He's not who we're looking for. The person we want wears white armor and a black robe. Let him through.

Cheers, I felt the pose had a certain bravado to it and I'm glad that it wasn't just me ;)

I know he isn't strictly matching the official descriptions, but he wouldn't be very sneaky if he always looked the same! I like the idea of inverting his colours, it would probably be quite striking and could be your interpretation of him as a misunderstood hero rather than the dastardly figure the daft angels think he is. :)

 

I know he isn't strictly matching the official descriptions, but he

wouldn't be very sneaky if he always looked the same! I like the idea of

inverting his colours, it would probably be quite striking and could be

your interpretation of him as a misunderstood hero rather than the

dastardly figure the daft angels think he is.

 

True, but I think I'd rather have him look more traditional so that he more quickly hacks off the DA. We have a few of those locally. :wink:

 

So, it looks like you magnetized the arms. However, I would say that I like the both arms down pose the best. It's sort of a"Do you feel lucky punk" Dirty Harry kind of pose.

Edited by Honda

Hacking off Dark Angels is a noble pursuit and I could not stand in your way ;)

Yes, I'm loving magnets and I'm glad, because I agree and actually prefer the arms-down look too. Good thing I didn't glue him like originally planned :)

I have a tweaked version for my 600pt list, what do you think? Comes to 599 points.

 

Emperor's Champion

 

5x Sword Brethren Terminators,

4x TH/SS (220)

 

5x Tactical Crusaders,

Melta gun, Sword Brother with Grav Pistol (95)

 

5x Neophyte Observers,

4x Sniper Rifles, Missile Launcher (74)

 

Ordo Xenos Inquisitor,

Liber Herecius, Psychostroke Grenades, Needle Pistol, Carapace Armour (70)

 

 

Inquisitor aims to give Scout to Sword Brethren and Champion, and buffs assaults with psychostroke and potential hatred/counter attack.

 

Neophytes infiltrate into cover near an objective and provide cover to their mentors while learning from the example of the Crusade's finest ;)

 

Crusaders provide close-range fire support to advancing assault unit, with melta and grav pistol to assist with multiple threats.

 

(Theory is that termies need a fast delivery system. Can't afford a land raider, but inquisitor could get them in faster and also buffs the squad. Support shooting and distractions provided by tacticals. Still, concerned that so few models on the board may face an untimely death...)

I share your worry with that list as it is practically the same as an all eggs in one basket scenario... that Terminator Squad will be a prime target w/ 2 HQ models sitting in it, expect all guns to be pointed in their direction and hopefully someone forgot to put Devastator Centurions into their list :p

 

Good Luck Brother

First game in 7th!

 

600pts versus Marines (iron hands I suppose, as he had army-wide FNP).

 

I took a chaplain with pFist, 1/4/3 Crusader Squad with 2 power swords and Meltagun, mounted in a LRC with multi melta and hunter-killer. They were supported by a neophyte observation team with sniper rifles.

 

Enemy had 3x 5man assault squads with twin flamers and Melta bombs, 2x 6-man squads of snipers with flak missile launchers, and a filthy witch.

 

Enemy deployed first, in ruins and out of sight, in range of all 3 of his objective markers. I denied left flank, placing my Neos in cover on an objective to my right, with the embarked squad nearby, pushing to rush up towards my central objective.

 

The snipers on both sides were rather ineffectual this game. Highlights were really just that they sat on objectives well, but failed to generate wounds in a decisive way. First turn was limited basically just moving and pot-shotting, with no real excitement. The land raider was great, rolling up 12 inches and claiming marker 1 (which was a tactical objective for me, worth double thanks to my warlord trait).

Turn 2, the enemy sent two assault squads to intercept, the third moving towards their own objective. The two squads charged my LRC, failing to do anything to it. The witch cast a power, triggering perils. The power missed anyway, and the psyker saved the wound on his feel-no-pain. The enemy snipers took out a couple of my neophytes. My LRC rolled back 6-inches to give the unit inside space type a run-up ;) The shooting from the vehicle killed 4 of a 5-man squad. Credit goes to my small neo squad for picking off the lone assault marine who had survived the rest of his squad getting shot-up by my LRC, securing my first blood point. The disembarked unit opened fire with pistols and their Meltagun, killing 3 marines in the second squad. They declared a charge, and lost a neophyte to overwatch - and rolled 3 inches, failing the charge by a fraction... D'oh.

Turn 3, the enemy swaps his 2-man squad with his full 5-man unit, keeping his objective and shooting at my crusaders (killing 1 and wounding my chaplain) before launching a disorderly charge that sent 4 marines into the fray and the sarge against the LRC. The Melta-bomb penetrated and stunned the crew, forcing it to remain stationary and reducing its shooting ability. The assault marines managed to kill a neophyte in combat, while the power swords and chainswords managed to kill one too (lots of FNP made). Then the chaplain showed them how it's done and squished two marines with his fist of doom. Tied combat.

My neophytes and LRC snapshots took down a sniper. The combat continued, the assault marines failing to wound while simultaneously being cut down by the power swords. The crusaders consolidated into the ruins to hold a tactical objective again.

 

Turn 4, enemy witch fails to get his power off. 2-man assault marines hide from LOS as best as possible, securing an objective worth 2 points if they hold it. Nothing else of note from him.

My crusaders run out to try and shoot them off the objective, but even the sniper support fails to get the solitary kill needed to put him beyond the 3-inch securing range. The charge distance required is 11 inches thanks to difficult terrain, moving upstairs, and a Grav-wave generator... Unsurprisingly, they don't make it in!

The snipers hold their objective for more points.

The LRC moves flat out to try and reach the enemy's unguarded objective which is currently worth three VPs to me, but will need to wait till next turn to reach it.

 

Turn 5, the surviving marines flee to the other side of the building to hide and potentially run for linebreaker. The witch claims a LoS through multiple windows to kill all the remaining crusaders with his psychic attack which allows no saves. The chaplain avoids the same fate thanks to a heroic sacrifice from his brothers. The enemy snipers unleash everything at the Chaplain, whose faith protects him from the barrage of kraks and sniper rounds. A single sniper finds his mark, the shell spinning it's way towards a vulnerable joint in the ancient armour, ready to rend its way through, but the energy field of the Chaplain's rosarius crackles and disintegrates the bullet as if the emperor himself had willed it.

My turn 5, and the chaplain turns to claim the original objective again, while the neophytes continue to claim theirs. The LRC reaches its destination, blasting apart some snipers and scoring 2 victory points for the objective, one for line breaker and a bonus one for controlling 3 objectives simultaneously. (Shame I only rolled 1 on a D3 - a better roll would have made a diference!)

 

So ended the game!

 

Tallying up points, we both retained our warlords, although only I had claimed linebreaker and first blood. My opponent had racked up multiple VPs from his relatively untouched sniper units too. Total was 11-11. A tie!

 

Those objective cards really mix things up - it felt tense right to the end!

I never managed to deny a single power, even against a solitary ML1 psyker - this does not bode well. Also, his psyker just hid in ruins and I never really had an opportunity to get a shot at him - this is worrying and disappointing too!

Upsides: my Chaplain and crusaders did really well, I just shouldn't have exposed them to the witch fire :(

My LRC was awesome, but still felt very vulnerable to those Melta bombs. Just no way to them off it! Thankfully, the emperor protects and kept those nasty dice-rolls low ;)

Still: good game, good opponent, good fun!

Edited by Marshall Mattias
The enemy snipers unleash everything at the Chaplain, whose faith protects him from the barrage of kraks and sniper rounds. A single sniper finds his mark, the shell spinning it's way towards a vulnerable joint in the ancient armour, ready to rend its way through, but the energy field of the Chaplain's rosarius crackles and disintegrates the bullet as if the emperor himself had willed it.

 

 

My favorite part. :)

 

Well played Brother!

 

I'm looking forward to us starting on 7th soon.

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