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Emperors Children 2000


Siebold

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Hello there and hopefully a good new year.

 

After nearly a decade long break from 40k some friends of mine decided to get back into it with all that new awesome stuff that is the horus heresy.

I fell in love with the aesthetics of the 3rd Legion (mostly the loyalist stuff but that might change if they put out some really awesome traitor stuff).

We will start putting together some nice terrain and miniatures during a long game weekend after new year.

 

 

This would be my list idea:


Legion Praetor
-Paragon blade,

-Iron halo

-Sonic screamer

-Digital lasers

Going for the killing strike Rite.

170

Placed in the first tactical squad.

Centurion (Champion)
-Phoenix spear
-Artificer armor
-Refractor
125

Placed in the second tactical squad.

2 Legion tactical squads (18 men)
-Legion vexilla
-Melta Bomb    
-Artificer armor          

-Power axe
-additional Hand weapon (bayonet's look great)

598 points

Support Squad (5 men)
-4 volkites

120 points

2 Apothecaries

-Artificer armor

100 points

Placed in one tactical squad each.

 

Legion Terminator Squad

-2 thunder hammers

-Phoenix spear (on sergeant)

-Grenade harness

Transported  Landraider Phobos with a dozer blade.

465 points


2 Primaris Lightning Strike Fighters

Both with
-TL Autocannon            
-Kraken missiles            
-Sunfury missiles            
-Battle servitor controll

420 points

1998 points

 

I really like the crusader rule and having two big units with apothecaries,additional hand weapons and IC's will make them very resilient and they will be able to handle most situations.

I trust that they will be able to quickly reach the enemy/objectives thanks to the killing strike's extra 1" of movement in the first turn and the crusader enhanced running moves where they ought to do their job (killing/holding that objective) while the support squad stays back holding my home objective.

 

The Landraider and Terminators should be able to draw some fire away from them while stil being able to contribute much in CC or tank hunting wheras the Primaris fighters should arrive in turn 2 and blow up enemy armor or heavy support squads with their las cannons or missiles.

I do like the idea of using the missiles to blind squads I plan to attack so they won't blow my guys of the table.

 

 

I tried to tailor this list around the killing strike rite but I could drop the champion quite easily to make room for other stuff, maybe some contemptor mortis or sicarians.

Then I would also replace the terminator squad with a command squad in terminator armor to give my guys fearless or maybe squeeze in Rylanor instead due to him being awesome.

 

The list might be a bit too CC oriented.

 

Thank you very much.

 

 


 

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It's an interesting list, but the first thing I'd change are the options on Primaris Lightnings. With just lascannons and kraken missiles you've got enough anti-tank punch, autocannons wouldn't make a difference in my personal opinion. Also, dropping sunfury missiles and going for phosphex would be a better idea.

 

Overall, it seems a bit light on anti-tank. The rite of war, as far as I remember helps in bringing those kraken armed flyers when you need them, which helps, but without that ROW it's tricky.

 

Also, the volkite support squad - it's very small and I don't see how they could make any difference, apart from looking cool :) Save points, take something else. Javelin Speeders? Contemptor? Sicarian?

Thank you for your answer, I decided to take those autocannons to still have the options to fire on lighter targets like the enemy commander or enemy fliers.

Mostly though because I had  the feeling I was "wasting" a valuable equipment slot on my fliers.

I decided to go for that volkite squad due to having 120 points left and the feeling that I should have someone holding objectives back home and also being able to destroy lighter vehicles and hopefully soften up enemy infantry.

If I dropped the autocannons as you suggested as well as the support squad I would have 162 points left to purchase 2 javellins.

They seem pretty nice, I would drop artificer armor from one or both of my tactical sergeants and  field them with those nice rocket launchers and multi melters and maybe two hunter seeker missiles.

This would spread out my points an give me more fire power against armour and infantry while giving the enemy more targets to fire at while they swoop in from the sides and hopefully shoot up some tanks.

I am a bit unsure if lascannons are not better due to the availability of armoured ceramite.

How well do sicarians normally do?

They sure seem to be able to shoot up everything, this rending autocannon should even pop landraiders or spartans with or without lascannon sponsoons.

Thematically I would be fine with both.

Welcome to the B&C!

 

I think Sunfury and Kraken is a good combination, and throwing the autocannon on there for air-dominance is also good.  In my limited experiments with the Lightning, I found that it was quite fragile and expensive.  Having two of them (and an impressive alpha strike with them) might help you with establishing control of the skies when they both come in at the same time.  It seems pretty risky to me, though.  Losing one of them to interceptor fire would be pretty painful.  If the enemy has a pair of contemptor-mortis (not unthinkable at 2k) and you aren't able to take care of them on turn 1, when your lightnings come in on turn 2 they could both get knocked out quite easily.  You've got a lot of eggs in two very fragile baskets.

 

That volkite support squad does seem a little out of place, though.  You've got plenty of anti-infantry firepower in your tactical squads and sunfury missiles.  I wouldn't quite rate volkite calivers as anti-light vehicle, but I suppose it could do it if you're really in a pinch.  If you can scrape together a few more points for it, the stock sicaran is really quite a dangerous machine, and getting lascannons on it makes it even moreso.  Having the extra ant-tank for neutralizing enemy anti-air on turn one seems important to me.  You can probably get the points by dropping the dozer blade off the land raider and the suit of artificer armor that you put on one of your apothecaries, along with the volkite squad.

Thanks for the insight, kitwulfen.

I decided to drop the support squad after colors advice.

I  have the feeling that I wouldn't take advantage of my rite if I wouldn't use something exciting like those fliers.

Sure, I can replace them with two sicarians/ lascannon contemptor mortis which would cost less but I am a bit unsure.

Two, fully kited out with extra armour and TL las cannon cost about 400, I could add havoc launchers to make them acceptable against infantry blobs.

This would allow me to still field those javellins if I dropped some equipment from my apothecaries or sergeants and I'd have an excuse to buy those really nice EC contemptors.

I think you could make the twin-Lightning thing work, but it's going to require finesse and good timing.  If you've got assets on the board like that Land Raider and a Sicaran you can work on eliminating enemy anti-air assets, and/or wait for their air power to come onto the table.  You'd have to look at the enemy forces and make a decision each game on which turn you need your lightnings to come in/how long it will take you to make it safe for them.

 

That kind of finesse is appropriate, IMO, for ECs.

Welcome to the B&C!

 

I think Sunfury and Kraken is a good combination, and throwing the autocannon on there for air-dominance is also good.

I still think that 'Gets Hot' on Sunfury is too much of a downside, therefore Phosphex should be the way to go. Autocannons paired with Tank Hunters isn't bad against other flyers, but then again, why not just use TLLC AND Kraken against that nasty enemy flyer - that's almost guaranteed to take anything down in one turn of shooting. AND TL Autocannons + Battle Servitor = 35 pts, 2 Kraken Missiles = 25 pts. So if you want a full loadout, 4 Krakens and a Phosphex bomb cluster - exactly the same points.

 

I guess if you could deal with enemy anti-air at the very beginning or make those Lightnings arrive after enemy flyers, then your 2 flyers can make a big difference. I can't wait to hear how they fare on battlefield.

Thanks color.

Do you often use vehicles with get's hot weapons? I thought they could ignore that but I noticedt hey changed that for this edition.

I really do like the idea of blinding strong shooting units or tough melee dudes I want to assault, would you say it's worth the points?

How , in your experience, does "gets hot" affect vehicles?The chance of it destroying my fliers sounds rather low.

I think having the javellins appear before my fliers might allow them to destroy some enemy anti air so my fliers could be safe.

It will take some time painting and assembling those guys, but I might tell some tales of proxy games when I have time to proxy-play-test with friends.

I don't think the Gets Hot! rule is much of an issue for the Lightning.  Each time you fire a missile, there is a 1 in 6 chance of a gets hot result, and then a 50% chance that you lose a hull point from it.  So, once out of every 12 times that you fire a Sunfury missile, you'll lose a hull point from gets hot.  If you have two missiles and you fire both of them every game, it's 1 hull point every 6 games.  Yeah, losing hull points blows, but the risk is very manageable.

 

The Phosphex bombs, on the other hand?  Any time you take one hull point of damage, you have a 1 in 6 chance of losing the plane.  This only matters for the first hit you take (the second is destroying the plane anyway), but it makes a glance just as deadly as a pen, and makes a penetrating hit twice as likely to blow the plane out of the sky.

Hmm... I guess with Phosphex it depends on your opponent - if he's able to deal damage to flyers or not. I think, if you're facing a TLLC Mortis Contemptor, most of the time doesn't really matter, if you're carrying Phosphex or not. On the other hand maybe I overestimate the risk of 'Gets Hot', but on the roll of '1' it not only can strip your HPs, but it auto misfires, which is... just bad :) considering you have 4 such missiles to fire each game.

 

Overall maybe I'm defending the Lightning that much, because I got myself two of them, and I'm planning to field them with Kraken and Phosphex :)

 

By the way, what do you guys think of Lightnings with Rad? Those also seem fun, but too expensive for my taste...

 

Oh, and the Javelins seem like a perfect tank hunter unit - manouver to face side or rear armour and fire TLLC.

I only hope I won't face a sicarian if I field them.

They will tear through them like through wet tissue.

Rad missiles sure are deadly but I am not sure where they would be more usefull then something equivalent on the ground.

Maybe to clean up squads holding objectives or big blobs of heavy support.

The Lightning seems to be better at air superiority or tank hunting.

But it might be pretty handy to clean up enemy infantry blobs or heavy support squads.

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