Jump to content

Isstavan III List


Nastosa

Recommended Posts

A friend and I are doing the Isstavan III campaign. We modified game 3 of phase one to have may Death Guard to be the traitor and World Eaters be the Loyalist. So here is my list, what do you all think?

 

2500K

 

Mortarion - 425

 

Librarian Lvl3- 165

Art. Armour, Volkite Charger, Refractor Field

 

10 man Tactical Squad x3 - 150

 

5 Man Tactical Support - 120

Volkite Calivers

 

5 Man Tactical Support - 120

Rotor Guns

 

6 Man Destroyer Squad - 230

Rhino, Missile Launcher with Suspensor Web

 

Fire Raptor - 210

Reaper Autocannon Turrets

 

5 Man Heavy Support Squad - 165

Volkite Culverins 

 

5 Man Grave Wardens - 480

4 Chain Fist, 1 Heavy Flamer with Chem-munitions 

 

Land Raider Phobos - 250

 

Whirlwind Scorpius - 115

 

 

Link to comment
https://bolterandchainsword.com/topic/293764-isstavan-iii-list/
Share on other sites

I think the Librarians were FAQ'd to being maximum ML 2. Also, if you want to be Fluffy, Mortarion hates Psykers...so yeah.

 

Also, running multiple minimum sized squads means you end up paying a premium for low numbers since in the HH Books, Squads start out expensive with a base # of units but have cheaper cost for additional bodies (depending on the unit).

 

IE: 10 man tac = 150pts +10 points per additional marine so a max sized 20 man squad is 250 points.  So the total of your 3 10 man squads is 450 points while 2 20man squads is 500 points. For 10 more bodies your only paying 50 points extra which comes down to ~5 points per marine. Consider however that this does not include any upgrades and does remove some tactical flexibility.

 

So, in your case, running 2 15 man squads = 200 points per squad which totals 400, 50 points less than 3 10 man squads thus giving you a considerable amount of leeway in terms of upgrades. 

 

Talking about upgrades, 30k marines don't have ATSKNF so they can and probably will fail morale tests and the like, which is why you see every marine squad capable of taking a Vexila do so. Also included in a nuncio-vox since it makes it so that units arriving by deepstrike within 6" do not scatter and ordnance and bombardment shots can draw line of sight from units equiped with the Vox.

 

Also are you running the DG Rite of War? if thats the case, consider making your 2 Tac Supports 1 squad (reasons noted above) giving them flamers which automatically get chem munitions from the RoW, if I'm not mistaken.

 

Other than that, I don't know enough about the DG and how they play (the Boys in Yellow being my focus) so I can't really comment on most other choices.

Slipstreams, thanks for the advise.

 

I have modified my list.

 

2500 pts Rite of War: The Reaping

 

Mortarion

 

Moritat 

2 Volkite Serpenta, Meltabomb, Art. Armour, Refractor Field, Plus standard equipment

(He will be riding with the destroyer squad)

6 Man Destroyer Squad

Rhino, Missile Launcher with Suspensor Web

 

15 man Tactical Squad x3 

Rad Grenades, Legion Vexilla, Nuncio-Vox

 

5 Man Tactical Support 

Volkite Calivers, Augery Scanner

 

5 Man Heavy Support Squad 

Volkite Culverins, Augery Scanner 

 

5 Man Tactical Support

Rotor Guns

 

Fire Raptor

Reaper Autocannon Turrets

 

5 Man Grave Wardens

4 Chain Fist, 1 Heavy Flamer with Chem-munitions 

Land Raider Phobos 

 

Whirlwind Scorpius 

To me, looks good with one sticking point tongue.png The Rotor Guns...while being 30" range, and salvo 3/4 they have a lower AP than a Bolter and are S3. For the points you're paying for them and the squad being 5 marines, I don't see it as being worth it. If anything I'd cut the squad and Add more Calivers or Culverins. However, if you want to keep the squad I'd say give them Flamers to benefit from Chem Munitions. They will however be at a severe disadvantage since, from the looks of things, you'll be footslogging it up the field and because of the Reaping RoW you can't make any run moves (irc).

Honestly, thats the only thing I'd consider changing. The rest all looks good to me.

The main thing I'd be worried about is the lack of movement, you've only got one rhino, so getting your troops where they need to be will be a bit of a challenge, and you don't have any apothecaries by the looks of it, so surviving will be another challenge, if you can stick to cover the entire game (your whole army has move through cover so don't worry about it) you should still be fine against most AP3 weapons though.

 

something to keep in mind about the destroyer squad, unless you put a lot into them (roughly as much as Mortarion costs) you're usually not going to get your points back, doubly so if you don't take advantage of their unique wargear, 2 missile launchers can fire just fine out of a rhino that has moved at combat speed for example, and the troops inside will be slightly shielded from enemy fire, though I don't recommend you using this strategy since 1 rhino is a big target for whatever AT the opponent will have, normally it's a good idea to either put most of the army in transports (this way they can't shoot them all) or footslog it.

If you're worried about the moritat getting gunned down on his own, give him a jump pack and stick to cover (keep in mind he auto passes all dangerous terrain checks), that way he'll be able to get much closer to use his special ability.

 

You also seem to have many small squads, keep in mind that Horus Heresy armies start more expensive than normal, and only really become worth it when you get more marines in a squad since it's much cheaper to add marines than it is to make a new squad, and you do not have And They Shall Know No Fear, if two marines die in any of those small 5 man squads, they could run for the table edge and leave because they do not automatically regroup, if you group those two tactical support squads together you'll not only have enough points for a second Rhino, but you can also give it an extra weapon like a heavy flamer with chem-munitions or you can get another marine for a different squad, or beef up one of the sergeants for example.

 

I also agree with Slipstreams, Volkite weapons for me win over the Rotor stuff, though the rotor isn't that bad, it just makes the squad into more of a poor man's Heavy Support Squad in my opinion.

Thanks for all the advice. We are doing a modified version of the Isstavan 3 battle, "The Red Angel Cometh". UltraCaptain, my friend and feel the same way about he moritat, so that is all good. You are all right about the mobility. Although, in this case, my friend is playing World Eaters and mostly be coming to me. World Eater don't work good unless they are assualting. 

 

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.