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Fist 1,500pt game. Thoughts on it


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Today I played my first game with the new book at 1,500pts (been using my marines to finish off a campagn and then waiting for everyone to build up thier new armies/get back into the hobby) and I must say, my new stratagy of using two company commanders (one in a vendetta to help my valkyrie vets and the other hiding at the back to order my feild guns) and I must say ignore cover on plasma vets and madusai is devistating.

 

Even though he was using a list written to go against what I design my list around (aircraft and artillery) with a large unit of dark reapers, all with rockets to target my heavy guns (and who sat on a skyfire nexus. Lucky gits) and having two crimson hunters to target my aircraft, he still faild (going first did mean that he could kill my heavy gun before it did anything, but it ment his Hunters came in too early to do anything and were subsiquently shot down by my fliers). Then turn three happend and my command squad in vendetta landing perfectly and my plasmavets only scattering a little (losing one guy) with the ignore cover order killed off his unit of reapers, and my command sqaud bunt his rangers leaving him with a couple of guys scatterd around and a waveserpent witin chargerange of a melterbomb equiped unit.

 

Other highlights include:

Forgetting my psycic phase twice (doh, and I had invisibility which could have kept some of my guys alive)

the 6+save from my camo netting on my taurox saving it from two penatrating hits (who knew that the most advanced guns in the game can be defeated by some cut up road signs being welded to the sides)

And one of his wave serpents losing its last hp to a split fired flamer because I had nother else to do with a spare order.

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Sure thing. Here is my list. Also excuse spelling errors. I am a little tired and I am writing on a tablet

 

Company command sqaud 1 (warlord. Usualy)

Astropath, sniper, mortar, company standard and krak grenade (yay spare two poins)

 

Company command squad 2 (Ventetta)

Power lance, Bolt pistol, flamer, carrapace armour (everyone) company standard, Medic.

 

Preist

 

Command Salamander

Dozer Blade

 

Platoon command squad

4 Flamers, bolter, melterbomb, Taurox, cammo netting, searchlight (yay 1pt spare)

 

Infantry squad

Bolter, Autocannon, grenade launcher

 

Infantry Squad

Bolter, Autocannon, Grenade Launcher

 

Veterans

3 Melters, bolter, Demolitions

 

Veterans

3 Plasmaguns, Bolter

 

Valkyrie

Multiple Rocket pods

 

Valkyrie

Multiple rocket pods

 

Vendetta

 

Rapier Laser destroyer

Extra crewman

 

Heavy Mortar battery

secound heavy mortar

 

Earthshaker battery

Medusa Upgrade.

 

I dont think I would change anything in this list, I mean there were things that didnt do much but a lot of that was due to how the game went, rather then any inherant weakness. I mean, there is only so much you can do when the game ends turn 3 and thats when this list starts to roll.

Great work, remember that Eldars tears are worth more so keep them well stored ;) Your list looks like it has a good structure to it, getting more units dropped off makes a big difference to what they can do and endure - even more so with order support. Ignoring cover is a great order, one of my favourites easily :D

That is quite a solid list. What does the salamander do for you?

 

Is the power lance worth it or would another weapon in the squad be better points spent?

 

The salamander has its uses, both to draw fire from my taurox (otherwise it will die first turn due to it being the only vehicle) and it has an ability to -1 from a units cover save if it doesnt shoot, not great but could help in killing a unit with my guns if my orders dont go off. Also it being a tank helps to tank shot units into the right positions for me :p

 

The power lance hasnt been used really, this squad has been designed to fight small units and I only have it at 1.5k but since this is my first such game and he quit befor it could be used. Really I couldnt think of anything else to use since the sword is too weak and an axe is too slow and if they dont get the charge or last more than one round such a squad would react poorly unless its something like eldar or guard since they have weak armour and t3

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