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What are you currently running? I primarily use firstborn, except for troops, so I don't know if that necessarily is your issue - but you are certainly handicapping yourself if you are only running tacticals as your troops. Incursors and assault intercessors are simply superior choices.

 

If you are deadset on not running primaris, then I'd probably recommend a vanguard detachment. Run a mix of a chapter master, Astorath, lots of MSU DC w/ hammers, an ancient, sang guard, and attack bikes w/ MM. The key to overcoming the invulns and FNPs is weight of fire and massed effects. Concentrate your forces but not until the time is right - usually T3.

I am stuck with tacticals unfortunately and we are only playing 1k so far. Board size is insanely small this edition it seems.

 

I may be rushing in too quickly. Never sure what secondaries to go for either. I committed super hard to first strike this game but by 2nd turn my army was basically gone. I can post the list I've been trying to use later. I'm definitely using some pretty bad units like Baal preds and tacticals in drop pods. Tac squads just have so little bite it feels sad. I'm prone to whiff the 1 special weapon they get which doesn't help either.

 

Redemptor dread and his armywide invulnerable are really the toughest things I think. The -1 damage is very deterring for me on the dread

Tac squads don't need the manoeuvrability of a drop pod in small games, are your baals flaming baals or dakka ones? I'd prob go dakka if you can and hit him from a far away as you can for as long as you can, looking to soften him up or thing his units out before they reach you or to make your counter assault more successful at chewing through him.

Yeah, i put the tacticals in a pod to drop in his deployment zone and get relentless assault secondary turn 1. They got points but couldnt save the rest of my army lol.

 

I used a Flamer Baal this last game and it wiped a squad with overwatch (he wont make that mistake again) and did a fair bit of damage. Unfortunately the redemptor dread and helbretchs melta gun wrecked it. The redemptor eats a unit per turn easily. My plan is to ignore it because its so hard to kill but maybe thats a bad idea.

 

Maybe i'll revive my WIP thread to discuss my tactics poor unit choices haha

Edited by Brother Lemartes

The redemptor eats a unit per turn easily. My plan is too ignore it because its so hard to kill but maybe thats a bad idea.

It is tricky I agree. The Redemptor is a great unit for any Marine army but particularly for Templars with the 5++ vow. I think ultiimately that its damage output is just too high to ignore it.

 

The best option for dealing with it is probably melta. Provided you get past the Invulerable save, you will be wounding on a 3+ and each failed save is D6-1 wounds or D6+1 at close range. You could try plinking away from long range with missile launchers or Lascannons but line of sight may be an issue.

 

I normally run a trio of Multimelta attack bikes as my basic source of anti-tank but other options like Eradicators can work well too.

Yester-Today I had a small game against Crimson Fists, which I won comfortably. I tried a variation of Keeb's list  from page earlier modified to 1500pts and units that I had on hand and I really liked Astorath+SG+DC+Dread as a base for a list.
I exchanged Chapter Master for Primaris Techmarine to support the Dread (Levi) and added Eradicators for extra melta muscle as well as Suppressors to support my charging CC specialists. I think I'll play with this further.

Yester-Today I had a small game against Crimson Fists, which I won comfortably. I tried a variation of Keeb's list from page earlier modified to 1500pts and units that I had on hand and I really liked Astorath+SG+DC+Dread as a base for a list.

I exchanged Chapter Master for Primaris Techmarine to support the Dread (Levi) and added Eradicators for extra melta muscle as well as Suppressors to support my charging CC specialists. I think I'll play with this further.

Glad to hear it! I’m tinkering further as well - looking at dropping the VanVets for another redemptor

Nice work indeed!
It's really good that added some flock to the rock as well.Helps to blend both terrain types. I would personally still touch up the many rivets on him with very light grey colour. It will give them and the whole mini that extra pop without much effort. But that's me and I have a friend that keeps yelling at me if i don't mark the rivets enough :tongue.:

Oh, how I hate that necron ribcage on this model's plastron :teehee: I think it's the only reason I decided not to buy one. But the crozius is sweeeet.

Edited by Majkhel

Sounds like an interesting build, a lot of eggs in one basket though?

Actually he is surprisingly cheap at just 115 points and a couple of CPs (unless he gets your free WLT and Relic). With just his standard Crozius, his hitting power is only middling but Mantra of Strength buffs him up quite nicely and het gets built-in rerolls to Hit and Wound meaning the attacks he makes should stand a decent chance of getting through.

 

And once you reach T3 and hit the Assault Doctrine, he gets even better.

This is a little overdue, but here's the Sanguinary Guard I finished painting about a month ago, led by my kitbashed Dante.

SangGuard And Dante

 

On a different note, I want to give a terminator Captain a combi-melta. The only one I had came from the chaos terminator lord box. I shaved off all the arrows and spikes, but i left the chainsword attachment because removing it would be a pain. Anyway, does this look de-chaosified enough?

combimeltaflipside

Combimelta

 

The arm is from an inceptor because the original was held in the wrong hand.

Edited by Paladin777

BA today.
Built up a soft list to use in a game with a friend next week. (Finger crossed that we get to play.) 
On the hobby front I am going to paint 4 more heavy hellblasters. I only have 10 hell blasters left from my back log. sadly only 4 of those are heavy hell blasters. I have bits to build a 5th one but not every bit to do that. I may order a single from Black Dagger games. 

Hope to get back to my BA thread later this month or next. I am hopeful to have some more models to paint and show. Really hope I get those ATV's in the near future. 
 

WiP Company Veteran sergeant with jump pack, lightning claw and storm shield I'm working on right now. Ready to prime him and the rest of the company command units.
Really liking the BGV sgt for fancy conversions.

Company Veteran Sergeant with JP, LC and SS

 
Group shot of everything

Hidden Content

Company command wip group shot

 

 

I'm just about to start putting together my eliminators, and I'm torn between the las fusil (so good on a 2+ platform), or the bolt sniper rifle. There's pros and cons to each for sure, and I wanted to see if I could get opinions.

To some extent it depends on what else you have in your army. My personal feeling is that there are better sources of anti-tank in the Marine arsenal although 90 points for 3 shots is pretty cheap so if you are tight for points, the Las Fusils are not a bad option. The flat 3 Damage is also handy for dealing with Terminators, Gravis, Custodes and Plague Marines etc.

 

On the other hand, the Bolt Sniper Rifles are some of the best sniper weapons in the game. 9th edition seems to have seen a proliferation of buffing characters so the ability to delete an annoying psyker before they can interfere with your plans. A single squad probably won't one-shot Marine support characters but they may make opponents play more cagily with them which can be handy by itself.

 

The other thing to consider is that a Sergeant with Bolt Sniper Rifle or Instigator Bolt Carbine makes a great caddy for Quake Bolts using Angel Ascendent. They are much better on a BS2+ model and it frees up your Characters for more effective wargear.

 

TLDR, I prefer sniper Elinators unless you specifically have a need for the Las Fusils. Even if you want Las Fusils, consider having a bolt weapon on the Sergeant for Quake Bolts.

Edited by Karhedron

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