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just for fun and for fluff


marvmoogy

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I've picked up a Land Raider.  I was going to run it in my Deathwing and paint it up accordingly but, have after much musing decided I must stick to one project and finish my greenwing off first (despite getting a couple of contemptors recently....tsk tsk)

 

Anywho.....I'm building a battle company.  It's going to have an armoured feel (a rhino for each squad, demios command rhino and a razorback) and then I thought about 10 Company Veterans loaded in the Land Raider.

 

Now, bear with me here.....

 

10 Company veterans with a couple of power fists is 230 points.  They get 2 attacks base, 3 if you swap the bolters for CCWs.  4 if they charge in.

 

Land Raider is 250.  

 

40 attacks coming in, 8 of which with x2 strength isn't to be sniffed at by a long shot!  

 

That's 32 strength 4 attacks and 8 str 8 coming in a turn of combat....and not including the TL-LC, HB and optional MM fire from the Raider softening things up first.

 

I think this could be quite fun - especially for less than the cost of 5 termies in a Deathwing Land Raider  - what do you guys make of it?

 

The company vets fit well into my take on the 3rd company and having a Land Raider as a transport (Ok, I know it isn't a dedicated transport, but think fluff).

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I've picked up a Land Raider. I was going to run it in my Deathwing and paint it up accordingly but, have after much musing decided I must stick to one project and finish my greenwing off first (despite getting a couple of contemptors recently....tsk tsk)

 

Anywho.....I'm building a battle company. It's going to have an armoured feel (a rhino for each squad, demios command rhino and a razorback) and then I thought about 10 Company Veterans loaded in the Land Raider.

 

Now, bear with me here.....

 

10 Company veterans with a couple of power fists is 230 points. They get 2 attacks base, 3 if you swap the bolters for CCWs. 4 if they charge in.

 

Land Raider is 250.

 

40 attacks coming in, 8 of which with x2 strength isn't to be sniffed at by a long shot!

 

That's 32 strength 4 attacks and 8 str 8 coming in a turn of combat....and not including the TL-LC, HB and optional MM fire from the Raider softening things up first.

 

I think this could be quite fun - especially for less than the cost of 5 termies in a Deathwing Land Raider - what do you guys make of it?

 

The company vets fit well into my take on the 3rd company and having a Land Raider as a transport (Ok, I know it isn't a dedicated transport, but think fluff).

A more interesting idea would be to give them all storm shields and power mauls/axes this basically makes a not-terminator with a 3+ armor, 3+ invul and either s+ 1 ap2 or s+ 2 ap 3 they also all can retain pistols to get their 4 attacks on the charge. In a perfect world I'd give the sarge and axe and everyone else a maul. Now u have 36 s6 ap3 concussive attacks and 4 s5 ap2 attacks

 

I actually run 5 of these with Ezekiel as part of my 2000 points list, these are in a razorback and advance in support of proper dwt's in order to pass on zekes ws +1 to those who can use it.

 

At ws5 (6 for my warlord) I'm hitting on 2 and 6's with my models and that's bad news for the enemy if they let me get close, my only dilema is that several of my current friends have moves to ia armies and hh rules so ccing is difficult for me because their that much better than us with their crazy hh doodads and angry hq choices from ia.

 

So I'm going to need to chase down more players it makes life hard for me.

not to rain on your parade, maybe you just typed it wrong.  But power mauls are ap 4 not ap 3, which makes a very significant difference.  Also you are only ever gonna hit on 3's at best, not a 2 like you mentioned.  Just a couple important clarifications :P

Overall it just isn't really a close combat game in this edition unless you can spam it super cheap like Orks or Nids, and even then it's got to be super concentrated.

 

I'd advise maelstrom to make it more balanced but the squad itself? I'd definitely playtest something like that before committing to it.

I think that'd be a great and fun unit to steam roll forward with! Especially if you're keeping things fluffy. Kudos for keeping them cheap!

 

 

If you need a warlord azzy could compliment the vets well, 4++, and furious charge coming out of the raider.

Overall it just isn't really a close combat game in this edition unless you can spam it super cheap like Orks or Nids, and even then it's got to be super concentrated.

 

I'd advise maelstrom to make it more balanced but the squad itself? I'd definitely playtest something like that before committing to it.

 

I've only played a few games this edition, but I have to disagree.  Whilst shooting is of course strong, I have taken more VPs through CC.  

 

I've always been a gunline kind of player but recently, the joys of CC have really opened my eyes which is why I'm thinking of this unit.

 

 

As for Azzy as a Warlord....you sir, have just hit the nail on the head.  My army build will see Azzy, Ezekiel and Asmodai with a full battle company.  I really need to get WIP pics up at some point!

not to rain on your parade, maybe you just typed it wrong. But power mauls are ap 4 not ap 3, which makes a very significant difference. Also you are only ever gonna hit on 3's at best, not a 2 like you mentioned. Just a couple important clarifications :P

veterans start at ws4, Ezekiel makes them ws5

 

not to rain on your parade, maybe you just typed it wrong. But power mauls are ap 4 not ap 3, which makes a very significant difference. Also you are only ever gonna hit on 3's at best, not a 2 like you mentioned. Just a couple important clarifications :P

veterans start at ws4, Ezekiel makes them ws5

 

Right, WS 5 will hit WS 1,2,3, and 4 on 3+. You'll never hit on a 2+ with out special rules in this edition.

The 2 vets with power fists won't get the charge bonus unless you give them another fist or lightening claw, being a specialist weapon and what not... Sounds like a pretty beefy unit though...

 

you gonna throw your azreal, Ezekiel, and asmodai in the raider with them? That could be pretty awesome. 4+ invul, +1 ws, rerolls on the charge plus you have a force weapon, asmodai's id Blades of Reason, and azreal's combi plas.. Let us know how that works out for you!

not to rain on your parade, maybe you just typed it wrong. But power mauls are ap 4 not ap 3, which makes a very significant difference. Also you are only ever gonna hit on 3's at best, not a 2 like you mentioned. Just a couple important clarifications tongue.png

veterans start at ws4, Ezekiel makes them ws5

Right, WS 5 will hit WS 1,2,3, and 4 on 3+. You'll never hit on a 2+ with out special rules in this edition.

id also like to ammend my last post in that the point is to give the standard veterans a higher strength melee weapon to smash apart the cheap infantry and boost their chance to wound, while giving the sargeant a low ap weapon that will at least give him the chance he needs to punch through the armor of a a cheap independant character and other squad sargeants. mixing in axes into the generic marines might not be a bad idea either but it requires finding the right balance vs the armies you play to get the exact mix right. in my position armor saves on enemies arent really an issue i dont see many enemies with 2 and 3+ armor saves or if i do their in small enough numbers i dont worry too much.

this also allows me to drown av 10 and av11 vehicles that i manage to charge in mauls and thats a lot of potential glances and penetrations in a squad that is pretty durable. i employ such a unit with ezekiel at 2000 points in support of my actual warlord as a secondary unit to charge targets with. in a perfect world i have them pile out behind the land raider bearing my terminators and warlord the previous turn, my warlord charges the following turn and then if they ow him and the target needs to die the veterans come and give them what for, or they will pop out from behind the raider and charge another unit to prevent them from getting involved in the cc or its aftermath. they arent my primary melee unit because they cant start in a raider, if they cold i would do away with terminators all together to be honest (omitting dwk's and dwcs) as they can fulfill the same roles as regular terminators for cheaper and do the job better most times.

another strategy that would be pretty funny would be giving them all ss/ melta guns and a drop pod (as a command squad), you now have incredibly durable sternguard that outpreform their vanilla cousins at short range and because of their superior saves and multiple use meltas their going to eventually pop your tanks if their not dealt with. thats a given. and clocking in at 200 points, you gotta be mad crimson fists paying your 190 for your 1 hit wonders

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