Jump to content

Recommended Posts

Hello brothers!

 

Going to attend a 1k point FLGS tourney coming up into about 3 weeks.  Was hoping to get some help planning out my force.

 

Shooting for a battalion, here's what I got so far:

 

HQS

Captain, jump, teeth of terra, stormshield

Lieutenant with ?

 

TROOPS

5 scouts, heavy bolter

5 tacticals, missile launcher

5 tacticals, heavy bolter

 

ELITES

5 vanguard vets, jump pack, 8x lt. claws, 1 stormshield and chainsword

 

FLYERS

1 stormtalon gunship, twin assault cannon and skyhammer missile

 

HEAVY

5 Devastators, 4 lascannons + 1 cherub

1 Hunter, skyspear, stormbolter and hunter killer missile

 

Altogether i'm at 978. Some thoughts, concerns, etc.

 

-I haven't decided what to give to the Lieutenant, if anything.

 

-Also thinking about swapping him out for a techmarine instead, and possibly another vanguard vet or 2.

 

-I'm not sold on including the stormtalon gunship. it's a little pricey (did I really do it right? 169 pts?) for a 1k pt game but i'm also thinking no one is going to expect a flyer like that so maybe it mauls stuff with impunity?

 

-people will probably raise an eyebrow at the hunter. This thing has proven itself time and again for me. It's a T8 (same as land raider) moveable wall with an always hitting lascannon. It's low enough threat level and high enough durability to never really bother messing with.  And it's good anti-air protection

 

-including 2 heavy bolters because I plan to take advantage of hellfire shell spamming.

Leave the lieutenant stock, and let him babysit the Devastators. Lascannons that reroll 1s to wound are brutal.

 

An Ironclad (also T8) with Dreadnought CCW, Dreadnought Chainfist, Meltagun, Heavy Flamer, and Ironclad Assault Launchers is 165 points. 4 points cheaper than your flier. I miss mine too, but even with the extra wounds, and -1 to hit, they are just too squishy.

Leave the lieutenant stock, and let him babysit the Devastators. Lascannons that reroll 1s to wound are brutal.

 

An Ironclad (also T8) with Dreadnought CCW, Dreadnought Chainfist, Meltagun, Heavy Flamer, and Ironclad Assault Launchers is 165 points. 4 points cheaper than your flier. I miss mine too, but even with the extra wounds, and -1 to hit, they are just too squishy.

 

Yeah I've been thinking about taking about the Gunship and replacing it with a dreadnought of some sort. Wasn't thinking an Ironclad though, was considering a Venerable.  He'd just stalk the backfield with a Heavy Plas, near the Lt, and dissuade anyone from trying to get in on the Devastators.  That would leave the Vanguard Vets to SFTS or just hop around to claim objectives.

I do not even run Tactical, just Scouts as Troops. Between Concealed Positions and SftS, I deploy my half that is required to be on the table, then I deploy the rest last minute on midfield objectives, in any gaps my opponent has foolishly left open, or I sew up and gaps that I had "mistakenly" left open. That last one especially, is great for when your opponent wants to leave units off the table just to take advantage of gaps on my deployment, now finds that he has to rethink that strategy. Also, I am a jerk about forgotten reserves. They are considered destroyed if not deployed by turn 4, and if that happens, I just say too bad.
I can't speak highly enough for my Stormtalon - I'd take it over the dreadnought. Letting it sit in hover in the Captains reroll bubble gives a very nice 2+ reroll 1 to hit anything on the field. Great for troop clearing and for getting a missile into the things that people don't expect to be hurt by it (like enemy Vanguard Vets). A tiny bit squishy, certainly, but 10 wounds keeps it up for at least a bit. I endorse the Stormtalon.

I do not even run Tactical, just Scouts as Troops. Between Concealed Positions and SftS, I deploy my half that is required to be on the table, then I deploy the rest last minute on midfield objectives, in any gaps my opponent has foolishly left open, or I sew up and gaps that I had "mistakenly" left open. That last one especially, is great for when your opponent wants to leave units off the table just to take advantage of gaps on my deployment, now finds that he has to rethink that strategy. Also, I am a jerk about forgotten reserves. They are considered destroyed if not deployed by turn 4, and if that happens, I just say too bad.

 

Well, that's the rules and it's a tournament :-)  I expect people to remember their units and play by the rules too.

 

At 1k points, you don't have a lot to work with.  I'd like to have a unit of Tacs to put in cover and rail on the heavy bolter, to always have the option of the Hellfire Shells.  I'll probably do one tac and 2 scout units, using the scouts exactly as you've suggested.

I can't speak highly enough for my Stormtalon - I'd take it over the dreadnought. Letting it sit in hover in the Captains reroll bubble gives a very nice 2+ reroll 1 to hit anything on the field. Great for troop clearing and for getting a missile into the things that people don't expect to be hurt by it (like enemy Vanguard Vets). A tiny bit squishy, certainly, but 10 wounds keeps it up for at least a bit. I endorse the Stormtalon.

 

That's been my experience with it also.  Additionally trying to figure out how to get a techmarine into the list to repair it.

So I played a test game on Sunday against my FLGS owner's AdMech. 1000 pts, and I served up a hefty dish of dead martians.

 

My final list was:

Jump Pack captain with Thammer and StShield

Lt. with MC boltgun and Teeth of Tera

 

5 scouts, sniper and camo

5 scouts, heavy bolter

5 tacs, heavy bolter

 

3 bikes, 2 grav guns

 

1 redemptor dread, onslaught gatling, macro plasma, Icarus rocket pod, 2x storm bolters

 

1 hunter with hkm and storm bolter

5 devs, 4 lascannons and armorium cherub.

 

my opponent had:

1 tech priest dom

3x destroyers with grav cannons

3x destroyers with plasma

2x onagner dunecrawlers with missle, rocket pod, heavy stubber and autocannons

1x alien-head assassin

7x wyrdvane psykers.

 

And, once again, the Hunter lives through the entire game and pretty much blew up something every round :-)

I'm surprised your opponent didn't take the kastelan robots. Their invuln that reflects mortal wounds back like a Jedi makes them very survivable and scary.

 

He's working on them, WH.  We both only play with models that are fully painted and his KR aren't done yet.

 

I'm surprised your opponent didn't take the kastelan robots. Their invuln that reflects mortal wounds back like a Jedi makes them very survivable and scary.

 

He's working on them, WH.  We both only play with models that are fully painted and his KR aren't done yet.

 

 

That makes sense. Those things are beasts.

 

I dig the play-what's-painted philosophy and I'm looking forward to the day I can field a fully painted army. For now I do field some grey or black-primed stuff but every time I set up on the table there is more painted than the last time I was there.

How did the redemptor perform? Would love to hear your thoughts, seems like in a game this small it would be able to soak up a lot of pain.

 

He was the anchor of my list, and performed superbly.  The objective we drew (Dawn of War) was "Slay the Warlord".

So, on turn 2, my opponent dropped his assassin in to take out my Warlord (jump pack captain, thammer, st shield), as my Captain was babysitting my shooting and doing the bubble-buffs.  The assassin made his charge (with a rerol), but failed to kill me (thank god for storm shield, because the assassin ignores armor). I took 1 wound and did no damage in response (hitting on 6's).

 

On my next turn (turn 3), I fell back with Captain, who was then able to head out to go hunt down *his* warlord.  My redemptor dread charged the assassin, after being able to just punish his army with 3 rounds of captain+lt buffed shooting and tied up the Assassin for 3-4 close combat rounds before finally getting a wound through and killing him with redemptor fist (6 wounds with a reroll).

 

I should also note the "twist" for this game was "restoratives". So each round averaged 1 wound to my dread, but I always repaired it.

 

The -1 to hit from shooting and ability to put him in cover (combined with 13 t7 wounds) really added to his durability, to the extent that my opponent opted to pick softer targets for priority shooting (my scouts and my lascannon devastators). 

 

There really was just no good answer to him for my opponent in this game.

Oh the other thing I wanted to add here, Itvyper, (and anyone else) was cost comparison.

 

The Redemptor as I have him built is 197 points. I'm going for maximum range on guns to take advantage of our chapter tactic.

 

I also picked up a Venerable Dread this weekend because I'm toying with the idea of replacing the lascannon devastators with a twin las venerable dread.

It comes in at 182 points...which, is kinda mind blowing. for 15 more points I can get another Redemptor dread with way more dakka, mobility, and durability, at the expense of a little accuracy.  It's really the 40 points you pay for a dreadnought close combat weapon....why?? That's nuts, to me, while the Redemptor pays 0 for his redemptor fist. I've considered swapping out the Venerable's fist and stormbolter for a missile launcher, saving 17 points...but I get a twitch when I think about taking the teeth out of those 4 str. 7 attacks.

Edited by 9x19 Parabellum

Sounds like he did great. The increased wounds along with the -1 to hit makes him very durable. If I may ask, how were you healing a wound off him each turn?

 

I think the idea behind the venerable is that - like the redemptor - they both get punished by moving and trying to shoot, and the Venerable starts with that BS 2+. That along with the fact that he doesn't "degrade" like the redemptor or contemptor allows him to keep laying down the fire and moving pretty reliably. 

Sounds like he did great. The increased wounds along with the -1 to hit makes him very durable. If I may ask, how were you healing a wound off him each turn?

 

I think the idea behind the venerable is that - like the redemptor - they both get punished by moving and trying to shoot, and the Venerable starts with that BS 2+. That along with the fact that he doesn't "degrade" like the redemptor or contemptor allows him to keep laying down the fire and moving pretty reliably. 

 

The "Twist" card from Dawn of War; Restoratives.  At the beginning of each players turn, they pick a mode (or unit? can't remember) and heal it d3 wounds (can't bring back dead guys though).

 

Sounds like he did great. The increased wounds along with the -1 to hit makes him very durable. If I may ask, how were you healing a wound off him each turn?

 

I think the idea behind the venerable is that - like the redemptor - they both get punished by moving and trying to shoot, and the Venerable starts with that BS 2+. That along with the fact that he doesn't "degrade" like the redemptor or contemptor allows him to keep laying down the fire and moving pretty reliably. 

 

The "Twist" card from Dawn of War; Restoratives.  At the beginning of each players turn, they pick a mode (or unit? can't remember) and heal it d3 wounds (can't bring back dead guys though).

 

 

Ahhhhhh, I see now. I didn't connect the dots earlier when you said twist and used quotes. I have not had the chance to use that new deck yet, but it looks like a lot of fun and I have heard nothing but good things!

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 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.