Jump to content

Recommended Posts

Hey,

 

Trying for a tournament list.

 

Kakophoni are firebase and apothecaries mitigate gets hot

 

Melta support marines go after vehicles

 

Leviathan goes after vehicles to pop them and set up palatine blade charge.

 

Javs outflank and are multipurpose.

 

I'm not stuck on anything other than the kakophoni.

 

EC Tourney 2k

Legiones Astartes

 

Lord Commander Eidolon: Rite of War (3rd Company Elite); jump pack 205

 

10 Kakophoni Chora: Orchestrator; 9 Kakophoni Chora 245

 

10 Kakophoni Chora: Orchestrator; 9 Kakophoni Chora 245

 

5 Tactical Support Marines: Tactical Support Sergeant (remove meltagun; melta bombs); 4 Tactical Support Marines; meltaguns 165

• Rhino: dozer blade; pintle-mounted multi-melta 55

 

Apothecarion Detachment

• Apothecary: artificer armour 55

• Apothecary: artificer armour 55

 

10 Palatine Warriors: Palatine Prefector (Phoenix power spear; melta bombs); 9 Palatine Warriors; 4 × Phoenix power spear; sonic shriekers; jump packs 410

 

Javelin Attack Speeder Squadron

• Javelin Attack Speeder: pintle-mounted multi-melta; 2 × hunter-killer missiles 75

 

Javelin Attack Speeder Squadron

• Javelin Attack Speeder: pintle-mounted multi-melta; 2 × hunter-killer missiles 75

 

Leviathan Pattern Siege Dreadnought Talon

• Leviathan Pattern Siege Dreadnought: Leviathan siege drill; cyclonic melta lance; armoured ceramite 315

• Dreadnought Drop Pod 100

 

2,000 points

Link to comment
https://bolterandchainsword.com/topic/341277-2k-3rd-company-elite/
Share on other sites

One of my other thoughts was dropping the tactical support squad for 4 sky slayer bikes with MM and melta bomb sarge. I do lose my third scoring unit however...

 

As you might have seen I am currently building a III-legion force on the basis of a non-competitive list, my AA is a HSS with ex:cussingpensive Las and also I enjoy the luxury of a bunch of destroyers... so do not trust me (or my daemon).

 

5 (4 in your list) Melta can be effective if you get them where you want, also they might draw some fire away from your two other scoring units. Same with bikes, but as you wrote they won't score and this can be a problem, if your Kakophonie are unlucky and fall apart early. But I would advice to look at this differently and rather focus to get something out of your troops and let them live another day, too.

 

AA is difficult when you have lots of specialist-infantry-boots on the ground (total of 30 Kakophonie and Palatines). So probably it is not necessarily about the big change and the question of where you can put more Melta, but spending points carefully and use units effectively. Let's look at some options:

 

  • Palatines option 1: In my opinion one overspends on the Palatines anyway, but you really go extreme with 10 including 4 Phoenix Spears. What are you going to send these guys against? Horus and his terminators? Pertutabo and the Iron Circle? I have not used them, but heard they die easily. They eat a fifth of your points and one has to see, if they make their points back. From the look of your list you do not plan to use them as a pure distraction or part of a hammer/anvil unit-combo? Also I do not see much use for that Meltabomb. While keeping the Sonic Shriekers I would rather also leave away the spears. That is only 365 pts (-45 pts).
  • Palatines option 2: It appears you will run them with Eidolon, so I would question if you are able to utilize all the points sunk here. Maybe you want that many PS for rule of cool, which is fine, but if you go a bit cheap here, you could use these points elsewhere. (total: -205 pts)
  • Palatines option 3: Alternatively you could use the very models with only one PS on the Sergeant and try them as Assault Marines. 10  with Phoenix Spear and Artificer Armour on the Sergeant and Combat Shields for all is 225 pts (total: -185 pts)
  • Kakophonie: Depending on your opponents and meta the Kakaphonie will see artillery fire as long as Palatines/Eidolon are in cover and the Leviathan is not yet on the ground, think DG or IW Medusas. You just do not have any tanks that were worth firing at and most people bring tanks and plenty of AA starting at 2k. So it would be a small change, but probably worth it to get a rhino and leave away one marine per squad to fit in the Apothecary. You have a better chance getting them to a place where they matter, you do not loose too many before you start to shoots plus you could use the rhinos as weapon platforms with some Melta? Running the Orchestrators naked makes it 260 pts each. Even if the rhinos get shot down before they fire their melt once, that means something else is not aimed at at that point in time. (total with both: +30)
  • Javelins are relatively cheap (although, only point wise) and have some nice options to come into play. You can have two Javelins with 1 HKM each per squad for 280 (total: +130).
  • Leviathan can really profit from the Phosphor discharger in case it get swamped with little angry men once it landed (total: +15).

Let's add up and see if we have created a delta we can use for extra Palatines, shall we?

 

So Palatine Opt.2 +/- everything else…(+++calculating+++) delta of 30. (If I did not make a mistake anywhere). That gives you one and a half Palatine. If you can live without the sonic shriekers that makes it two!

 

So what do we have now? Kakophonies with survivability, a better defended Leviathan, 7 Palatines (with only one Phoenix Spear though), no Melta Supports (they would have been dead anyway) and 4 instead of 2 Javelins.

 

What does it mean for the amount of Melta? Former list had 4 from the support plus 1 from their rhino plus 2 from the Javelins, this list brings 4 from the Javelins plus 2 on Rhinos. So no real loss here at all, but you have a much better chance to get Melta in place where needed and same for your Kakophonie troops. All for the price of 3 Palatines with 4 Phonenix Spears!

Edited by okonomiyakimarine

Leaving the Palatine Blades and Kakophoni in the open is a bit of a worry. They're both very expensive units that are just as easy to kill as regular Tactical Marines (ie. very easy). Quad Mortars, Vindicators, Heavy Support Squads, Support Squads, Scorpius tanks, Kheres Assault Cannons etc. will all make a mess of the Blades and Kakophoni. The Blades are particularly vulnerable because they don't have an apothecary and they have to advance towards the enemy to be effective (not to mention that Eidolon will be completely exposed once the squad is destroyed.

 

 

 

 

 

 

How does this list look?

 

 

HQ

Lord Commander Eidolon: 185pts.

 

Elites

Apothecarion Detachment:

3x Apothecaries with artificer armour.

 

Legion Veterans: 257pts.

7x veterans, sonic-shriekers, melta-bombs, vexilla, melta-gun, 3x power weapons.

Sergeant: artificer armour, phoenix power spear.

 

Legion Veterans: 241pts.

9x veterans, 7x combi-meltas, 2x melta-guns. Machine Killers.

Sergeant: combi-melta.

 

Troops

Kakophoni: 265pts.

8x Kakophoni.

Sergeant: - 

Rhino: dozer blade.

 

Kakophoni: 265pts.

8x Kakophoni.

Sergeant: - 

Rhino: dozer blade.

 

Fast Attack

Anvillus Drop Pod: 115pts.

 

Anvillus Drop Pod: 115pts.

 

Javelin Attack Speeders: 130pts.

2x javelins, mulri-melta, cyclone missile-launcher.

 

Heavy Support

Whirlwind Scorpius: 115pts.

 

Whirlwind Scorpius: 115pts.

 

1,997pts.

 

 

Eidolon rides in one of the Dreadclaws with the power weapon Veterans and an Apothecary. The Veterans are a much cheaper alternative to the Palatine Blades and they can take a much wider variety of weapons including melta-bombs, which makes them a bigger threat to vehicles (especially when combined with Eidolons thunder hammer). The Apothecary and the Dreadclaw give the squad some survivability, and the Dreadclaw greatly increases their manoeuvrability. Also, they're a scoring unit :tu:

Like the Palatine Blades they still struggle with dedicated/tough combat units (Firedrakes, Justaerin, Red Butchers etc.), but they're cheaper (even with the Dreadclaw), more versatile, more manoeuvrable and more survivable.

 

The Machine Killer vets are your support squad on steroids! Their alpha-strike capability is fantastic thanks to the drop pod and the +1 to penetration rolls thanks to Machine Killer.

 

The only problem with the two Dreadclaw units is that there is two of them... meaning that they can't both arrive turn 1. 

If you're facing an army that has some serious fire power that could cause your Scorpius tanks and Kakophoni some real trouble, I consider dropping the melta vets in first to try to neutralise the threat. Against a more balanced or combat focussed army I'd bring the combat vets and Eidolon in on the first turn and position them to take advantage of a potential turn 2 assault. Hopefully the Javelins/Scorpius will be able to open up some transports so that Eidolon and co. can get at the occupants. Even better if the melta vets come in turn 2 and destroys the transport of a high value target for Eidolon's unit to assault.

 

I've given each Kakophoni squad a Rhino with dozer blades. This increases their survivability and manoeuvrability. If the enemy has a lot of anti-infantry fire power hopefully the Rhinos will help the Kakophoni to survive long enough for the Scorpius tanks and melta vets to deal with those threats. It's important that the Kakphoni contribute to the army's damage output, but it's also important that they survive so that they can claim objectives.

 

The Javelins are fine, no need ti change anything.

 

I would have liked to keep the Leviathan, it's such a nice mini and the rules are fantastic, but I just couldn't fit it into the points limit...

 

The Scorpius tanks are very cheap (undercoated) and can be quite devastating to both infantry and light/medium tanks (S8 AP3 and hitting side armour thanks to barrage). Being able to fire indirectly is fantastic too.

 

 

 

So, missing out on the Leviathan is a shame, but this list is more survivable, manoeuvrable, and the Scorpius tanks add some nice fire power. 

Specialized veterans (melta, extra PW) are great in a jinking dread claw – how could i not think of that possibility!

 

Your list definitely is much, much stronger than the changes I had suggested in my list. It is rather staying inside the lines of the army suggested by the OP, yours seems actually dangerous.

But how do the veterans become scoring as an 'elite' unit? if your plan was to switch the RoW to PotL: The problem is the number of HSS in the standard force org, when Kakophonies are forced out of troops and into HSS where already 2 spots are occupied, isn't it? Not that the scoring is needed really, but i wondered...

 

edit: text scale

Edited by okonomiyakimarine

Leaving the Palatine Blades and Kakophoni in the open is a bit of a worry. They're both very expensive units that are just as easy to kill as regular Tactical Marines (ie. very easy). Quad Mortars, Vindicators, Heavy Support Squads, Support Squads, Scorpius tanks, Kheres Assault Cannons etc. will all make a mess of the Blades and Kakophoni. The Blades are particularly vulnerable because they don't have an apothecary and they have to advance towards the enemy to be effective (not to mention that Eidolon will be completely exposed once the squad is destroyed.

 

 

 

 

 

 

How does this list look?

 

 

HQ

Lord Commander Eidolon: 185pts.

 

Elites

Apothecarion Detachment:

3x Apothecaries with artificer armour.

 

Legion Veterans: 257pts.

7x veterans, sonic-shriekers, melta-bombs, vexilla, melta-gun, 3x power weapons.

Sergeant: artificer armour, phoenix power spear.

 

Legion Veterans: 241pts.

9x veterans, 7x combi-meltas, 2x melta-guns. Machine Killers.

Sergeant: combi-melta.

 

Troops

Kakophoni: 265pts.

8x Kakophoni.

Sergeant: -

Rhino: dozer blade.

 

Kakophoni: 265pts.

8x Kakophoni.

Sergeant: -

Rhino: dozer blade.

 

Fast Attack

Anvillus Drop Pod: 115pts.

 

Anvillus Drop Pod: 115pts.

 

Javelin Attack Speeders: 130pts.

2x javelins, mulri-melta, cyclone missile-launcher.

 

Heavy Support

Whirlwind Scorpius: 115pts.

 

Whirlwind Scorpius: 115pts.

 

1,997pts.

 

 

Eidolon rides in one of the Dreadclaws with the power weapon Veterans and an Apothecary. The Veterans are a much cheaper alternative to the Palatine Blades and they can take a much wider variety of weapons including melta-bombs, which makes them a bigger threat to vehicles (especially when combined with Eidolons thunder hammer). The Apothecary and the Dreadclaw give the squad some survivability, and the Dreadclaw greatly increases their manoeuvrability. Also, they're a scoring unit :tu:

Like the Palatine Blades they still struggle with dedicated/tough combat units (Firedrakes, Justaerin, Red Butchers etc.), but they're cheaper (even with the Dreadclaw), more versatile, more manoeuvrable and more survivable.

 

The Machine Killer vets are your support squad on steroids! Their alpha-strike capability is fantastic thanks to the drop pod and the +1 to penetration rolls thanks to Machine Killer.

 

The only problem with the two Dreadclaw units is that there is two of them... meaning that they can't both arrive turn 1.

If you're facing an army that has some serious fire power that could cause your Scorpius tanks and Kakophoni some real trouble, I consider dropping the melta vets in first to try to neutralise the threat. Against a more balanced or combat focussed army I'd bring the combat vets and Eidolon in on the first turn and position them to take advantage of a potential turn 2 assault. Hopefully the Javelins/Scorpius will be able to open up some transports so that Eidolon and co. can get at the occupants. Even better if the melta vets come in turn 2 and destroys the transport of a high value target for Eidolon's unit to assault.

 

I've given each Kakophoni squad a Rhino with dozer blades. This increases their survivability and manoeuvrability. If the enemy has a lot of anti-infantry fire power hopefully the Rhinos will help the Kakophoni to survive long enough for the Scorpius tanks and melta vets to deal with those threats. It's important that the Kakphoni contribute to the army's damage output, but it's also important that they survive so that they can claim objectives.

 

The Javelins are fine, no need ti change anything.

 

I would have liked to keep the Leviathan, it's such a nice mini and the rules are fantastic, but I just couldn't fit it into the points limit...

 

The Scorpius tanks are very cheap (undercoated) and can be quite devastating to both infantry and light/medium tanks (S8 AP3 and hitting side armour thanks to barrage). Being able to fire indirectly is fantastic too.

 

 

 

So, missing out on the Leviathan is a shame, but this list is more survivable, manoeuvrable, and the Scorpius tanks add some nice fire power.

Thank you both for the thoughtful insight. I quite like these changes you've made. The list still feels EC and dangerous. I am only really sad I've lost my blades and the jump packs on eidolon and co. Do you feel that leaving them as jump infantry is too dangerous? I would imagine that the 1st vets are also weaponmasters?

 

Is there any way you could foresee to keep the blades or is convention that they are over costed and die too easily?

 

I'm also sad to see the levi go but I do understand that the scorpius' are pretty devastating for the points and quite effective against multi-wound termies.

 

I would also imagine my AA is largely based upon volume of fire in this list?

Edited by Geoffy

Here's my take. It keeps the jump packs and some of the changes you've recommended. I can run eidolon and co behind the steel wall.

 

EC Tourney 2k

Legiones Astartes

 

Lord Commander Eidolon: Rite of War (3rd Company Elite); jump pack 205

 

9 Kakophoni Chora: Orchestrator; 8 Kakophoni Chora 225

• Rhino: dozer blade; pintle-mounted multi-melta 55

 

9 Kakophoni Chora: Orchestrator; 8 Kakophoni Chora 225

• Rhino: dozer blade; pintle-mounted multi-melta 55

 

Apothecarion Detachment

• Apothecary: artificer armour 55

• Apothecary: artificer armour 55

 

10 Palatine Warriors: Palatine Prefector (Phoenix power spear); 9 Palatine Warriors; 4 × Phoenix power spear; sonic shriekers; jump packs 405

 

8 Veteran Space Marines: Veteran Sergeant (combi-weapon); Machine Killers; 7 Veteran Space Marines; 5 × combi-weapon; 2 × meltagun 226

 

Javelin Attack Speeder Squadron

• Javelin Attack Speeder: pintle-mounted multi-melta; 2 × hunter-killer missiles 75

 

Javelin Attack Speeder Squadron

• Javelin Attack Speeder: pintle-mounted multi-melta; 2 × hunter-killer missiles 75

 

Anvillus Pattern Dreadclaw Drop Pod 115

 

Whirlwind Scorpius 115

 

Whirlwind Scorpius 115

 

2,001 points

 

To get to under 2k just drop one HK missile

 

The palatine blades and eidolon are intended for Death Star hunting and killing. I took a full size squad for some durability and ablative wounds before the spears start dying. Would anyone recommend dropping a few even knowing that and what would you then put those points into?

Edited by Geoffy

Here's my take. It keeps the jump packs and some of the changes you've recommended. I can run eidolon and co behind the steel wall.

 

EC Tourney 2k

Legiones Astartes

 

Lord Commander Eidolon: Rite of War (3rd Company Elite); jump pack 205

 

9 Kakophoni Chora: Orchestrator; 8 Kakophoni Chora 225

• Rhino: dozer blade; pintle-mounted multi-melta 55

 

9 Kakophoni Chora: Orchestrator; 8 Kakophoni Chora 225

• Rhino: dozer blade; pintle-mounted multi-melta 55

 

Apothecarion Detachment

• Apothecary: artificer armour 55

• Apothecary: artificer armour 55

It would be great to have an Apothecary for the Palatine Blades, but I understand that points are pretty restricted at 2kpts (Heresy is best at 2.5k-3.5k).

 

10 Palatine Warriors: Palatine Prefector (Phoenix power spear); 9 Palatine Warriors; 4 × Phoenix power spear; sonic shriekers; jump packs 405

These guys will be devastating on the charge. One of the main problems that I have with the Palatine Blades is that they usually devastate their opponents on the charge (and run them down with Crusader), but are then left in the open to face a turn of enemy shooting, or they fail to destroy their opponents and then they're only strength 4, AP3, with a 3+ save in subsequent rounds of combat. Ideally you would kill enough of the enemy on the charge that their return attacks wouldn't kill too many of the Blades, but not enough that they break from combat. Then hopefully the enemy doesn't get any more units into the assault during their turn and you're able to finish the rest of the squad during the combat phase (freeing you up to move/assault in you next turn). 

My advice would be to steer clear of Cataphractii Terminators (especially Legion specific, or Imperial Fists with storm shields).

 

8 Veteran Space Marines: Veteran Sergeant (combi-weapon); Machine Killers; 7 Veteran Space Marines; 5 × combi-weapon; 2 × meltagun 226

Is this a 10 man squad? You can only take 1x meltagun per 5 Veterans. Changing one of the meltaguns to a combi-melta will save you 5pts (either keep the hunter-killer missile that you were going to lose or give the Palatine Prefector melta-bombs).

 

Javelin Attack Speeder Squadron

• Javelin Attack Speeder: pintle-mounted multi-melta; 2 × hunter-killer missiles 75

 

Javelin Attack Speeder Squadron

• Javelin Attack Speeder: pintle-mounted multi-melta; 2 × hunter-killer missiles 75

The hunter-killers are good, but consider whether it would be worth dropping them to give the Orchestrators artificer armour.

 

Anvillus Pattern Dreadclaw Drop Pod 115

 

Whirlwind Scorpius 115

 

Whirlwind Scorpius 115

 

2,001 points

 

To get to under 2k just drop one HK missile

 

The palatine blades and eidolon are intended for Death Star hunting and killing. I took a full size squad for some durability and ablative wounds before the spears start dying. Would anyone recommend dropping a few even knowing that and what would you then put those points into?

The best thing to do is to try it out at the event and then make changes (if you need to) based on your experience. It's difficult to say exactly how the list will go without knowing your opponents' play style and army lists, so I'd suggest just running something that you like the look of and then making some changes for the next time that you attend an event.

 

The Palatine Blades are a fantastic looking unit, that's why I've painted some up. If you love the models then include them! They can also be used to make some awesome looking Veterans or Seekers. I used the models to make a unit of Breachers, so I effectively have two units of Palatine Blade models (but only one of them is actually modelled as Palatine Blades).

 

It's more important that you enjoy playing the list that you build/model/paint that it is that it absolutely destroys all opposition. That's not really the style of the Heresy :thumbsup:

Edited by Kizzdougs

 

 

Here's my take. It keeps the jump packs and some of the changes you've recommended. I can run eidolon and co behind the steel wall.

 

EC Tourney 2k

Legiones Astartes

 

Lord Commander Eidolon: Rite of War (3rd Company Elite); jump pack 205

 

9 Kakophoni Chora: Orchestrator; 8 Kakophoni Chora 225

• Rhino: dozer blade; pintle-mounted multi-melta 55

 

9 Kakophoni Chora: Orchestrator; 8 Kakophoni Chora 225

• Rhino: dozer blade; pintle-mounted multi-melta 55

 

Apothecarion Detachment

• Apothecary: artificer armour 55

• Apothecary: artificer armour 55

It would be great to have an Apothecary for the Palatine Blades, but I understand that points are pretty restricted at 2kpts (Heresy is best at 2.5k-3.5k).

 

10 Palatine Warriors: Palatine Prefector (Phoenix power spear); 9 Palatine Warriors; 4 × Phoenix power spear; sonic shriekers; jump packs 405

These guys will be devastating on the charge. One of the main problems that I have with the Palatine Blades is that they usually devastate their opponents on the charge (and run them down with Crusader), but are then left in the open to face a turn of enemy shooting, or they fail to destroy their opponents and then they're only strength 4, AP3, with a 3+ save in subsequent rounds of combat. Ideally you would kill enough of the enemy on the charge that their return attacks wouldn't kill too many of the Blades, but not enough that they break from combat. Then hopefully the enemy doesn't get any more units into the assault during their turn and you're able to finish the rest of the squad during the combat phase (freeing you up to move/assault in you next turn).

My advice would be to steer clear of Cataphractii Terminators (especially Legion specific, or Imperial Fists with storm shields).

 

8 Veteran Space Marines: Veteran Sergeant (combi-weapon); Machine Killers; 7 Veteran Space Marines; 5 × combi-weapon; 2 × meltagun 226

Is this a 10 man squad? You can only take 1x meltagun per 5 Veterans. Changing one of the meltaguns to a combi-melta will save you 5pts (either keep the hunter-killer missile that you were going to lose or give the Palatine Prefector melta-bombs).

 

Javelin Attack Speeder Squadron

• Javelin Attack Speeder: pintle-mounted multi-melta; 2 × hunter-killer missiles 75

 

Javelin Attack Speeder Squadron

• Javelin Attack Speeder: pintle-mounted multi-melta; 2 × hunter-killer missiles 75

The hunter-killers are good, but consider whether it would be worth dropping them to give the Orchestrators artificer armour.

 

Anvillus Pattern Dreadclaw Drop Pod 115

 

Whirlwind Scorpius 115

 

Whirlwind Scorpius 115

 

2,001 points

 

To get to under 2k just drop one HK missile

 

The palatine blades and eidolon are intended for Death Star hunting and killing. I took a full size squad for some durability and ablative wounds before the spears start dying. Would anyone recommend dropping a few even knowing that and what would you then put those points into?

The best thing to do is to try it out at the event and then make changes (if you need to) based on your experience. It's difficult to say exactly how the list will go without knowing your opponents' play style and army lists, so I'd suggest just running something that you like the look of and then making some changes for the next time that you attend an event.

 

The Palatine Blades are a fantastic looking unit, that's why I've painted some up. If you love the models then include them! They can also be used to make some awesome looking Veterans or Seekers. I used the models to make a unit of Breachers, so I effectively have two units of Palatine Blade models (but only one of them is actually modelled as Palatine Blades).

 

It's more important that you enjoy playing the list that you build/model/paint that it is that it absolutely destroys all opposition. That's not really the style of the Heresy :thumbsup:

I understand. I'm not trying to powergame but I would like to make smart choices and try to utilize my points well. I'm all about rule of cool too and the palatine blades might be just that.

 

I do wish I could somehow squeeze the Levi in but without a drop pod I'm not sure how useful they are footslogging around.

You could just go with your original list and then make any changes that you wanted to afterwards. The list that I suggested and your list share a pretty similar core so it wouldn't be difficult to add some new units at a later time if you wanted to. Plus most Heresy games are over 2k points anyway, so any units that you add could just be added to your original list for larger games :tu:

You could just go with your original list and then make any changes that you wanted to afterwards. The list that I suggested and your list share a pretty similar core so it wouldn't be difficult to add some new units at a later time if you wanted to. Plus most Heresy games are over 2k points anyway, so any units that you add could just be added to your original list for larger games :tu:

Well let me ask you. Do you think two troops choices are enough at 2k?

Troops aren't what matters, it's all about scoring units. Troops are the easiest/cheapest scoring units, but Veterans, Terminators, and Seekers are all scoring as well. Don't count how many Troop choices you have, count the number of scoring units :tu:

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.