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Hi all, my collection has grown so its time to build up to a 2000 point list.  Please let me know what you think to the list, thanks in advance.

 

HQ

Legion Praetor - Paragon Blade, boltgun, iron halo

 

Troops

Terror Squad (x10) - volkite charger, chainglaive, artificier armour

Terror Squad (x10) - volkite charger, chainglaive, artificier armour

Terror Squad (x10) - volkite charger, chainglaive, artificier armour

 

Elites 

Contemptor Mortis - Kheres X2, extra armour

Terminator squad (x5) - 5 combi meltas, 4 chainfists, 1 chainglaive, teleport transponder

Rapier Weapons Carrier - (X2) - Laser destroyer array

 

Fast

Javalin Attack Speeder - Multi melta, cyclone missile launcher

Javalin Attack Speeder - Multi melta, cyclone missile launcher

 

Heavy

Leviathan Dreadnought - storm cannon, seige claw, volkite charger (x2), 

                                         dedicated transport - dreadnought drop pod.

 

Rough plan is to infiltrate the Terror squads (one with the praetor attached) deep strike both the terminators and dreadnought and have the land speeders go down the flanks  to hit side armour. 

Edited by strawberry fist
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The list looks good, although I can't help but think you are missing a trick by not putting the terror squads in drop pods.

 

Here are some other suggestions:

 

  • Armoured ceramite and a phosphex discharger on the leviathan, it is a very large points investment at 2000 points so extra survivability and threat always helps 
  • Put 2 terror squads in drop pods, reduce 1 unit to 9 (to add the praetor in), then you have 3 pods in total, 2 coming in turn 1. Just make sure you keep the terror squads away from dreadnoughts
  • If you can find points for digital lasers on the praetor, it's a worthwhile upgrade

You could potentially drop the rapiers to help get the points you need for the changes, I don't think they are a great fit for the list

Thanks for the suggestions, I have a 'gentleman's agreement' with my opponent for no phosphex as we've found it too powerful.

If I were to drop a javelin, and one terror marine that generates enough points to add 2 drop pods and give the praetor digital lasers. I like the laser destroyers for killing land raiders and at the moment I can run them as two separate squads as I have a spare slot, they may not be the best but with rolling 2 dice for penetration because of ordnance it gives me more chance of penetrating armour 14. 

I like the “gentlemen’s agreement” system. Personally, to align with fluff, I prefer the “one in pods, all in pods” (or some other deep strike) system, but I don’t think that’s possible with this Rite of War and your options, maybe you’d consider that as another house rule? Edited by LameBeard

Praetor cannot infiltrate with the Terror Squad, since he doesn't have the rules required (a Termite would come in handy here indeed, infiltrate 2 squads and have the Praetor DS with the third one).

 

I'd highly recommend Melta Bombs on the Terror Squad, makes 'em even more versatile (they can take them since Book Nine).

I wasn’t sure as he becomes part of the squad that he joins. Think I’ll have to go for the amended list, melta bombs could be handy, can they all use them in combat (getting my edition rules mixed up)

 

In that case I’ll put the praetor in a pod with a terror squad and try and get the leviathan to drop nearby.

Drop podding the leviathan would most likely see him in close combat early on. I suggest to switch out his stormcannon to siege drill. Double close combat weapons is more useful when the dreadnought is drop podded. I understand you want some anit infantry shooting besides the twin Kheres on the contemptor, but since leviathan is drop podded you won't have use of the cannon turn one shooting, so go for double close combat weapon instead.

 

Usually dreadnoughts perform better when focusing on either close combat or shooting, and if you drop pod them then they should obvioulsy focus on close combat.

Edited by Imren

Drop podding the leviathan would most likely see him in close combat early on. I suggest to switch out his stormcannon to siege drill. Double close combat weapons is more useful when the dreadnought is drop podded. I understand you want some anit infantry shooting besides the twin Kheres on the contemptor, but since leviathan is drop podded you won't have use of the cannon turn one shooting, so go for double close combat weapon instead.

 

Usually dreadnoughts perform better when focusing on either close combat or shooting, and if you drop pod them then they should obvioulsy focus on close combat.

I can see the benefit of taking both fists though in the turn that it arrives it wouldn't really be able to damage much though thats why I thought about the storm cannon. 

 

I've managed to trial it in a game and it worked well, managed to eliminate 6 heavy weapons marines with missile launchers. The one area where it didn't do as well was when it charged, though that could have been to me rolling 1's to wound marines! 

I wasn’t sure as he becomes part of the squad that he joins. Think I’ll have to go for the amended list, melta bombs could be handy, can they all use them in combat (getting my edition rules mixed up)

In that case I’ll put the praetor in a pod with a terror squad and try and get the leviathan to drop nearby.

The issue is the order of deployment and the fact that infiltrate does not confer from between the unit and the IC. Infiltrators deploy after all normal deployments have been made, so an independent character without the rule will already have been deployed prior to the infiltrating unit deploying.

 

There’s a long section in the HH rule book about infiltrate and scout, although IMHO it’s wording is unnecessarily convoluted.

 

Cadmus

Concerning Raptors, they have become a great unit, especially in troops. In my opinion you can't really have a bad loadout on them as with discounted melee wargear it's not such a big deal (though i avoid lightning claws and guns or flamers). I've seen people employing all chainglaives squads, I prefer to keep half barebones and equip the rest with mix of glaives and axes. Huntmaster is rather exclusively taken with AArmour, rather oddly priced Headsman's Axe and Trophies. I take a squad (or two...) of 10.

Concerning Raptors, they have become a great unit, especially in troops. In my opinion you can't really have a bad loadout on them as with discounted melee wargear it's not such a big deal (though i avoid lightning claws and guns or flamers). I've seen people employing all chainglaives squads, I prefer to keep half barebones and equip the rest with mix of glaives and axes. Huntmaster is rather exclusively taken with AArmour, rather oddly priced Headsman's Axe and Trophies. I take a squad (or two...) of 10.

Tweaked list:

HQ

Legion Praetor - Paragon Blade, boltgun, iron halo

 

Troops

Terror Squad (x10) - volkite charger, chainglaive, artificier armour, Drop Pod

Terror Squad (x10) - volkite charger, chainglaive, artificier armour, Drop Pod

Terror Squad (x10) - volkite charger, chainglaive, artificier armour (could be swapped for the Night Raptor squad below)

 

Elites 

Contemptor Mortis - Kheres X2, extra armour

Terminator squad (x5) - 5 combi meltas, 4 chainfists, 1 chainglaive, teleport transponder

Rapier Weapons Carrier - (X2) - Laser destroyer array

 

Fast

Javalin Attack Speeder - Multi melta, cyclone missile launcher

 

Heavy

Leviathan Dreadnought - storm cannon, seige claw, volkite charger (x2), 

                                         dedicated transport - dreadnought drop pod.

 

 

I've tweaked my list from above and if I were to swap out the third Terror squad for a raptor squad (same points cost) would the following loadout be useful?

Night Raptors X10

Headsman -axe, artificier, 

3 chainglaives 

I'd definitely swap one Terror squad for the Raptors, nothing wrong with your loadout, looks useful. It will give you some mobility and a really deadly melee unit. Terror squad while surprising killy with volkite salvo and assault are not exactly melee blenders, they'll get the job done but you have to pick targets carefully as triggering TfM is absolutely crucial for such weak (WS4 S4) attacks. Enter Raptors - great mobility, way easier time picking correct targets for Talent for Murder, extra hits from Hammer of Wrath and Bloody Murder... they will deal twice as many if not more kills in melee and just the 3 chainglaives can erase similar numbers as a whole terror squad. And Huntmaster with the Axe acts in a pinch like good ol' Sevatar, having usually S8 Instant Death attacks with Rending, so especially while you get +1 to Initiative from Night you can really duel with 150+ pts HQs (you push around 0,52 ID wound on charge+TfM against 2+4++ character, waaay more than estimated 6s to wound on kitted out praetor with a paragon blade); Huntmaster'll likely die but it's still a good deal.

If I were to attach an apothecary with a jump pack to the raptor squad would they loose the Raptor Strike and Bloody Murder special rules?

They wouldn't lose the special rules unless there was part of the rules mentioning that the entire unit must be composed of models with that special rule, which there isn't.

 

If I were to attach an apothecary with a jump pack to the raptor squad would they loose the Raptor Strike and Bloody Murder special rules?

They wouldn't lose the special rules unless there was part of the rules mentioning that the entire unit must be composed of models with that special rule, which there isn't.

 

if the apothecary was to join them they wouldn't be able to use their jump pack twice with the Raptor Strike rule, is that correct?

 

 

 

If I were to attach an apothecary with a jump pack to the raptor squad would they loose the Raptor Strike and Bloody Murder special rules?

They wouldn't lose the special rules unless there was part of the rules mentioning that the entire unit must be composed of models with that special rule, which there isn't.

if the apothecary was to join them they wouldn't be able to use their jump pack twice with the Raptor Strike rule, is that correct?
Oh yeah, forgot about the raptor strike shenanigans, my bad. I'd say no second use of the pack, sadly! Since it says model only, so the apothecary would disable that in my mind. Similar to how the entire unit must have fleet to benefit from that rule.

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