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  1. - Top - End - #31
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Psychotic View Post
    So I've been running 'tactical' terminators for a few games now (5 man squad, Assault Cannon and 2 chainfists), and people keep on telling me to run a squad of 10 with two Cyclone Missile Launchers. Other than the increase in bodies, why would you take 10 and not use the standard 5 with a CML and a chainfist or two? Wouldn't that give you more points to spread out rather than putting a lot into one gigantic unit?
    Only reason I can think of would be to Combat Squad them for objective games and keep them together for kill point games (assuming that your codex has an option to make them scoring). But then, I don't play marines, so it could be something I'm missing.
    Last edited by Tome; 2011-03-30 at 07:24 PM.
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  2. - Top - End - #32
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    At some point in the relatively distant future, I'd like to build a Guard army. At 2000 points, this is what I have so far:

    Spoiler
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    HQ

    Company Command Squad – 280 pts
    Creed, Kell, Chimera

    Troops

    Infantry Platoon – 405 pts
    Platoon Command Squad: Meltagun x3, Chimera
    Veteran Squad: Meltaguns x2, Chimera
    Veteran Squad: Meltaguns x2, Chimera

    Infantry Platoon – 405 pts
    Platoon Command Squad: Meltagun x3, Chimera
    Veteran Squad: Meltaguns x2, Chimera
    Veteran Squad: Meltaguns x2, Chimera

    Fast Attack

    Devil Dog Squadron x3 – 360 pts
    Heavy Flamer

    Devil Dog Squadron x1 – 120 pts
    Heavy Flamer

    Bane Wolf Squadron x1 – 130 pts
    Heavy Flamer

    Heavy Support

    Leman Russ – 150 pts

    Leman Russ – 150 pts


    Thoughts?
    Last edited by Turcano; 2011-03-30 at 07:53 PM.


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  3. - Top - End - #33
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Turcano View Post
    At some point in the relatively distant future, I'd like to build a Guard army. At 2000 points, this is what I have so far:

    Spoiler
    Show
    HQ

    Company Command Squad – 280 pts
    Creed, Kell, Chimera

    Troops

    Infantry Platoon – 405 pts
    Platoon Command Squad: Meltagun x3, Chimera
    Veteran Squad: Meltaguns x2, Chimera
    Veteran Squad: Meltaguns x2, Chimera

    Infantry Platoon – 405 pts
    Platoon Command Squad: Meltagun x3, Chimera
    Veteran Squad: Meltaguns x2, Chimera
    Veteran Squad: Meltaguns x2, Chimera

    Fast Attack

    Devil Dog Squadron x3 – 360 pts
    Heavy Flamer

    Devil Dog Squadron x1 – 120 pts
    Heavy Flamer

    Bane Wolf Squadron x1 – 130 pts
    Heavy Flamer

    Heavy Support

    Leman Russ – 150 pts

    Leman Russ – 150 pts


    Thoughts?
    Well, Veteran Squads aren't taken as part of Infantry Platoons. They're their own Troops choice.

  4. - Top - End - #34
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Nameless Ghost View Post
    I cannot express how opposed I am to this. Wraithlords really aren't that great...
    Would it help if I qualified that statement with an additional "considering their points-versus-effectiveness ratio" sort of thing? Most Codices struggle to field something so good for such little cost,, even ones like Tyranids who specialise in having affordable (citation needed?) Monstrous Creatures.
    Alternatively, I'd genuinely like to know what you think is a better Heavy Choice for Eldar (regarding efficient points cost or otherwise) and why - or, perhaps, what would better serve instead of a Heavy choice if necessary?

    Not a lot of argument about the Phoenix Lords, mind, but then I have a soft spot for Karandras and Fuegan so I might be overlooking some of their smaller handicaps in the name of paraphrasing....

    I would run a Wraithlord with two heavy weapons, most likely the lance and missile, but in that case I would go for multiple Wraithlords. They aren't good in combat and the Wraithsword doesn't change that.
    I would disagree with the statement that "Wraithlord aren't very good in combat" as I believe that it's quite hard to call any s10 Monstrous Creature 'bad' when it comes to cracking open tanks and squashing Independent Characters, which is what you should ideally be using them for. And even if they just get used as a tarpit, that's fine.... so long as you're using them to tarpit something important!
    But since I recognise the intention behind what you wrote then I won't bother with rhetoric ("How does rerolling to hit not help in CC?") and instead say that I agree with your suggested tactics.
    Multiple Wraithlord with two Heavy weapons is a great way to use them, and personally I would prefer the power and/or flexibility offered by 3x Brightlance and 3x Missiles over three Prism Cannons, and Heavy Weapon Platforms are so situational that it's hard to class them in the same cataegory as a reliable Monstrous Creature.

    I've never seen a star cannon perform that effectively - they're more expensive and lack the rate of fire to really hurt anything.
    Different strokes for different folks metagames, I suppose. Among my usual opponents, few of my units are detested more than a Wave Serpent equipped with Star Engines and Star Cannons (which are still cheaper than Brightlances, after all) getting behind their light vehicles with reliable inevitability. Except maybe the afore-mentioned multiple Wraithlord.
    Maybe it's just down to my dice; strength 7 Heavy 2 always seems preferable to strength 'D' Heavy 1 regardless of the actual probability involved

    Much agreeing on the Farseer though - I'd say they're pretty much mandatory.
    He also stops your Wraithlords from falling asleep in the middle of a fight. The reasons for taking at least one Farseer just keep on piling up no matter what else you take in your army!
    Last edited by Wraith; 2011-03-30 at 08:10 PM.
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  5. - Top - End - #35
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    As promised, here is the second report from my tournament:

    A xenos incursion brings the wolves to a rocky wasteland--a short mission to purge the gribblies that had taken a foothold.

    The Sons of Russ
    Spoiler
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    270 - HQ - Valkur: wolf claw/storm shield/thunderwolf/2x fenrisian wolves/ saga of the warrior born, runic armor
    275 - Logan Grimnar
    100 - HQ - Rune Priest Tyr: Living Lightning/jaws of the world wolf;
    260 - Fast - 4 Thunderwolf Cavalry storm shield; melta bombs; power fist
    115 - Wolf's Hook - Elite- 5 Wolf Scouts: 2x power weapon; melta gun
    330 - Troops - 5x Wolf Guard combi melta/power fist; terminator armor/cyclone missile; Arjac
    110 - Skull Pack - Troops - 7x Grey Hunters: 1x meltagun
    95 - Wolfbones - Troops - 6x Grey Hunters: 1x meltagun
    145 - Hagalaz - Long Fangs: 2x missile launcher; 2x lascannon
    115 - Sunwolf Pack - 5 long fangs, 4x multimelta,
    ----->35 - Drop Pod


    Tyranids
    Spoiler
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    Tyranid Prime - Lashwhip & Bonesword

    3 Hive Guard
    3 Hive Guard
    3 Zoanthropes

    Mawloc
    Tyrannofex - Rupture Cannon/Stinger Salvo

    5 Genestealers - Adrenal Glands, Broodlord
    15 Termigants - Spinefist, Toxin Sacs

    14 Hormagaunts - Adrenal Glands
    6 Raveners - Deahtspitter


    Their Battle:
    Spoiler
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    This match was to be fought on objectives. Our cruisers scheduled a critical supply drop in this area. The bugs were racing to destroy them, while Logan personally oversaw the destruction of their detachment and claim these supplies uncontested. We prepared for a game setup of pitched battle. An interesting contest of armies given my maximum of 3 troops and his allotment of 2 to try and grab five objectives.

    The hive elected to take first turn, and deployed in two central pockets across the table, one with a Tyranid Prime, some hormagaunts and a few hive guard. The other with hive guard, a fex of some sort, some shooty warriors and termigants and 3 Zo's. Mawloc in reserve, genestealers outflanking, raveners deep striking.

    Terrain was sparse again. Skull Pack crowded into one piece in the corner directly across from the tyrannofex; Hagalaz settled atop the other near it and Wolfbones behind them. Valkur and all the wolves squeezed together in a tight formation between both pieces of terrain--the only blast weapons he had to fear were from the Zo's and they wouldn't last. Wolf's Hook was chosen to infiltrate--the gribblies A single Wolf guard stayed in reserve. Logan, Tyr, and Arjac joined the Sunwolves once more for glorious sky-dropped carnage.

    As the mission required us to set up before rolling the objectives, we were ready--I won first objective placement and put it as close to my troops as possible, it scattered even closer. He put his back with the unopposed nids, which scattered towards me. My next was as close to my troops and other objective as I could--it scattered right next to the first (rules stated they were permitted to scatter to illegal placement zones, but couldn't start there.) He placed his, and the third ended up basically on Hagalaz. The wolf scouts infiltrated close enough to the termigants and shooty warriors to be an appetizing target, but threatening if ignored.

    Turn 1:
    Tyranid first turn saw most of them running forward. The Zos bounced some psychic shots off Valkur's unit, mostly going wide. The ‘fex killed one of Valkur's pet fenrisians. Hormagants run up, putting them too close to the Thunderwolves. A few scouts died.

    The Sunwolves arrive. Skull pack moves into cover, waiting for the Genestealer threat to arrive and ensuring they strike first and strike last. Wolf-bones wraps around Hagalaz's flank. The Thunderwolves move up and the scouts move forward, waving power fists and swords enough to buy their pack mates enough time to bring victory. Superheated melta lashes into the Zoanthropes, annihilating 2 of the creatures, Tyr splits the earth beneath the Tyrannofex, swallowing the monster. Thunderwolves run, multicharging the remaining Zoanthrope and the Termigants, the Zo is cut down and Valkur begins tallying up kills for his Saga as bodies of the smaller aliens fall lifeless to the ground. The gribblies stand their ground as wolves circle around them.

    Turn 2:
    Hormagants run to counter-attack, the warriors finish the scouts off while the second hive guard fire shots into the Sunwolf pack, wounding Tyr and killed the pack leader. Genestealers sneak around near Skull Pack, but will be charging through cover today. Glorious combat is joined as the only other troop unit the tyranid player has slams into the Thunderwolves. Valkur the Warrior Born, wolf claw rerolls, and no retreat! saves end the fight before it had barely begun with a few wolves taking hits but staying up. Wolves consolidate toward the first hive guard. Skull pack kills most of the genestealers before they can even touch them, but the broodlord retaliates and his two remaining helpers manage to cut down several Grey Hunters.

    The single wolf guard arrives from reserve, quite worried that there won’t' be any nids left for him by the time he gets to the fight. Sunwolf pack runs to seal the deal on the Genestealer fight while the cavalry move between the Hive guard and the Warriors; a poor fleet roll marks the Hive Guard to die and they taste the fury of the Warrior Born & co. Hagalaz puts a few wounds on the other Hive Guard as they enjoy the clear view of the carnage their wolf brothers reap. The last of the Genestealers fall before the combined might of 3 packs of wolf brothers. All combats resolve in favor of the Sons of Russ, and the entire army creeps toward the Warrior brood.

    Turn 3:

    Raveners and The Mawloc has arrived. The raveners position themselves to trade fire with Wolfbones and Hagalaz while the Mawloc comes up directly underneath Sunwolf. Every multimelta dies as the Old Wolf, his Champion and Tyr leap to safety.

    While Valkur rides with the cavalry toward the warriors and Wolfbones drops bolter fire into the Raveners, Hagalaz turns about and fires on the monster that had emerged from the earth. Tyr splits the ground beneath it; Skull Pack unleashes krak missiles and pistols; Logan sprays the beast with his storm bolter, the single wolf guard puts a wound on the monster with his pistol. Arjac roars, hurling Foehammer at the abomination and stuns it--the wolves leap on their crippled prey, walking away victorious.

    Turn 4:

    The warrior prime in the back and his Hive guard try to move into range to pepper Hagalaz but are unable to make it. Raveners advance, firing more shots into Wolfbones; the Warriors move up on Logan, poor accuracy and tough-as-naill armor keeps the Great Wolf unharmed.

    Wolfbones and Hagalaz lay heavy fire into the Raveners. The remains of Skull Pack join up with Logan and Tyr to collect two objectives. An unwounded Valkur and 5 thunderwolves descend on the Warrior brood, who manage to hold by some miscarriage of fortune.

    Turn 5:
    The judge informs us this will have to be our last game turn.

    Raveners and Hive guard fire on Wolfbones, with the former managing to meet them in combat. Losses are heavy for the wolves but by the will of the Allfather they emerge victorious.

    With little left to do and time running out, Wolfbones claims a third objective and Hagalaz fires some pot shots at the advancing Hive Guard.

    3 objectives to 0; table Quarters and Victory Points are also uncontested in favor of Logan's force. Once again, the Sons of Russ claim all 20 battle points. Next match begins in just a few minutes: A fully mechanized Blood Angels company.

  6. - Top - End - #36
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Psychotic View Post
    Other than the increase in bodies, why would you take 10 and not use the standard 5 with a CML and a chainfist or two? Wouldn't that give you more points to spread out rather than putting a lot into one gigantic unit?
    I'm not sure what the question is, here. But, the problem that most people have with a unit of 5 Terminators, is that there's only one of them. Since Terminators are not Hammernators, they tend to die pretty quickly.

    Having 10, does, yes, indeed get you more bodies. But, one gigantic unit? No. Space Marines have this rad little rule called Combat Squads, meaning, that for small, elite units like Terminators, you actually get two units for one slot. And then spend your other Elite slots on Sternguard or Dreadnoughts. Meaning your opponent needs to spread out his fire if he wants to take out your Terminators
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  7. - Top - End - #37
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by DCGFTW View Post
    Well, Veteran Squads aren't taken as part of Infantry Platoons. They're their own Troops choice.
    Oh. The Codex was kind of confusing about that.

    Edit: Updated List:

    Spoiler
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    HQ

    Company Command Squad – 280 pts
    Creed, Kell, Chimera

    Troops
    Veteran Squad – 165 pts
    Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera

    Veteran Squad – 165 pts
    Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera

    Veteran Squad – 165 pts
    Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera

    Veteran Squad – 165 pts
    Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera

    Fast Attack

    Devil Dog Squadron x3 – 360 pts
    Heavy Flamer

    Devil Dog Squadron x2 – 240 pts
    Heavy Flamer

    Bane Wolf Squadron x1 – 130 pts
    Heavy Flamer

    Heavy Support

    Leman Russ – 150 pts

    Leman Russ – 150 pts
    Last edited by Turcano; 2011-03-30 at 08:49 PM.


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  8. - Top - End - #38
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    I have been wanting to run a Marine Drop Pod list for some time and was wondering whether or not this is a good idea for a good list (I don't have the codex so I don't know the points but I am wanting to go to around 1500 points so if you guys could tell me what would be 1500 that would be awesome of you)

    Captain with Dual Lightning Claws (or just one, I am not sure exactly what double lightning claws do exactly)
    3-5 Tactical Squads (10 man) with a flamer and (insert assault weapon here) all squads in Drop Pods
    Sternguard in a Drop Pod
    Maybe a Dreadnaught or two in drop pods if the points are still there.

  9. - Top - End - #39
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Craftworld View Post
    Captain with Dual Lightning Claws (or just one, I am not sure exactly what double lightning claws do exactly)
    Lightning Claws are one of the close-combat weapons that only gives you the bonus for an additional close-combat weapon when you have a matching pair.

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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Craftworld View Post
    I have been wanting to run a Marine Drop Pod list for some time and was wondering whether or not this is a good idea for a good list (I don't have the codex so I don't know the points but I am wanting to go to around 1500 points so if you guys could tell me what would be 1500 that would be awesome of you)

    Captain with Dual Lightning Claws (or just one, I am not sure exactly what double lightning claws do exactly)
    3-5 Tactical Squads (10 man) with a flamer and (insert assault weapon here) all squads in Drop Pods
    Sternguard in a Drop Pod
    Maybe a Dreadnaught or two in drop pods if the points are still there.
    This is fairly rudimentary advice, but you can arrange a pod list so that everything is on the board turn 1.
    HQ of your choice.
    Terminators w/pod
    Tac squad w/pod x3
    Shooty Dread w/pod
    Devastators w/pod
    Another squad of Dev's or a shooty dread w/pod.

    The shooty units (Dreads/Devs) Start on the table with their drop pods in reserve while everybody else comes down. You can use the remaining empty pods to drop on objectives or hinder enemy movement/vision when they arrive.

  11. - Top - End - #41
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by BoSheck View Post
    The shooty units (Dreads/Devs) Start on the table with their drop pods in reserve while everybody else comes down. You can use the remaining empty pods to drop on objectives or hinder enemy movement/vision when they arrive.
    Can you make dedicated drop pods Deathstorms? Because that would improve that tactic considerably.

    Edit: Apparently not. Boo.
    Last edited by Turcano; 2011-03-31 at 03:48 AM.


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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Turcano View Post
    Oh. The Codex was kind of confusing about that.
    How can it be that? Sure, the guard codex is SLIGHTLY more "advanced" in the layout than most other codices, but that's because a friggin' three-year-old could understand those.

    Sorry, major pet peave of mine. If you just read the codex, it is very clearly explained, and seen that an Infantry Platoon is one troop choice on the FOC, and may contain the following units....

    Quote Originally Posted by Turcano View Post
    Edit: Updated List:

    Spoiler
    Show
    HQ

    Company Command Squad – 280 pts
    Creed, Kell, Chimera

    Troops
    Veteran Squad – 165 pts
    Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera

    Veteran Squad – 165 pts
    Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera

    Veteran Squad – 165 pts
    Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera

    Veteran Squad – 165 pts
    Meltaguns x2, Heavy Weapons Team w/Lascannon, Chimera

    Fast Attack

    Devil Dog Squadron x3 – 360 pts
    Heavy Flamer

    Devil Dog Squadron x2 – 240 pts
    Heavy Flamer

    Bane Wolf Squadron x1 – 130 pts
    Heavy Flamer

    Heavy Support

    Leman Russ – 150 pts

    Leman Russ – 150 pts
    You don't see anything wrong with giving your veterans 2 weapons with an extremely short range and one weapon with moderately huge range, but that requires you to not move?

    I would recommed replacing the Lascannons with more Meltas and perhaps diversifying the veterans by giving at least one squad Plasmas (or you could do a CCS with 3 plasmas and a medic if you're worried about loosing men... but why are you then playing guard )

    Also, both Creed and Kell? That is one darn expensive Command Squad. I would replace Kell, and probably Creed as well (then again, my prefered command squad is the aforementioned tri-plasma-medic...
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Turcano View Post
    Oh. The Codex was kind of confusing about that.
    ... No. No it was not.
    "Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein


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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Multiple Wraithlord with two Heavy weapons is a great way to use them, and personally I would prefer the power and/or flexibility offered by 3x Brightlance and 3x Missiles over three Prism Cannons, and Heavy Weapon Platforms are so situational that it's hard to class them in the same cataegory as a reliable Monstrous Creature.
    Yeah, i gotta say though, you can get a lot of fun out of a D-cannon if your army isnt based on jetbikes, and a singel battery cost about as much as a singel wraithlord.
    thnx to Starwoof for the fine avatar

  15. - Top - End - #45
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by FlyingScanian View Post
    How can it be that? Sure, the guard codex is SLIGHTLY more "advanced" in the layout than most other codices, but that's because a friggin' three-year-old could understand those.

    Sorry, major pet peave of mine. If you just read the codex, it is very clearly explained, and seen that an Infantry Platoon is one troop choice on the FOC, and may contain the following units....
    I must have interpreted Veteran Squads as being equivalent to Infantry Squads for the purposes of forming a platoon. In a way, I'm glad that was a mistake, since I didn't really want a Platoon Command Squad in the first place.

    Quote Originally Posted by FlyingScanian View Post
    I would recommed replacing the Lascannons with more Meltas and perhaps diversifying the veterans by giving at least one squad Plasmas (or you could do a CCS with 3 plasmas and a medic if you're worried about loosing men... but why are you then playing guard )
    Is it better to put plasma guns all in one unit or to give each unit one plasma gun?

    Quote Originally Posted by FlyingScanian View Post
    Also, both Creed and Kell? That is one darn expensive Command Squad. I would replace Kell, and probably Creed as well (then again, my prefered command squad is the aforementioned tri-plasma-medic...
    I've always been told that Creed and Kell should always go together, and I want Creed for alpha-striking.


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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    It is always better to specialize your squads' weapon loadouts, since they can't split fire. Never give veterans a mix of special weapons; it guarantees that some of your weapons will be useless no matter what you're shooting at.
    "Courage is the complement of fear. A fearless man cannot be courageous. He is also a fool." -- Robert Heinlein


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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Alright, here's the list updated again:

    Spoiler
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    HQ

    Company Command Squad – 280 pts
    Creed, Kell, Chimera

    Troops
    Veteran Squad – 155 pts
    Meltaguns x3, Chimera

    Veteran Squad – 155 pts
    Meltaguns x3, Chimera

    Veteran Squad – 155 pts
    Meltaguns x3, Chimera

    Veteran Squad – 170 pts
    Plasma Guns x3, Chimera

    Fast Attack

    Devil Dog Squadron x3 – 360 pts
    Heavy Flamer

    Devil Dog Squadron x2 – 240 pts
    Heavy Flamer

    Bane Wolf Squadron x1 – 140 pts
    Heavy Flamer, Storm Bolter

    Heavy Support

    Leman Russ – 165 pts
    Lascannon

    Leman Russ – 165 pts
    Lascannon
    Last edited by Turcano; 2011-03-31 at 05:02 AM.


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  18. - Top - End - #48
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Turcano View Post
    Alright, here's the list updated again:
    It's...Really good. But, when you make Mech Guard properly it usually is.

    I see up thread Creed and Kell arguments...So...
    If you want Kell, take Creed.
    If you want Creed, you don't need Kell, entirely optional.

    That's all I'll say on the matter. But, having Creed and Kell in Mech Guard is pretty pointless. You can't receive Orders from inside a vehicle, which is where your Infantry should be spending at least 100% of their time, and what Creed is for.

    A couple of Gunships in place of one of the Devil Dog squads wouldn't go amiss either. And you save points by losing a few Chimeras.

    I'd swap your HQ out for a pair of Lord Commissars or some Primaris Psykers. Mechanised do well with either.
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Turcano View Post
    Alright, here's the list updated again:

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    HQ

    Company Command Squad – 280 pts
    Creed, Kell, Chimera

    Troops
    Veteran Squad – 155 pts
    Meltaguns x3, Chimera

    Veteran Squad – 155 pts
    Meltaguns x3, Chimera

    Veteran Squad – 155 pts
    Meltaguns x3, Chimera

    Veteran Squad – 170 pts
    Plasma Guns x3, Chimera

    Fast Attack

    Devil Dog Squadron x3 – 360 pts
    Heavy Flamer

    Devil Dog Squadron x2 – 240 pts
    Heavy Flamer

    Bane Wolf Squadron x1 – 140 pts
    Heavy Flamer, Storm Bolter

    Heavy Support

    Leman Russ – 165 pts
    Lascannon

    Leman Russ – 165 pts
    Lascannon
    I'll be more blunt than Cheesegear. Dump Creed and Kell. They're for footslogger lists, which this is not.
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Renegade Paladin View Post
    I'll be more blunt than Cheesegear. Dump Creed and Kell. They're for footslogger lists, which this is not.
    Well, you don't have to say it like that. But, entirely true. I was only trying to say why Creed was crap in a Mech list.
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Instead, you should take the Bionic Man, a medkit and some meltas.

    Personally, I'd actually just take a Primaris Psyker and use the rest of the points for more things.

    Here's what I personally would run at 2000:
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    HQ:
    Primaris Psyker: 70

    Troops:
    Veterans, 3x Melta, Chimera: 155
    Veterans, 3x Melta, Chimera: 155
    Veterans, 3x Melta, Chimera: 155
    Veterans, 3x Melta, Chimera: 155

    Fast Attack:
    Vendetta Gunship with HB sponsons: 140
    Vendetta Gunship with HB sponsons: 140
    Vendetta Gunship with HB sponsons: 140

    Heavy Support:
    3x Hydra: 225
    2x Demolisher: 330
    2x Demolisher: 330


    It might be a bit heavy on the anti-tank, but the Demos and Hydras should put dents in infantry. It's just my personal preferences on a lot of the things though. I thought I'd put it up to give you some ideas of what I think would work.

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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by BoSheck View Post
    As promised, here is the second report from my tournament:
    Thank you for that. And well written!

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    3 objectives to 0; table Quarters and Victory Points are also uncontested in favor of Logan's force. Once again, the Sons of Russ claim all 20 battle points. Next match begins in just a few minutes: A fully mechanized Blood Angels company.
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Hmm. How should I counter Autocannon Dreads as a note? I currently don't have the cashmoneys for Vendettas. I'm thinking of trying to use my Demos or plink them out with my Hydra's. It's just too risky sending chimeras at them. Does anyone have any other advice?

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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Penguinizer View Post
    Here's what I personally would run at 2000:
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    HQ:
    Primaris Psyker: 70

    Troops:
    Veterans, 3x Melta, Chimera: 155
    Veterans, 3x Melta, Chimera: 155
    Veterans, 3x Melta, Chimera: 155
    Veterans, 3x Melta, Chimera: 155

    Fast Attack:
    Vendetta Gunship with HB sponsons: 140
    Vendetta Gunship with HB sponsons: 140
    Vendetta Gunship with HB sponsons: 140

    Heavy Support:
    3x Hydra: 225
    2x Demolisher: 330
    2x Demolisher: 330

    Why do you give HB sponson to your Vendettas?
    Also if you want to have some more anti-infantry you could replace one veteran squads meltas with 2 flamers and 1 heavy flamer. Other than that, good list.

    Quote Originally Posted by Penguinizer View Post
    Hmm. How should I counter Autocannon Dreads as a note? I currently don't have the cashmoneys for Vendettas. I'm thinking of trying to use my Demos or plink them out with my Hydra's. It's just too risky sending chimeras at them. Does anyone have any other advice?
    I'd use the hydras until you can get Vendettas.
    Last edited by Lowkey Lyesmith; 2011-03-31 at 09:02 AM.

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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Penguinizer View Post
    It might be a bit heavy on the anti-tank
    ...Wait...That's a thing? I didn't think that such a thing was possible in the current meta-game.
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Lowkey Lyesmith View Post
    Why do you give HB sponson to your Vendettas?
    It's mainly there to fill out the last 30 points.

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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Penguinizer View Post
    It's mainly there to fill out the last 30 points.
    Swap some of those Meltas to Plasmas instead then. Get actually useful stuff. Or get some Doctrines.
    Last edited by Cheesegear; 2011-03-31 at 09:25 AM.
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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Incomp View Post
    Something like this?
    *awesomeness snipped*
    Resized and sigged for posperity.


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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    So is it too late to start speculating on what 'dex will come out next (in May iirc)?

    Necrons have the oldest dex but if it goes MEQ-NonMEQ-MEQ I'm not sure if they count. Maybe Tau or Eldar?
    So... Tired...

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    Default Re: Warhammer 40K Tabletop XI: "More Threads than your Tactical Squad has room for!"

    Quote Originally Posted by Wraith View Post
    Among my usual opponents, few of my units are detested more than a Wave Serpent equipped with Star Engines and Star Cannons... Maybe it's just down to my dice; strength 7 Heavy 2 always seems preferable to strength 'D' Heavy 1 regardless of the actual probability involved
    Maybe I'm reading this wrong, but uh, Starcannons are S6. Scatter Lasers are sorta better.

    Quote Originally Posted by Tarinaky View Post
    So is it too late to start speculating on what 'dex will come out next (in May iirc)?

    Necrons have the oldest dex but if it goes MEQ-NonMEQ-MEQ I'm not sure if they count. Maybe Tau or Eldar?
    a) The newest codex was is released, uh, now. There will not be a new codex in May.

    b) GW is trending Marine - non-Marine, not MEq. Necrons are still a common and viable rumour. Tau have a foothold as well, though, as do Witch Hunters.
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