Showing posts with label Army List. Show all posts
Showing posts with label Army List. Show all posts

Saturday, October 13, 2012

My First Abaddon List of 6th- 1999 Point Black Legion (Fluffy)

The theme: Abaddon and his personal retinue of Chosen, assisted by members of his legion and cultist "fans" that he uses as fodder. Zaraphiston is known in the lore to be his personal advisor, using powers of divination to foresee events before they happen. Unfortunately, the new CSM codex doesn't allow sorcerers access to Divination, but I wanted to put him on the battlefield anyway.

UNIT & OPTIONS
(HQ) Abbadon the Despoiler - Warlord
(HQ)"Zaraphiston" the Sorcerer w/ Aura of Dark Glory, Mastery Level 3, Mark of Tzeentch
(Troops) Chosen w/ +1 Chosen, Power Weapon Champion with Plasma Pistol, 1 pair Lightning claws, 1 Power Fist, 2 Power Weapons, Mark of Khorne, Icon of Wrath, Veterans of the Long War
(Troops) Chosen w/ +1 Chosen, Power Weapon Champion with Plasma Pistol, 1 pair Lightning claws, 1 Power Fist, 2 Power Weapons, Mark of Khorne, Icon of Wrath, Veterans of the Long War
(Troops) Chaos Space Marines with +5 CSM, 2 Plasmaguns, Veterans of the Long War, Champ has PW
(Troops) Chaos Space Marines with +5 CSM, 2 Meltaguns, Veterans of the Long War, Extra CCWs, Champ has PW
(Troops) Chaos Cultists with Autoguns, 20 Man, 2 H. Stubbers, leader has Shotgun
(Troops) Chaos Cultists with CCWs/Pistols, 20 man, 2 Flamers
(Elite) Hellbrute w/ Multimelta
(Elite) Hellbrute w/ TL Lascannon
(Fast Attack) Hell Drake (Thinking of going with the Hades Autocannon to give one extra weapon against fliers, since this is my only real AA unit in the list)
Total- 1999

I have posted this on several forums, but it has thus far been ignored. Any input you guys could give would help!
WIP Abaddon Kitbash
 

Thursday, December 9, 2010

Need input: DK of Kremlin List Revised 1750


Ok, I am finally cobbling enough models together to form the semblance of an effective list. I've dropped a lot of the "static" models in favor of a more elite and highly maneuverable list that more closely reflects the fluff I wanted of a specialist "spetznaz" type regiment. What are some changes I should shoot for in the future? Give me your input!

HQ: Company Command Squad (6#, 150 pts)
4 Company Command Squad @ 150 pts (Camo Cloak; Carapace Armour; Sniper Rifle x4; Master of Ordnance)
1 General Vanivar aka Company Commander (Camo Cloak; Carapace Armour; Power Weapon)
1 Master of Ordnance (Camo Cloak; Carapace Armour)

HQ: Lord Commissar (1#, 95 pts)
1 Lord Commissar @ 95 pts (Carapace Armour; Power Fist)

Elite: Guardsman Marbo (1#, 65 pts)
1 Komrade Yuri @ 65 pts

Troops: Penal Legion Squad (10#, 80 pts)
9 Penal Legion Squad @ 80 pts
1 Penal Custodian

: Ministorum Priest (1#, 45 pts)
1 Ministorum Priest @ 45 pts

Troops: Veteran Squad (11#, 225 pts)
9 Veteran Squad @ 225 pts (Carapace Armour; Demolition Charge; Melta Bombs; Grenade Launcher x1; Meltagun x2; Demolitions; Grenadiers)
1 Veteran Sergeant (Carapace Armour; Melta Bombs)
1 Chimera (Extra Armor)

Troops: Veteran Squad (11#, 225 pts)
9 Veteran Squad @ 225 pts (Carapace Armour; Demolition Charge; Melta Bombs; Grenade Launcher x1; Meltagun x2; Demolitions; Grenadiers)
1 Veteran Sergeant (Carapace Armour; Melta Bombs)
1 Chimera (Extra Armor)

Troops: Veteran Squad (11#, 310 pts)
7 Veteran Squad @ 310 pts (Carapace Armour; Demolition Charge; Melta Bombs; Grenade Launcher x1; Plasmagun x2; Sergeant Bastonne; Demolitions; Grenadiers)
1 Veteran Heavy Weapon Team (Missile Launcher; Carapace Armour (Based on Squad); Carapace Armour (Based on Squad))
1 Sergeant Bastonne (Carapace Armour; Melta Bombs)
1 Chimera (Extra Armor)

Fast Attack: Vendetta Gunship Squadron (1#, 130 pts)
1 Vendetta Gunship Squadron @ 130 pts
1 Vendetta

Heavy Support: Ordnance Battery (1#, 125 pts)
1 Ordnance Battery @ 125 pts
1 Basilisk (Heavy Flamer)

Heavy Support: Leman Russ Squadron (1#, 150 pts)
1 Leman Russ Squadron @ 150 pts
1 Leman Russ Battle Tank

Heavy Support: Leman Russ Squadron (1#, 150 pts)
1 Leman Russ Squadron @ 150 pts
1 Leman Russ Battle Tank

Validation Report:
d-1. Formatting: Competition Output, for AB 3.2; c-1. File Version: 1.10a For Bug Reports/www.ab40k.org; 1. Guard Regiments: 5th Edition Codex; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules

Total Roster Cost: 1750

Saturday, December 4, 2010

Death Korps of Kremlin Order of Battle (1750)



Here is the first list I have created for normal games to use the Death Korps of Kremlin as a normal IG list. This has no units that would need "Opponent's Permission" aside from being non-GW models. I still plan to model them all WYSIWYG though, so everything should be hunky-dory. Ok, enough hemmin' and hawin', here's the (incredibly non-effective and fluffy) list I've drawn up:

- 5th Edition IG Roster - Death Korps of Kremlin 1750

HQ: Lord Commissar (1#, 95 pts)
1 "Lord-General Vanivar" @ 95 pts (Carapace Armour; Power Fist)

HQ: Company Command Squad (8#, 305 pts)
2 Company Command Squad @ 305 pts (Carapace Armour; Krak Grenades; Medi-pack; Vox Caster; Lord Castellan Creed; Astropath; Master of Ordnance; Officer of the Fleet)
1 Veteran Heavy Weapon Team (Missile Launcher; Carapace Armour (Based on Squad); Krak Grenades)
1 "Lt. General Borishkin" (Creed)
1 Astropath (Carapace Armour; Krak Grenades)
1 Master of Ordnance (Carapace Armour; Krak Grenades)
1 Officer of the Fleet (Carapace Armour; Krak Grenades)

: Techpriest Enginseer (3#, 135 pts)
1 Magos Biologis @ 135 pts (Servitor Unit)
2 "Cyclops" servitors (Multi-Melta x2)

: Ministorum Priest (1#, 45 pts)
1 Ministorum Priest @ 45 pts

Elite: Guardsman Marbo (1#, 65 pts)
1 Comrade Yuri @ 65 pts

Elite: Ratling Squad (3#, 30 pts)
3 Recon Snipers @ 30 pts

Elite: Storm Trooper Squad (5#, 85 pts)
4 Storm Trooper Squad @ 85 pts
1 Storm Trooper Sergeant

Troops: Veteran Squad (10#, 220 pts)
9 Veteran Squad @ 220 pts (Carapace Armour; Demolition Charge; Melta Bombs; Meltagun x3; Sergeant Bastonne; Demolitions; Grenadiers)
1 Sergeant "Boryenka" (Carapace Armour; Melta Bombs)

Troops: Infantry Platoon (49#, 495 pts)
1 Infantry Platoon @ 495 pts
4 Platoon Command Squad (Krak Grenades; Vox Caster; Flamer x3; Commander Chenkov)
1 Commander Chenkovski
9 Infantry Squad (Krak Grenades; Vox Caster; Grenade Launcher x1; Commissar)
1 Commissar (Krak Grenades)
1 Sergeant (Krak Grenades)
9 Infantry Squad (Krak Grenades; Grenade Launcher x1)
1 Sergeant (Krak Grenades)
3 Heavy Weapons Squad (Mortar x3; Krak Grenades)
20 Conscripts Squad (Send in the Next Wave)

Fast Attack: Vendetta Gunship Squadron (1#, 140 pts)
1 Vendetta Gunship Squadron @ 140 pts
1 "3-Year Gambit" (Heavy Bolter Sponsons x2)

Heavy Support: Ordnance Battery (1#, 135 pts)
1 Ordnance Battery @ 135 pts
1 Medusa (Heavy Flamer)

Total Roster Cost: 1750

Created with Army Builder® - Try it for free at http://www.wolflair.com






So... any opinions on this list? I do realize it is going to suck big time, but it should be fun and fluffy to use. I love the idea of putting Chenkov in charge of a bunch of conscripts, repeatedly breaking them upon enemy positions. True-to-form human wave strategies sounds exactly how I would imagine that the Kommunist Party wages war. Sgt. Bastonne with his squad of elite troopers should be fun... they'll probably ride in the Vendetta. It'll be a high priority target, so if I put them in it and turbo-boost for the enemy lines they should get close enough to melta tanks as they crash-land... sounds like a good time. The single Medusa is all the artillery I could manage to scratchbuild, as the basilisk-chassis weapon I'm making looks more like a direct-fire weapon than an Earthshaker.

I have TONS of opportunities for orders with this army, between Creed, Bastone, and Chenkov. Hopefully fusillades of "First rank fire, second rank fire" will work as well as I hope they will. I know, I know... more heavy weapons. I'll be adding those in when I increase my army to 2000 points, but for now this will have to work until I can come up with a way to get some of those heavy weapon squads.

Looks like a good fun time. Hopefully by posting this list I have not enabled some of my regular opponents to take advantage and list-tailor! If you guys are reading this, List Tailoring Sucks!!!

Until next time,
--FP135

Wednesday, March 10, 2010

No wings on it yet...


In my classic grungy style, here is my speed-painted Land Raider. I painted it the day after assembling it, and I am pleased with the results for the speed I put this out in.

No plans for wings yet, as I don't intend on using it as a flying land raider just yet ;)

That brings my list of items needing painting down somewhat, but it is still substantial. I still have left to go:
1 Land Raider
2 Rhinos
10 Assault Terminators
1 Terminator (Space Hulk's Brother Omnio)
1 Meltagun Marine

I've been debating dropping the regular terminator squad I had, in favor of a Razorback and a combat squad of marines (or even a scout squad?) to add another scoring unit. I am just afraid that two tactical squads will not be enough, and I think that my anti-horde is a bit light. So you can see where I am coming from, here is the list I was thinking of (Version 1):

Terminator Chaplain
2 Assault Terminator Squads in LRs
1 Regular Terminator Squad with an Assault Cannon
2 Tactical Squads in Rhinos
1 Predator (naked)

Which would you go with? The terminator squad with an Assault Cannon, or a Razorback and Combat squad with some trimmings, maybe some upgrades for the Pred?

Wednesday, January 20, 2010

907th Alascadian: the Founding 2000 List


Here is the list I will be playtesting tomorrow. I hopefully will be able to get unit pictures at some point. Our first opponents are likely to be a semi-mech Ork list, complete with Battlewagons and Killa Kan walls.

My list is pretty fluffy, but I don't expect to win with it so it is alright. I already know that I won't be taking the stormtroopers, or even the infantry platoon. Voxes are not going to be in my final list, I already know (unless something changes that drastically changes my opinion). I will be testing the effectiveness of a CCS missile launcher. This will be the first time I will be taking 3 Leman Russ variants in a game, and I want to see if it is too much of a point sink. In the final list, I may cut a battle tank to make room for fun stuff... I plan on buying a Valkyrie at the end of the month!


HQ

CCS Missile Launcher, Carapace, Power Weapon, Vox, Medic
130

Lord Commissar Power Fist, Carapace, Meltabombs
95

Troops

Melta Vets 3 Meltaguns, Vox, Demolitions ,Chimera Transport, Pintile Mounted Stubber, Bulldozer Blade
210


Plasma Vets
2 Plasmaguns, Vox, Demolitions, Chimera Transport, Pintile Mounted Stubber, Bulldozer Blade
210

Flamer Vets 3 Flamers, Vox, Demolitions, Chimera Transport, Pintile Mounted Stubber, Bulldozer Blade, Hull Flamer
195

Infantry Platoon PCS flamers x2, PCS H. Flamer, PCS Vox, Squad 1 Lascannon, Squad 2 Lascannon, Squad 1 Vox, Squad 2 Vox, Autocannon Squad
280

Elites

Marbo
65

Snipers
40

Stormtroopers Full Squad, Plasmagun, Grenade Launcher, Powersword
195

Heavy Support

Leman Russ Battle Tank Lascannon, Pintile-Mounted Stubber, Bulldozer Blade, HB Sponsons
205

Leman Russ Battle Tank Lascannon, Pintile-Mounted Stubber, Bulldozer Blade
185

Leman Russ Demolisher Lascannon, Bulldozer Blade
190

Points Summary:
HQ: 225
Troops: 895
Elites: 300
Fast Attack: 0
Heavy Support: 580
Total: 2000

Tuesday, December 8, 2009

Tyranids will be here very soon now...


...so here is the list I am currently using for my 1500 point Tyranid army, based on exactly the number of models I have:

---HQ---

Broodlord-
+extended carapace
+toxin sacs
+implant attack
102 Points

Genestealer Retinue (5)-
+extended carapace
+toxin sacs
+scything talons
135 points


Warrior Brood (3)-
+adrenal glands (WS)
+extended carapace
+toxin sacs
+scything talons
+deathspitter
108 points

---TROOPS---


Genestealers (10+7)
+extended carapace
+scything talons
+toxin sacs
459 points

Hormagaunts (8)
+extended carapace
+adrenal glands (WS)
+toxin sacs
112 points


---ELITES---

Lictor
80 points


---HEAVY SUPPORT---

Carnifexes (2)
+adrenal glands (I)
+adrenal glands (WS)
+extended carapace
+reinforced chitin
+regenerate
+bonded exoskeleton
+spine banks
+mace tail
+toxin sacs
+barbed strangler
+scything talons
+bio plasma
+toxic miasma
+flesh hooks
502 points

_________
Total: 1498 Points



Ok, now my question is, will I be able to keep this list in the new edition? I have heard that gaunts are getting their points halved (or at least reduced). However, I think there is going to be a new kind of Lictor called a Death Leaper that is more expensive points-wise. With the carnifexes' biomorphs... well that's anybody's guess as to whether or not those will still be legal in the new edition. I guess I'll just have to wait a month and find out!

Wednesday, October 28, 2009

Much More Ado About Guardsmen




Simple conversions and wrap-ups for today: Got the last wash on the Griffon I converted from a SM Rhino, and I lengthened the barrel on the LRBT to allow it to double as a Vanquisher if need be.

I've written up a list that is tailor-built to wreck my SM-playing buddy's day. Here's what I got:


HQ
CCS-
Camo Cloaks, 4x Sniper Rifles
90

Troops
Veteran Squad 1-
3 Meltaguns, Autocannon team, Demolitions, Chimera w/ Dozerblade, Pintile Stubber
220

Veteran Squad 2-
2 Plasmaguns, Autocannon team, Demolitions, Chimera w/ Dozerblade, Pintile Stubber
220

Veteran Squad 3-
3 Grenade Launchers, Autocannon team, Demolitions, Chimera w/ Dozerblade, Pintile Stubber, Hull Heavy Flamer
205


Elites
Marbo-
65

Stormtrooper Squad-
1 Plasmagun
100

Fast Attack
Armored Sentinel-
Lascannon, HK Missile
85

Heavy Support
Leman Russ Demolisher-
Lascannon Multi-melta Sponsons Dozer Blade
220

Leman Russ Vanquisher-
Lascannon, Dozer Blade, Heavy Bolters, Pintile Stubber,
205

Griffon Heavy Mortar-
Enclosed Crew
90

Total: 1500

Killpoint Total: 13


I hope he is surprised at this list over the last one I fielded. Its pretty unconventional for me, so we'll see how he reacts next time we get a game in.

I don't exactly know when that will be though. My wife and I bought a new house, and the paperwork finally closed on it today. We move into it Friday, to avoid paying another month's rent at this apartment where we currently reside. Hopefully when the dust settles, my buddy and I will be able to have a bit more breathing room to play some 40k.

Until next time,
--FP135

Saturday, October 3, 2009

'Nids coming in January


That gives me around 3 months or less to try and collect up a decent basic force of Tyranids. I have a box set of Space hulk waiting for me to buy at the local game store, which will provide the basic HQ and 2 Troops options. After purchasing that, I plan to buy the models that I absolutely love in the tyranid line: Carnifexes. How am I going to come up with the money to afford these extravagant new purchases, you might ask? Well yesterday I started a new job as a portrait photographer in a studio. Pretty neat. Also, Alaskans are privy to a little spending money each year called the Permanent Fund Dividend. Basically all people in Alaska that have been a resident for a year or more can get one, and they pay out every October. It usually comes out to be a grand or so, and it is intended to offset the costs of living up here, which is slightly higher than New Jersey.

I have the last ed. Codex for the Tyranids, but I am wondering what new changes the new one might bring. I want to make a list similar to the following for my first list, and I will add units / drop upgrades as I buy more models:

HQ

Brood Lord-
Implant Attack, Extended Carapace, Adrenal Glands, Toxin Sacs

Retinue of 5 Genestealers-
Implant Attack, Extended Carapace, Toxin Sacs, Sything Talons, Flesh Hooks

261

Warrior Brood-
Adrenal Glands (I), Adrenal Glands (WS), Enhanced Senses, Extended Carapace, Toxin Sacs, Leaping, Bio Plasma, Sything Talons, Devourers

159

Troops

Genestealer Brood of 9
Implant Attack, Extended Carapace, Toxin Sacs, Sything Talons, Scuttlers, Flesh Hooks

303

Genestealer Brood of 8
Implant Attack, Extended Carapace, Toxin Sacs, Sything Talons, Scuttlers, Flesh Hooks

272

Heavy Support


Carnifex
Sything Talons, Lash Whip, Tail Weapon – Sythe, Acid Maw, Adrenal Glands (I), Adrenal Glands (WS), Bio Plasma, Bonded Exoskeleton, Extended Carapace, Flesh Hooks, Implant Attack, Regenerate, Reinforced Chitin, Toxic Miasma, Toxin Sacs,

250


Carnifex
Sything Talons, Lash Whip, Tail Weapon – Sythe, Acid Maw, Adrenal Glands (I), Adrenal Glands (WS), Bio Plasma, Bonded Exoskeleton, Extended Carapace, Flesh Hooks, Implant Attack, Regenerate, Reinforced Chitin, Toxic Miasma, Toxin Sacs,

250

Total: 1495




So what do you think the new codex will change about my list? All you 'nid players out there, the floor is yours.

Friday, August 14, 2009

List-building: 1000pt. semi-Mech IG


After multiple re-writes and revisions, I finally am satisfied with the list I am bringing to next week's tournament. Here's a breakdown of how the list is supposed to work:

The CCS and PCS are both identically-equipped. The pair of snipers, with the autocannon, are intended to be effective against a very particular range of targets- heavy infantry and very light vehicles. The sniper rifle lends the rending ability, which can make the rifle effective against vehicles up to 11 AV, which basically means either Rhinos or the side armor of tougher transports.

The infantry platoon squads are my backfield defenders. Any objectives near my deployment are their responsibility, and in killpoint games they are the base of fire that my other units maneuver from. A lascannon in each infantry squad gives them some anti-vehicular punch with good range, and the mortar teams can lend indirect fire from nearly any point on a standard map.

Three veteran squads in Chimeras, one melta, one plasma, and one grenade launcher squad, are the land-grabbers and main combatants. Each has a specialized role to play. Both the plasma and grenade launcher squads can be effective on both infantry and light vehicles, but only the melta squad is effective against heavy vehicles. Hopefully, I will get the choice of deploying second to determine where each squad would work best based on the unit they are most likely to encounter.

The Leman Russ is pretty self-explanatory. I would have liked to field more than one, but both the lack of another model and the low point restriction made the venerable Russ a luxury. The russ is an effective infantry-support platform, and can be used for either anti-tank or anti-infantry. It's job will be to control the mid-field, or to shake loose any staunch defenders that oppose the mech-vets.

This army is definitely going to take some practice using. It should be effective against MEQs or Mechanized armies, which I suspect to see a lot of. It should also test my concepts of how the game is played, by forcing me to specialize squads for certain roles. No more of the "one size fits all" mentality I applied with my Space Marines. I hope to find this army competitive and rewarding to play.



FoxPhoenix's 49th Alascadian Imperial Guard


HQ

C.c.s.-
Sniper x2, Autocannon Team
70

Troops

Infantry Platoon-
Mortar Squad, Squad 1 Lascannon, Squad 2 Lascannon, PCS Autocannon, PCS Sniper x2, PCO Boltpistol
252

Veteran Squad-
Meltaguns x3, Chimera with Pintile Stubber and Hull Flamer
165

Veteran Squad-
Grenade Launcher x3, Chimera with Pintile Stubber
150

Veteran Squad-
Plasmagun x2, Chimera with Pintile Stubber
165

Heavy Support

Leman Russ Battle Tank-
Pintile Stubber, Lascannon, Heavy Bolter Sponsons
195

Points Summary:
HQ: 70
Troops: 732
Elites: 0
Fast Attack: 0
Heavy Support: 195
Total: 997

Thursday, April 23, 2009

A Sample List That I Run

I have a multitude of lists saved on my computer, but here is a general take-all-comers 1500 point list I have had mild success with.

HQ: Chaplain with Plasma pistol.

Reason for taking- He reigns in the Death Company marines quite nicely, and adds to their effectiveness on the charge. A nice way to fill that required HQ slot.

Troops: 3 squads of 10 tactical marines, 9 Bolters + Sergeant

Reason for taking- Since BA troops have to pay for their special and heavy weaponry, I don't take them in the squads regularly. Occasionally, if I am worried about armor, I will throw Meltaguns in there and cut points elsewhere. Heavy weapons in tactical squads generally do not pay off for me. These guys are easily split into combat squads to contest objectives, or left whole to be hard rocks upon which my defense is based.

Heavy Support: 1 Predator with Lascannon Sponsons and Storm Bolter
Heavy Support: Devastator squad with 4 Missile Launchers, Sarge has Plasma Pistol

Reason for taking- The predator has an autocannon to deal with unprotected infantry or very light armor, or the lascannon sponsons to tear through the thick armor. I park it on a good lane of fire and don't move it much for the rest of the game, preferably at the farthest possible range I can get away with. The devastators also do not move much. I generally deploy them into cover they can fire from and leave them there, as long as they have good visibility. The missile launchers are versatile enough to take on lightly-armored infantry hordes or crack open lightly armored tanks. The plasma pistol for the sarge is disposable if you need the points, but I like to have a potent short range weapon to help fend off assaults (and unless you are very good, they are likely to get assaulted at some point).

Elite: 10 Veteran Assault marines, 2 with combat shields and power weapons
Elite: 8 Death Company marines plus a rhino with stormbolter and extra armor

Reason for taking- You may be tempted to take squads of assault marines, but don't. The squad of vets costs only 10 points more per squad, and you get 2 attacks instead of 1, plus better weapon options. I take 2 with shields and power weapons, so that each can act as a sergeant if I want to combat-squad the unit. Usually though, I leave the unit whole so they are not as vulnerable to morale checks. Your Death Company marines are gonna soak up fire from the moment they debut on the table if your opponent has ever faced BA before. It helps to A) put them in a rhino for the protection, B)use the rhino to run cover for them, or C) let those overcharged engines rip and charge your DC-filled APC right up a flank or onto an objective. The extra armor is pretty vital to keeping that rhino running as long as possible to get your DC where you want them to be. The extra stormbolter is super cheap, so taking it is smart and increases the amount of 'softening up' you can do with your rhino before you disgorge the DC.


The Army as a Whole:
I like to think of the army in terms of "Assault Units", "Mid-range Units", and "Back-Field Units". All the units listed above can fit into one of these three categories. For example, the Chaplain and his DC (as I always stick them together, hence the DC squad size of 8) belong to the Assault Units category.

I use the Assault Units to attack the soft spots that become available. Veteran Assault Squads (VAS) can deepstrike or bound across the field with their packs, and DC marines can use the rhino to charge into soft spots.

Although the DC marines are tough as nails, and the VAS are quick, the Mid-Range Units are your bread and butter in this list. They are slower than your assaulting squads, but they are vital to taking ground and objectives. Their bolters have a pretty limited range, but full squads of them are pretty fearsome once they are within that range. A single 10-man squad equates to 18 rapid fire shots and 1 pistol shot, all at BS 4. Against lightly armored infantry, the high strength and penetration of the bolts wreck whole squads. Against vehicles its not so good, but it definitely gives you a chance to glance against AV10 or below. Your Tactical squads are your only troop units, so in objective-based games you can combat-squad them into a total of 6 scoring units, which is decent. Granted, they are small scoring units, but scoring units nevertheless.

The Back-Field units are the guys who sit still and shoot. The dev's and the Pred belong here. They are meant to dish out extreme prejudice at maximum range, to soften up the lines before the hammer hits. The pred is mobile enough to move if the need arises, but I don't like relying on vehicles for my Anti-Armor weapons due to the fact that a single penetrating hit is all that is needed to scatter Pred debris across the board. When you consider the availability of meltas in MEQ forces, in land speeders, bikes, and everyday tactical squads, it makes relying on a vehicle a more dangerous proposition. You either add another dev squad in place of a pred if you don't like vehicles either, or you can replace the dev's with another pred. Player's preference. I don't have 2 preds at the moment, so this suffices.

Well, that pretty much covers it. I don't like relying on special characters and such to win, as I feel that those tactics are not in the best spirit of the game. Dante and Corborlo have some awesome abilities, but I prefer good ol'fashioned MEQ horde tactics. I like to swarm the board with 3+ save infantry that have BS 4. That's just me though.

What would you do differently? Let's open the dialogue, and get some ideas on how to further refine my tactics.

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Flames of war are either (R), TM and/or (C) Battlefront Miniatures.


Unless mentioned otherwise, the contents of this site are (C) Matt Darnell, 2008-2017