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Since: Aug 21, 2006 Posts: 3
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(Msg. 1) Posted: Mon Aug 21, 2006 3:12 pm
Post subject: Grognard coming back to 40k- need 1500pt SM list comments Archived from groups: rec>games>miniatures>warhammer (more info?)
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Hi folks,
It's literally been twelve years since I've played my last 40k game.
Back then the 2e Orks codex hadn't been released, and the space wolves
and Eldar Codex were at the height of their cheesiness.
So.... I happen to pick up an old 3e rulebook and I kinda like the
changes I see. I pick up the 4e space marines codex and it looks even
better. So I decide to plunge back in a bit. First, I have a couple
of questions regarding just what I really "need," then I'd like
comments on a sample SM list I cobbled together. Any help would be
much appreciated.
Firstly- I really like the price point of the Battle for Macragge
boxset, but I really don't feel like buying both it and the complete 4e
rulebook. I really don't care if I'm missing a bunhc of 'Eavy Metal
pictures, but I'm a big fan of 40k fluff. Is there enough new, good
fluff in the 4e rulebook that would interest a 2e grognard that has
already read the 3e rulebook fluff? I'm under the impression that the
rules section is complete in the Battle for Macragge box, so I think
the fluff is the real tilting point- is it worth getting the rulebook
for?
Now for the List I threw together. All comments welcome.
Chapter Traits: Trust in your Battle Brothers, Cleanse and Purify
Drawbacks: Aspire to Glory, Faithful Unto Death
131 Master with Combat shield, Bionics, Plasma Pistol, CCW, Jump Pack,
Meltabombs
161 Epistolery with Combat Shield, Bionics, bolt pistol, Veil of Time
255 5 Terminators, 2 Assault Cannons, Tank Hunters special skill,
mounted on LRC
268 Land Raider Crusader with Smoke Launchers
230 10 Assault Marines, 2 plasma pistols
200 10 Tactical Marines with True Grit, Counterattack, 2 Plasma Guns
200 10 Tactical Marines with True Grit, Counterattack, 2 Plasma Guns,
Mounted on Rhino
054 Rhino with Smoke Launchers, Searchlight
===
1499 points
I'm second-guessing the true grit/counterattack purchase, and the Land
Raider/Termies are AWFULLY expensive, so I'm betting this list is
pretty flawed, but what the hell- I'd like to hear it from you guys. >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Apr 24, 2005 Posts: 207
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(Msg. 2) Posted: Mon Aug 21, 2006 9:48 pm
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Puggins" <falejano.RemoveThis@yahoo.com> wrote in message
news:1156198339.962988.97000@i3g2000cwc.googlegroups.com...
> Hi folks,
> Firstly- I really like the price point of the Battle for Macragge
> boxset, but I really don't feel like buying both it and the complete 4e
> rulebook. I really don't care if I'm missing a bunhc of 'Eavy Metal
> pictures, but I'm a big fan of 40k fluff. Is there enough new, good
> fluff in the 4e rulebook that would interest a 2e grognard that has
> already read the 3e rulebook fluff? I'm under the impression that the
> rules section is complete in the Battle for Macragge box, so I think
> the fluff is the real tilting point- is it worth getting the rulebook
> for?
The 4e rulebook is a nice quality hardback book with lots of color
illustrations. The fluff section is about 60 pages so it's got quite a bit
more than the 3e book. As expected, the fluff repeats almost everything
that was in the 3e book but also expands on most of it and includes stuff
that wasn't in the 3e book at all (Necron, Tau, Battle for Armageddon,
Gothic War, Black Crusades, etc.). The book also includes rules for playing
Combat Patrol (mini battles) and Kill-Team (raid missions using a handfull
of miniatures).
I think the 4e rulebook is worth the $ but you should try to flip through a
friend's or a store's copy first to decide if you want to buy it.
> Now for the List I threw together. All comments welcome.
>
> Chapter Traits: Trust in your Battle Brothers, Cleanse and Purify
> Drawbacks: Aspire to Glory, Faithful Unto Death
>
> 131 Master with Combat shield, Bionics, Plasma Pistol, CCW, Jump Pack,
> Meltabombs
In close combat you want weapons that let you ignore the enemy's armor save
like a power weapon, power fist, thunder hammer, lightning claws, etc. I'd
swap the CCW and Plasma Pistol (he won't be shooting that much anyways) for
a Power Weapon and Bolt Pistol. Also give him frag grenades. If you can
scrape up another 15 points consider Terminator Honors.
> 161 Epistolery with Combat Shield, Bionics, bolt pistol, Veil of Time
He needs transport or he'll never get to close combat where you want him.
You could drop a man from the rhino squad and let him ride with them. Ditto
on the Terminator Honors.
> 255 5 Terminators, 2 Assault Cannons, Tank Hunters special skill,
> mounted on LRC
>
> 268 Land Raider Crusader with Smoke Launchers
Expensive but tough and nasty. In 3rd addition Assault Cannons stunk so GW
decided to "fix" (read "overcompensate") them by boosting their number of
shots and giving them the Rending special rule. One or the other would have
been fine but by doing both GW ended up making the Assault Cannon by far the
best weapon in the Space Marine arsenal. So taking lots of Assault Cannons
is good. But this is a lot of points/eggs in one basket...
> 230 10 Assault Marines, 2 plasma pistols
Once again you want power weapons in close combat. Consider upgrading the
sergeant and giving him a power weapon.
> 200 10 Tactical Marines with True Grit, Counterattack, 2 Plasma Guns
Troops with short range need transport. Get them a drop pod or rhino.
Alternately you could consider dropping the size to 5 men with a Lascannon
and Plasma Gun and have them hold your deployment zone and plink away at the
enemy.
> 200 10 Tactical Marines with True Grit, Counterattack, 2 Plasma Guns,
> Mounted on Rhino
>
> 054 Rhino with Smoke Launchers, Searchlight
Needs Extra Armor upgrade. Always take Smoke Launchers and Extra Armor
upgrades for all your vehicles.
> ===
> 1499 points
>
> I'm second-guessing the true grit/counterattack purchase, and the Land
> Raider/Termies are AWFULLY expensive, so I'm betting this list is
> pretty flawed, but what the hell- I'd like to hear it from you guys.
It's not a terrible list for a first draft. True grit will come in handy
when your guys pop out of their transports, rapid fire, and then get charged
the next turn. The Termi/Crusader combo is nice but you're right that it's
a bit expensive for this size of game which make it a little risky.
Terminators can always deep strike so they don't need a transport (plus they
can move and fire heavy weapons so they do ok just walking across the board
too). You could drop the Crusader if you wanted and pay for the upgrades I
mention above and add in a Dreadnaught with Assault Cannon and/or Speeder(s)
with Assault Cannons and/or a couple more small tac squads with lascannons
for some long range shooting.
--
-smithdoerr >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Jan 01, 2005 Posts: 79
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(Msg. 3) Posted: Tue Aug 22, 2006 10:59 pm
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Jan 28, 2005 Posts: 702
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(Msg. 4) Posted: Wed Aug 23, 2006 1:55 am
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Puggins wrote:
> It's literally been twelve years since I've played my last 40k game.
Welcome back.
> I really don't care if I'm missing a bunhc of 'Eavy Metal
> pictures, but I'm a big fan of 40k fluff. Is there enough new, good
> fluff in the 4e rulebook that would interest a 2e grognard that has
> already read the 3e rulebook fluff?
Not really. Nothing compares to the 40k2 Codices, tho the 40k4 Codices
aren't so terrrible.
> is it worth getting the rulebook for?
It's worth paying a bit more for larger, more readable type and hardback
binding.
> Chapter Traits: Trust in your Battle Brothers, Cleanse and Purify
> Drawbacks: Aspire to Glory, Faithful Unto Death
IMO, Minor Divergence is "best", as you get the 1 "cool" thing you want
and hardly ever pay any penalty.
> 131 Master with Combat shield, Bionics, Plasma Pistol, CCW, Jump Pack,
> Meltabombs
Awfully expensive, and you're wasting his good HtH capability. Swap the
Bionics & Pistol for Lightning Claws or at least a Power Weapon.
> 161 Epistolery with Combat Shield, Bionics, bolt pistol, Veil of Time
Mmkay, but he's expensive, too.
> 255 5 Terminators, 2 Assault Cannons, Tank Hunters special skill,
> mounted on LRC
>
> 268 Land Raider Crusader with Smoke Launchers
These guys & their ride are NOT worth 1/3 of your army. One Ordnance 6,
and your game is done. Replace these with a Dev squad and another Tac
squad. Or two.
If you need to get a cool Elite, grab a Dread with Assault Cannon from
somewhere.
> 230 10 Assault Marines, 2 plasma pistols
OK, tho you're wasting the Vet Sergeant slot. Better to go with a VS
carrying a Power Weapon.
> 200 10 Tactical Marines with True Grit, Counterattack, 2 Plasma Guns
>
> 200 10 Tactical Marines with True Grit, Counterattack, 2 Plasma Guns,
> Mounted on Rhino
Too much Plasma, not enough Anti-Tank. For the points, you probably
don't need 10 guys in each squad, and you could definitely use a couple
lascannons.
> 054 Rhino with Smoke Launchers, Searchlight
Redundant with Assault Marines. Better to swap this for more Assault
Marines, so you can take 2 squads of Assault Marines.
> I'm second-guessing the true grit/counterattack purchase, and the Land
> Raider/Termies are AWFULLY expensive, so I'm betting this list is
> pretty flawed, but what the hell- I'd like to hear it from you guys.
>
--
--- John Hwang "JohnHwang...@cs.com.no.com"
\-|-/
| A.K.D. F.E.M.C.
| Horned Blood Cross Terror LED Speed Jagd Destiny >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Aug 21, 2006 Posts: 3
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(Msg. 5) Posted: Wed Aug 23, 2006 3:31 pm
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Aug 21, 2006 Posts: 3
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(Msg. 6) Posted: Thu Aug 24, 2006 11:13 am
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Thanks to all the responders. I'm replying to Mr. Hwang, bu I
appreciate everyone's input.
John Hwang wrote:
> > Chapter Traits: Trust in your Battle Brothers, Cleanse and Purify
> > Drawbacks: Aspire to Glory, Faithful Unto Death
>
> IMO, Minor Divergence is "best", as you get the 1 "cool" thing you want
> and hardly ever pay any penalty.
fluffwise, I'm a big fan of "Aspire to Glory." I see my chapter as
fairly new, so I'll go ahead and eat the penalty. It actually doesn't
impact this specific army list at all. I will get rid of Cleanse and
Purify so I can shurg off Faithful Unto Death.
> > 131 Master with Combat shield, Bionics, Plasma Pistol, CCW, Jump Pack,
> > Meltabombs
>
> Awfully expensive, and you're wasting his good HtH capability. Swap the
> Bionics & Pistol for Lightning Claws or at least a Power Weapon.
And already I get hit full in the face-happily, I might add- with a
drastic difference between 2e and 4e. In 2e I'd call this guy woefully
underequipped.
> > 161 Epistolery with Combat Shield, Bionics, bolt pistol, Veil of Time
>
> Mmkay, but he's expensive, too.
Roger Roger.
> > 255 5 Terminators, 2 Assault Cannons, Tank Hunters special skill,
> > mounted on LRC
> >
> > 268 Land Raider Crusader with Smoke Launchers
>
> These guys & their ride are NOT worth 1/3 of your army. One Ordnance 6,
> and your game is done. Replace these with a Dev squad and another Tac
> squad. Or two.
So do you think Termies and Land Raiders are worth it in larger games?
Or are they relegated to the display case usually?
In 2e, where you could take Termies using your squad points and Termies
had 2d6 armor, my opponents would routinely field entire 2,000 armies
with not one suit of power armor in sight.
> If you need to get a cool Elite, grab a Dread with Assault Cannon from
> somewhere.
Sounds good- I even have one lying around.
Okay, so how's this for a tuned-up list?
Master with lightning claw, bolt pistol, combat shield and jump pack
Chaplain (2w) with bolt pistol and jump pack
-Yeah, these guys still cost a ton. I've got a serious case of 2e
character shock.
5 man Devestator Squad with lascannon, 2xML, infiltrator skill
-A Dev squad strikes me as an awfully good choice for infiltrate,
especially since my assault marines should be able to fly in and cover
them pretty rapidly.
9 man Assault Squad, Vet Sgt w/power weapon
9 man Assault Squad, Vet Sgt w/power fist
-Characters will join these
9 man Tac Squad w/True Grit, Counterattack, ML
9 man Tac Squad w/True Grit, Counterattack, Lascannon
9 man Tac Squad w/True Grit, Counterattack, Lascannon
Dreadnought w/AC, ML, extra armour
-Including the MLs was a nod to using the figures I have now. Man,
that's an awful lot of marines for 1500 points, at least to my eyes. >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Jun 14, 2005 Posts: 150
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(Msg. 7) Posted: Thu Aug 24, 2006 6:55 pm
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Puggins wrote:
> Playa wrote:
>
>> A few of the authors are Studio staff, but they're not necessarily
>> the best . . .
>
> Wow, that's a lot o' novels. So, any recommendations on which to
> start with or which to definitely avoid?
Oh, boy, where to start.
Avoid anything based on a computer game, and anything by Gav Thorpe, CS
Goto, Bill King or Matthew Farrer.
Gaunt's Ghosts are decent enough, but there's alot to get through.
Definitely read Storm Of Iron. Ben Counter is generally quite good (the
first Soul Drinkers novel has some dodgy bits, but the series gets better as
it goes). The new Horus Heresy novels are definitely worth a look (Horus
Rising and False Gods, Galaxy In Flames is released next month). Everybody
in the world hates Eye Of Terror except me, but I'm right and they're wrong.
Everybody raves about the Eisenhorn books, and I need to get around to
reading them at some point. To ease yourself in gently I'd probably suggest
picking up one of the short story compilations first.
Tim
--
----------------
I can see why they've outlawed firearms in the UK. People like you wouldn't
have any toes left.
Myrmidon - Usenet out-take
If you want to reply by email, replace the asterisks with underscores. >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Jan 28, 2005 Posts: 702
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(Msg. 8) Posted: Fri Aug 25, 2006 2:55 am
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Puggins wrote:
> Thanks to all the responders. I'm replying to Mr. Hwang, bu I
> appreciate everyone's input.
> fluffwise, I'm a big fan of "Aspire to Glory." I see my chapter as
> fairly new, so I'll go ahead and eat the penalty. It actually doesn't
> impact this specific army list at all. I will get rid of Cleanse and
> Purify so I can shurg off Faithful Unto Death.
Cool.
> And already I get hit full in the face-happily, I might add- with a
> drastic difference between 2e and 4e. In 2e I'd call this guy woefully
> underequipped.
Oh, definitely. Tho in 3E, there was a definite move away from
super-characters towards massed basic troops. In general, under
40k3/40k4 rules, the army with more grunts will tend to pull out the win.
>> These guys & their ride are NOT worth 1/3 of your army. One Ordnance 6,
>> and your game is done. Replace these with a Dev squad and another Tac
>> squad. Or two.
>
> So do you think Termies and Land Raiders are worth it in larger games?
An army with Termies and Land Raiders can do very well *if* the army is
designed around them, or if the army can get along just fine without them.
Otherwise, for the same 500 pts, you can get roughly 3 times the number
of Tacticals with Rhinos / Razorbacks. With that many units, you have a
lot more flexibility and ability to mutually support.
> Or are they relegated to the display case usually?
I haven't fielded mine in ages, and will be folding my Termies down to
a single multi-option team.
> In 2e, where you could take Termies using your squad points and
> Termies had 2d6 armor, my opponents would routinely field entire
> 2,000 armies with not one suit of power armor in sight.
You could play Deathwing when the Dark Angels book is revised, but it's
not likely to be as super-strong.
>> If you need to get a cool Elite, grab a Dread with Assault Cannon from
>> somewhere.
>
> Sounds good- I even have one lying around.
Excellent.
> Okay, so how's this for a tuned-up list?
>
> Master with lightning claw, bolt pistol, combat shield and jump pack
I'd go with paired claws for the extra attack, as the Bolt Pistol is
nothing special.
> Chaplain (2w) with bolt pistol and jump pack
He's good, and reasonably priced.
> -Yeah, these guys still cost a ton. I've got a serious case of 2e
> character shock.
This is a pretty good default setup for your HQ, tho both should have
Frag grenades.
> 5 man Devestator Squad with lascannon, 2xML, infiltrator skill
>
> -A Dev squad strikes me as an awfully good choice for infiltrate,
> especially since my assault marines should be able to fly in and cover
> them pretty rapidly.
I'd go 3 MLs, swapping the Lascannon down to the Tacticals. This way,
you can lay down 3 Blast templates on enemy infantry, if necessary.
Because they'll be up close, adding an extra warm body or two doesn't
hurt if you can find the points.
> 9 man Assault Squad, Vet Sgt w/power weapon
> 9 man Assault Squad, Vet Sgt w/power fist
These are good as-is.
> -Characters will join these
Yup.
> 9 man Tac Squad w/True Grit, Counterattack, ML
> 9 man Tac Squad w/True Grit, Counterattack, Lascannon
> 9 man Tac Squad w/True Grit, Counterattack, Lascannon
The 3rd Lascannon should go in the 1st squad, for best anti-tank config.
I'd shrink to 7 or 8 so you can give each Tac squad a Plasma Gun, and
give the Assault Marines Plasma Pistols.
> Dreadnought w/AC, ML, extra armour
This is OK, tho usually, you want the PF for S10 I4 attacks in HtH.
Smoke doesn't hurt.
> -Including the MLs was a nod to using the figures I have now. Man,
> that's an awful lot of marines for 1500 points, at least to my eyes.
For 1500 pts, 50+ models is about right.
--
--- John Hwang "JohnHwang...@cs.com.no.com"
\-|-/
| A.K.D. F.E.M.C.
| Horned Blood Cross Terror LED Speed Jagd Destiny >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Aug 18, 2006 Posts: 39
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(Msg. 9) Posted: Fri Aug 25, 2006 11:14 pm
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Brad Hann wrote:
> > Everybody raves about the Eisenhorn books
>
> Eisenhorn blew great chunks of elephant poop. It wasn't a novel, it was
> an INQ campaign report. Anyone who admits to liking this book is a
> closet Inquisitor player.
>
> Brad
First totally negative I've heard of Eisenhorn. I think the biggest
complaint I've heard is that it starts well but then the plot starts
unravelling and the characters lose their depth and become card board
cutouts.
--Frank >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Aug 18, 2006 Posts: 39
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(Msg. 10) Posted: Fri Aug 25, 2006 11:39 pm
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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John Hwang wrote:
> Puggins wrote:
> > Thanks to all the responders. I'm replying to Mr. Hwang, bu I
> > appreciate everyone's input.
>
> > fluffwise, I'm a big fan of "Aspire to Glory." I see my chapter as
> > fairly new, so I'll go ahead and eat the penalty. It actually doesn't
> > impact this specific army list at all. I will get rid of Cleanse and
> > Purify so I can shurg off Faithful Unto Death.
>
> Cool.
It's always cool to build to your preferences. I know this as a
SpaceWolf player, flavor doesn't win battles but it does help you like
your army more.
>
> > And already I get hit full in the face-happily, I might add- with a
> > drastic difference between 2e and 4e. In 2e I'd call this guy woefully
> > underequipped.
>
> Oh, definitely. Tho in 3E, there was a definite move away from
> super-characters towards massed basic troops. In general, under
> 40k3/40k4 rules, the army with more grunts will tend to pull out the win.
I don't know 2e but in 4th, the more troops the better you do. It
helps in capturing objectives, denying victory points, and in bringing
the pain. I love characters and modelling them but in the end every
point in a character limits what the rest of your army can bring.
They've quite far from the days of Herohammer.
>
> >> These guys & their ride are NOT worth 1/3 of your army. One Ordnance 6,
> >> and your game is done. Replace these with a Dev squad and another Tac
> >> squad. Or two.
> >
> > So do you think Termies and Land Raiders are worth it in larger games?
>
> An army with Termies and Land Raiders can do very well *if* the army is
> designed around them, or if the army can get along just fine without them.
>
> Otherwise, for the same 500 pts, you can get roughly 3 times the number
> of Tacticals with Rhinos / Razorbacks. With that many units, you have a
> lot more flexibility and ability to mutually support.
>
> > Or are they relegated to the display case usually?
>
> I haven't fielded mine in ages, and will be folding my Termies down to
> a single multi-option team.
I fielded termies recently in drop pods and there they were quite
handy. You may not be able to assault but landing a large amount of
shooting in the middle or rear of your opponent can be fun. It will
definitely affect how your opponent proceeds and limits their options.
Of course, you need to think about where to drop them because it is a
high point value unit and can cost you if you're not careful.
>
> > In 2e, where you could take Termies using your squad points and
> > Termies had 2d6 armor, my opponents would routinely field entire
> > 2,000 armies with not one suit of power armor in sight.
>
> You could play Deathwing when the Dark Angels book is revised, but it's
> not likely to be as super-strong.
>
> >> If you need to get a cool Elite, grab a Dread with Assault Cannon from
> >> somewhere.
> >
> > Sounds good- I even have one lying around.
>
> Excellent.
>
> > Okay, so how's this for a tuned-up list?
> >
> > Master with lightning claw, bolt pistol, combat shield and jump pack
>
> I'd go with paired claws for the extra attack, as the Bolt Pistol is
> nothing special.
Agreed, you don't get an extra attach unless the claws are bought as a
pair and face it the model looks better with two claws.
>
> > Chaplain (2w) with bolt pistol and jump pack
>
> He's good, and reasonably priced.
>
> > -Yeah, these guys still cost a ton. I've got a serious case of 2e
> > character shock.
>
> This is a pretty good default setup for your HQ, tho both should have
> Frag grenades.
>
> > 5 man Devestator Squad with lascannon, 2xML, infiltrator skill
> >
> > -A Dev squad strikes me as an awfully good choice for infiltrate,
> > especially since my assault marines should be able to fly in and cover
> > them pretty rapidly.
>
> I'd go 3 MLs, swapping the Lascannon down to the Tacticals. This way,
> you can lay down 3 Blast templates on enemy infantry, if necessary.
> Because they'll be up close, adding an extra warm body or two doesn't
> hurt if you can find the points.
I don't know about this, the missile launcher templates are nice if
you're facing horde armies or armies with low armor. However, if
you're facing armor or good armor saves, the extra point of strength
the lascannon brings can be nice. However, the missile launcher will
save points to bring an extra wound or two in the form of more marines.
>
> > 9 man Assault Squad, Vet Sgt w/power weapon
> > 9 man Assault Squad, Vet Sgt w/power fist
>
> These are good as-is.
>
> > -Characters will join these
>
> Yup.
>
> > 9 man Tac Squad w/True Grit, Counterattack, ML
> > 9 man Tac Squad w/True Grit, Counterattack, Lascannon
> > 9 man Tac Squad w/True Grit, Counterattack, Lascannon
>
> The 3rd Lascannon should go in the 1st squad, for best anti-tank config.
I'm just jealous, playing Codex Wolves doesn't give me the option to
bring that many heavy weapons....
>
> I'd shrink to 7 or 8 so you can give each Tac squad a Plasma Gun, and
> give the Assault Marines Plasma Pistols.
Plasma pistols are nice because you have a good chance of removing an
opponent or two before you move in to assault. Denying your opponent
attacks is a good thing.
>
> > Dreadnought w/AC, ML, extra armour
>
> This is OK, tho usually, you want the PF for S10 I4 attacks in HtH.
> Smoke doesn't hurt.
Agreed, the AC has limited range and with the PF you have a chance to
give support to one of your nearby units. Plus, since the AC is short
ranged you'll find yourself close enough to want to jump into HtH. I'm
not very convinced on the use of smoke for shooty vehicles. If you
need smoke to protect the vehicle that means that some one can shoot at
you and if they can hit you, you can hit them.
>
> > -Including the MLs was a nod to using the figures I have now. Man,
> > that's an awful lot of marines for 1500 points, at least to my eyes.
>
> For 1500 pts, 50+ models is about right.
I think 50ish is a good model count. I'm personally striving for this
model count in this size game but I think with some minor tweaks you're
pretty close to a really good list.
>
> --
> --- John Hwang "JohnHwang...@cs.com.no.com"
> \-|-/
> | A.K.D. F.E.M.C.
> | Horned Blood Cross Terror LED Speed Jagd Destiny
--Frank >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Aug 18, 2006 Posts: 39
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(Msg. 11) Posted: Sat Aug 26, 2006 12:42 am
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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John Hwang wrote:
> Frankus Macimus wrote:
> > John Hwang wrote:
>
> > It's always cool to build to your preferences. I know this as a
> > SpaceWolf player, flavor doesn't win battles but it does help
> > you like your army more.
>
> Space Wolves aren't weak, but they need to be played like the deviant
> lesser Chaos Marines that they are!
>
I agree Wolves aren't weak but they're very different than your typical
marine. And just because we're a little hairier and we're foul, cruel
and ad tempered with a nasty streak a mile wide and bring death with
nasty big pointy teeth....
> And liking your army definitely helps you win.
I love my Wolves, that for sure. They were on a long losing streak but
we're making a comeback.
>
....snip....
..
> >
> > I fielded termies recently in drop pods and there they were quite
> > handy.
>
> OK, why not just DS them without the Pod? You wanted the extra cover?
Space Wolves don't DS, we can only use drop pods. Actually with the
new SM Codex we got the ability to only pod in a few units, before it
was all or none....
>
....snippage....
>
> >>> 5 man Devestator Squad with lascannon, 2xML, infiltrator skill
>
> >> I'd go 3 MLs, swapping the Lascannon down to the Tacticals. This way,
> >> you can lay down 3 Blast templates on enemy infantry, if necessary.
> >> Because they'll be up close, adding an extra warm body or two doesn't
> >> hurt if you can find the points.
> >
> > I don't know about this, the missile launcher templates are nice if
> > you're facing horde armies or armies with low armor. However, if
> > you're facing armor or good armor saves, the extra point of strength
> > the lascannon brings can be nice. However, the missile launcher will
> > save points to bring an extra wound or two in the form of more marines.
>
> He has 3MLs and 3 Lascannon total. I just think all 3 MLs should go
> into the Devs, and each Lascannon should go into a Tac squad.
>
> >>> 9 man Tac Squad w/True Grit, Counterattack, ML
> >>> 9 man Tac Squad w/True Grit, Counterattack, Lascannon
> >>> 9 man Tac Squad w/True Grit, Counterattack, Lascannon
> >>
> >> The 3rd Lascannon should go in the 1st squad, for best anti-tank config.
> >
I see your point but if he's infiltrating the lascannon, it may have a
better shot earlier in the game than if it's in a Tac Squad. Granted,
I'm only speaking of what's been done to me since I don't use
infiltrators but nothing sucks like having a lascannon on your flank
ready to shoot on turn 1.
> > I'm just jealous, playing Codex Wolves doesn't give me the option to
> > bring that many heavy weapons....
>
> You get other cool stuff to make up for it, so it's not so bad.
>
It's not terrible but when I look at all the long range destructive
power other armies bring I do get a little jealous. That is until
someone gets in charge range of a large pack of blood claws with 2
powerfists....
>
> >>> Dreadnought w/AC, ML, extra armour
> >> This is OK, tho usually, you want the PF for S10 I4 attacks in HtH.
> >> Smoke doesn't hurt.
> >
> > Agreed, the AC has limited range and with the PF you have a chance to
> > give support to one of your nearby units. Plus, since the AC is short
> > ranged you'll find yourself close enough to want to jump into HtH. I'm
> > not very convinced on the use of smoke for shooty vehicles.
>
> It's more of a fighty vehicle. Besides, it's not so uncommon that a
> Dread gets Glanced, so can't shoot anyways. In those cases, extra
> armour & smoke allows him to reposition & smoke, ready to attack next turn.
>
> > If you need smoke to protect the vehicle
> > that means that some one can shoot at
> > you and if they can hit you, you can hit them.
>
> Except when you've been Glanced...
>
The thing is once the vehicle has been glanced, it's still a target.
Sure you won't get a penetration the next round of shooting if you pop
smoke but you might also be able to avoid that shot with movement.
It's good for 3 points but I think movement can work just as well
without the points cost. I'll leave it as a matter of preference.
....snipped....
--Frank >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Jan 12, 2005 Posts: 17
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(Msg. 12) Posted: Sat Aug 26, 2006 2:55 am
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Jan 28, 2005 Posts: 702
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(Msg. 13) Posted: Sat Aug 26, 2006 3:55 am
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Frankus Macimus wrote:
> John Hwang wrote:
> It's always cool to build to your preferences. I know this as a
> SpaceWolf player, flavor doesn't win battles but it does help
> you like your army more.
Space Wolves aren't weak, but they need to be played like the deviant
lesser Chaos Marines that they are!
And liking your army definitely helps you win.
>> Oh, definitely. Tho in 3E, there was a definite move away from
>> super-characters towards massed basic troops. In general, under
>> 40k3/40k4 rules, the army with more grunts will tend to pull out the win.
>
> I don't know 2e but in 4th, the more troops the better you do. It
> helps in capturing objectives, denying victory points, and in bringing
> the pain. I love characters and modelling them but in the end every
> point in a character limits what the rest of your army can bring.
> They've quite far from the days of Herohammer.
This is a good thing.
>> Otherwise, for the same 500 pts, you can get roughly 3 times the
>> number of Tacticals with Rhinos / Razorbacks. With that many
>> units, you have a lot more flexibility and ability to mutually support.
>> I haven't fielded mine in ages, and will be folding my Termies
>> down to a single multi-option team.
>
> I fielded termies recently in drop pods and there they were quite
> handy.
OK, why not just DS them without the Pod? You wanted the extra cover?
> You may not be able to assault but landing a large amount of
> shooting in the middle or rear of your opponent can be fun. It will
> definitely affect how your opponent proceeds and limits their options.
> Of course, you need to think about where to drop them because it is a
> high point value unit and can cost you if you're not careful.
If you can support them and prevent them from being overwhelmed, Termies
are awesome!
>>> Master with lightning claw, bolt pistol, combat shield and jump pack
>>
>> I'd go with paired claws for the extra attack, as the Bolt Pistol is
>> nothing special.
>
> Agreed, you don't get an extra attach unless the claws are bought as a
> pair and face it the model looks better with two claws.
>>> 5 man Devestator Squad with lascannon, 2xML, infiltrator skill
>> I'd go 3 MLs, swapping the Lascannon down to the Tacticals. This way,
>> you can lay down 3 Blast templates on enemy infantry, if necessary.
>> Because they'll be up close, adding an extra warm body or two doesn't
>> hurt if you can find the points.
>
> I don't know about this, the missile launcher templates are nice if
> you're facing horde armies or armies with low armor. However, if
> you're facing armor or good armor saves, the extra point of strength
> the lascannon brings can be nice. However, the missile launcher will
> save points to bring an extra wound or two in the form of more marines.
He has 3MLs and 3 Lascannon total. I just think all 3 MLs should go
into the Devs, and each Lascannon should go into a Tac squad.
>>> 9 man Tac Squad w/True Grit, Counterattack, ML
>>> 9 man Tac Squad w/True Grit, Counterattack, Lascannon
>>> 9 man Tac Squad w/True Grit, Counterattack, Lascannon
>>
>> The 3rd Lascannon should go in the 1st squad, for best anti-tank config.
>
> I'm just jealous, playing Codex Wolves doesn't give me the option to
> bring that many heavy weapons....
You get other cool stuff to make up for it, so it's not so bad.
>> I'd shrink to 7 or 8 so you can give each Tac squad a Plasma Gun, and
>> give the Assault Marines Plasma Pistols.
>
> Plasma pistols are nice because you have a good chance of removing an
> opponent or two before you move in to assault. Denying your opponent
> attacks is a good thing.
The Plasma Pistols are good because they're S7 AP2, for those times when
you absolutely need it.
>>> Dreadnought w/AC, ML, extra armour
>> This is OK, tho usually, you want the PF for S10 I4 attacks in HtH.
>> Smoke doesn't hurt.
>
> Agreed, the AC has limited range and with the PF you have a chance to
> give support to one of your nearby units. Plus, since the AC is short
> ranged you'll find yourself close enough to want to jump into HtH. I'm
> not very convinced on the use of smoke for shooty vehicles.
It's more of a fighty vehicle. Besides, it's not so uncommon that a
Dread gets Glanced, so can't shoot anyways. In those cases, extra
armour & smoke allows him to reposition & smoke, ready to attack next turn.
> If you need smoke to protect the vehicle
> that means that some one can shoot at
> you and if they can hit you, you can hit them.
Except when you've been Glanced...
>> For 1500 pts, 50+ models is about right.
>
> I think 50ish is a good model count. I'm personally striving for this
> model count in this size game but I think with some minor tweaks you're
> pretty close to a really good list.
His list is definitely playable as-is. The suggested tweaks mostly give
him a few more options and backups.
--
--- John Hwang "JohnHwang...@cs.com.no.com"
\-|-/
| A.K.D. F.E.M.C.
| Horned Blood Cross Terror LED Speed Jagd Destiny >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Apr 24, 2005 Posts: 207
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(Msg. 14) Posted: Sat Aug 26, 2006 12:32 pm
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Frankus Macimus" <frank_jimenez2000.TakeThisOut@yahoo.com> wrote in message
news:1156578139.422246.5560@m73g2000cwd.googlegroups.com...
>
>> >>> Dreadnought w/AC, ML, extra armour
>> >> This is OK, tho usually, you want the PF for S10 I4 attacks in HtH.
>> >> Smoke doesn't hurt.
>> >
>> > Agreed, the AC has limited range and with the PF you have a chance to
>> > give support to one of your nearby units. Plus, since the AC is short
>> > ranged you'll find yourself close enough to want to jump into HtH. I'm
>> > not very convinced on the use of smoke for shooty vehicles.
>>
>> It's more of a fighty vehicle. Besides, it's not so uncommon that a
>> Dread gets Glanced, so can't shoot anyways. In those cases, extra
>> armour & smoke allows him to reposition & smoke, ready to attack next
>> turn.
>>
>> > If you need smoke to protect the vehicle
>> > that means that some one can shoot at
>> > you and if they can hit you, you can hit them.
>>
>> Except when you've been Glanced...
>>
> The thing is once the vehicle has been glanced, it's still a target.
> Sure you won't get a penetration the next round of shooting if you pop
> smoke but you might also be able to avoid that shot with movement.
> It's good for 3 points but I think movement can work just as well
> without the points cost. I'll leave it as a matter of preference.
But if you move your Dread back into cover (assuming there's some around)
you may be taking your Dread out of action for multiple turns instead of
just losing one turn of shooting. With only 6 turns in a game you really
can't afford to do this. With smoke you can continue moving towards the
enemy and get the Dread into HtH if it gets glanced again. Plus with only a
6" move and 24" range you often have to charge a dread into the open to set
up a shot for the following turn. Having smoke for that turn in the open is
nice.
Really at only 3pts smoke is a bargain. Since the start of v3 I've seen
very few games where the SM player didn't have smoke and extra armor on
every vehicle.
--
-smithdoerr >> Stay informed about: Grognard coming back to 40k- need 1500pt SM list comments |
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Since: Apr 24, 2005 Posts: 207
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(Msg. 15) Posted: Sat Aug 26, 2006 12:46 pm
Post subject: Re: Grognard coming back to 40k- need 1500pt SM list comments [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Frankus Macimus" <frank_jimenez2000.TakeThisOut@yahoo.com> wrote in message
news:1156572897.272130.304140@74g2000cwt.googlegroups.com...
>
> Brad Hann wrote:
>> > Everybody raves about the Eisenhorn books
>>
>> Eisenhorn blew great chunks of elephant poop. It wasn't a novel, it was
>> an INQ campaign report. Anyone who admits to liking this book is a
>> closet Inquisitor player.
>>
>> Brad
>
> First totally negative I've heard of Eisenhorn. I think the biggest
> complaint I've heard is that it starts well but then the plot starts
> unravelling and the characters lose their depth and become card board
> cutouts.
I think that's the first time I've heard of someone saying an Abnett
character had any depth at all, even if only at the start of a story.
Don't get me wrong, I've read a few of his novels and they're fun action
stories that capture the mood of the 40k universe fairly well, but the
characters themselves have all started off as boring flat caricatures and 3
books later they were still boring flat caricatures.
--
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