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Popular Threads
If there's a piece of area terrain that I'm worried about, I'll just put the Dreadnought there.
this army should be re-focused on either pod saturation (tons of pods, minimal unit sizes), OR sternguard, but not both unless you can min-max your unit sizes and keep the sternguard effective.
forget the ironclad dreadnought - no dreadnoughts in the new book are worth their points for what they do except maybe the very cheapest basic model with a multi-melta and extra armor (i think it comes in at 120). if you're going to play with any at all, play with 3 and use them to get more pods.
you could probably play a list that looks like this (can't remember exact points cost ATM, but this should be around 2000 or so):
tigurius
dread w/multi-melta & extra armor + pod
dread w/multi-melta & extra armor + pod
dread w/multi-melta & extra armor + pod
5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
5-man scout squad w/sniper rifles & camo cloaks, missile launcher + pod
speeder w/multi-melta, heavy flamer
speeder w/multi-melta, heavy flamer
speeder w/multi-melta, heavy flamer
whirlwind
whirlwind
whirlwind
you could probably go even more hard core into using the pods with heavy weapons built in (instead of using whirlwinds to shoot over your pods). it gives away a lot of kill points, but man it contests objectives like nothing else.
also, if you get a chance to go second, you can keep one or two pods in reserve until the 5th turn (using tigurius to re-roll successful reserves rolls) so you can contest objectives without having to move your shooting units.
But I don't really understand the six 5-man scout squads with sniper rifles in Drop Pods. Can you explain how you plan to use them? Sure you can build a fence with your pods, but then what?
You can build a fence of Drop Pods, but besides giving you a kind of crappy S5 AP- gun, you don't get much out of it.
But I could see it having a great annoyance factor for your opponent, lol.
control a single objective while contesting all others.
it says that pods act independantly- so according to the rule book you can
Think you may need more anti tank however, come across a mech army which can clear your multimelta range in a turn and your hummed. You dont have much mobility once you've drop podded so will be quite a brittle list.
HQ: Pedro Kantor -175-
HQ: Librarian - Gate of Infinity & Null Zone -100-
EL: 10 Sternguard - 4 Combi-Meltas -270-
*Transport: Drop Pod - Deathwind Launcher & Locator Beacon -65-*
EL: 10 Sternguard - 4 Combi-Meltas -270-
*Transport: Drop Pod - Deathwind Launcher & Locator Beacon -65-*
TR: 10 Tactical Marines - Meltagun, Missile Launcher -175-
*Transport: Drop Pod - Deathwind Launcher & Locator Beacon -65-* TR: 10 Tactical Marines - Meltagun, Missile Launcher -175-
*Transport: Drop Pod - Deathwind Launcher & Locator Beacon -65-* TR: 10 Tactical Marines - Flamer, Heavy Bolter -170-
*Transport: Drop Pod - Deathwind Launcher & Locator Beacon -65-* TR: 10 Scouts - 5x Bolt Pistol & CCWs, 5x Sniper Rifles, Sgt - Meltabombs -145-
FST: Land Speeder Storm -50-
HVY: Whirlwind -85-
HVY: Whirlwind -85-
HVY: Whirlwind -85-
Better anti-horde support, bigger "Sternguard Bounce" line, and capability to take out that Inquisitor unit with Mystics that are a pain.
Seems to be one of the less potent new toys in the 'Dex.
If it becomes something I use all the time (especially for tournaments), I'll have something new made.
I've only got Daemons in progress right now....
Maybe just let my planned first wave have the beacons like you and axe the Deathwind Launchers for two Multi Melta Land Speeders.
land raiders might be tough, and monoliths are going to eat this list...
otherwise, pretty good...rather nasty against hordes
Also, don't forget ( though you are not using it here), that Pedro's attack bonus doesn't stack with the Chapter Banner, and he does not get the bonus himself
I'll have 3 MM Combat Squads, 3 Power Fists, 2 Combi-meltas (and Meltabombs on my Vanguard Veterans) and the Ironclad to deal with enemy walkers. I'm not going to lose a lot of sleep over Monoliths and Landraiders; I'm much more worried about Orks, Tyranids and Daemons.
And that's only 15 KPs, by my reckoning.
I don't really see anything with this list that is really "broken", at least not like your WH + vulkan army from the first entry. The extra hth attacks from pedro is pretty brutal but won't be of much use unless having your whole army within 12" of him works in the given mission type.
I also agree about not having enough anti-tank. I know you may not *need* it, but if your enemy knows you don't have any, he is allowed a lot more freedom in outmaneuvering you if he brings tanks. Sometimes just having some lascanonns or missles at least can keep his tanks at arm's length enough to make them ignorable.
Want more broken? Pedro's ability works on any friendly model. Drop a Callidus Assassin within 12" of him (that gives her a base of 5 attacks, 6 on the charge). I'd love to have him in a fight with 3 DCAs! Grey Knight Terminators become much nastier if you put them down using locator beacons (they are still pricey, but those S6 power weapons are rough with a base of 4 attacks if you can keep them near Pedro). I've also been thinking about Daemonhosts and locator beacons...
The nice thing about the Librarian's psychic powers is you'll be able to change them from week to week without making crazy changes to your list. I plan on giving them all a try, lol.
I'm still not too worried about tanks or more maneauverable opponents. My past games with Drop Pods have generally put me exactly where I need to be on the board and the need for speed almost vanished at that point.
1- if i take combi-weapons, can i still use the hellfire rounds and dragonfire bolts ?
2- i don't understand the Hellfire rounds (Strength X and poison 2+). what does it hit at and what does poison 2+ mean?
thank for any help :)
poison in this case just means it wounds on a 2+ regardless of toughness. They aren't poison, but it doesn't matter in this case as poison just means the towound can be rerolled if the toWound would have been better with strength against toughness. You can't get better than 2+ anyway, so no reroll.
And poison actually allows a reroll if wielder's Strength >= victim's Toughness, nothing to do with whether the poison is better. Although, I just noticed, Poisoned is only covered under close combat weapons, and there's no rules about it in Shooting... the Sniper rule details how that works, but not "Poisoned" as a shooting weapon rule... but RAI, since the hellfire profile's Strength X, I'd assume the reroll doesn't apply (like Sniper doesn't grant one).
I wrote up a list to look at messing with. 5 Pods with the Imperial Fist dude and a librarian with some sternguard in a crusader. Teleport power and Force Bubble to allow me to just be an annoying move around squad of doom. The Fist guy lets me reroll all my bolter shots with the sternguard, thus making the get hot rounds really deadly versus marines etc. But yeah that is the plan with my list. Need to tweak stuff and see what kind of Marines I can get ahold.
It's at least worth trying, lol.
Can't wait to see your list!
The other thought is some Thunderfire cannons in drop pods for your list too. That could be pretty fun heh.
I think the ability to charge on the turn they arrive make the Vets much more effective than standard assault marines. They feel a lot like my Blood Angels Honor Guard (which ware amazing on the field).
No, I'm not planning on gating Pedro unless it becomes absolutely necessary.
Do you have some Crimson Fists or are you playing this as Relictors?
I'll be using my Relictors for this army (or my Ultramarines) -- I think I have enoug models in my Blood Angels army to do this one too.
I plan on using Kantor in a landraider with chronos as an upgrade and three honor guard. I will use a bike captain so I may take bikes as troops and protect him with a command squad on bikes. The "feel no pain" and giving the captain a relic blade has me chomping at the bit to get into a fight on the table. I might even try dropping the honor guard and just mounting the command squad with Kantor an sending the captain with one full bike squad to juggle some things around.
The relentless rule for bikes and the area effect of Kantor have me really leaning towards bikes as troops. I know someone is going to comment and say why not just play from the DA Codex. I like Dark angels, however, six bikes just does not cut it. I have played and played and they get lucky once in awhile, but moslty cost me more than my opponents. The command squads "medic" keeps a smaller unit alive longer and with the addition of the captain, all of which cannot be done with DA's, seems to be the way to go for me. I'll let you know when I worlk it all out and play it a couple of times.
I am going to use some other units but I thin that keeping Kantor close to the captain and the command squad will really make for a hard hitting combination.
later,
Tim
Sternguard*10
power fist, heavy flamer*2, combi-meltas*2
If or when I take Cantor the second 10man unit will be static with a pair of heavy bolters.
The reason I think you should take HF is because you have Gate of Infinity and the Avenger on the Librarian. Imagion deepstriking in and hitting a unit with three templates!!! Yeikes.
~kings
~kings
NO LIMIT DECLARED (2500 plus?)
Kantor, 5 Honour Guard inc Chapter Banner and Relic Blade (Hammer) Champion
Master of the Forge (fortifies the cover around objective, or where the scouts may deploy in Dawn of War)
10 Sternguard with Heavy Bolter, Flamer, and Sergeant with Powerfist
10 Sternguard with Heavy Bolter, Flamer, and Sergeant with Powerweapon, Plasma Pistol
5 Assault Terminators
10 Tactical Marines with Missile Launcher, Flamer
10 Tactical Marines with Missile Launcher, Flamer
10 Scouts with Sniper Rifles, and Camo Cloaks
6 Bikers with Attack Bike
2 Land Speeders
This was made before I was at the highly disappointing Games Day UK 2008
10pts more but then you benifit from the sarg's WS4 and BS4 in both units. NTM an extra attack (and Ld? not sure).
I dont think that scout special character special rule that says if you dont shoot with him someone else gets BS6. Who would you ever give BS6 to in the unit and what are they shooting at?
Sniper Rifle- his bolter is better, and more shots if you shoot both him and the sniper
Heavy Bolter- what are you shooting at that you need to hit with BS6? Might as well shoot HB and his bolter.
Missile Launcher- very expensive anti-tank unit. There are much cheaper ways of killing armor.
i was there and i loved it (it was my first games day though)
I'm interested in seeing how this shapes up.
Pedro
Master of The Forge
10 Sniper scouts in camo cloaks with HB. - Just wanna try the new rounds.
5 Scouts with CC loadout.
Scout Land Speeder Storm. (Correct name right?)
10 Sterguard W/ HF and 5 Combi Melta and 4 Combi Flamer. (Overkill but just to fun not to try... But then again overkill is just dependable in my book?...)
Pod with Locator Beacon.
8 Vanguard I think, with an upgrade or two. (Relic blade for sure)
Ironclad W/ HF in a pod With Locator beacon
Ironclad W/ HF in a pod With Locator beacon
Ironclad W/ HF in a pod
Ironclad W/ HF in a pod
Some Scout bikes
Has 4 scoring. (Not really high but I play wolves mostly and it's quite effective, or at least to my playstyle.) Packs a punch with all those dreads. That a lot of AV 13 to deal with. Lots of vehicle killing power, massive amount of flamers. Pedro and the MoTF Drop in with the Sternguard and spilt up if they combat squad. Also providing your most expensive unit with Good close combat support. And the Vanguard can drop in to help out whoever. The Landspeeder is very versitile helping where needed, and using its disruption thing (Name of it?)... to even negate your own beacons if you feel the need. And the scout bikes are another good solid mobile unit, Also laying down mines before the game so when you drop in more are out of cover. And you use the MoTF to Reinforce the Terrain piece that your 10 sniper scouts start in giving them a 2+ cover save.
Vanguard are Fast Attack anyway
Nice choice on the Sternguard =)
Pedro Kantor
SM Captain
- Bike
- Relic Blade
- Articifer Armour
Command Squad
Sternguard
- +5 Veterans
-+2 Multi-melta’s
Bike Squad #1
-+5 bikes
-+2 Plasma-guns
- Sergeant Powerfist
- Sergeant melta-bombs
- Attack Bike w/multi-melta
Bike Squad #2
-+5 bikes
-+2 Plasma-guns
- Sergeant Powerfist
- Sergeant melta-bombs
- Attack Bike w/multi-melta
Bike Squad #3
-+5 bikes
-+2 Plasma-guns
- Sergeant Plasma-pistol
- Attack Bike
Vindicator #1
- Brother-Sergeant Chronos
- Seige shield
Vindicator #2
- Seige shield
I plan on Kantor and the Command Squad to join together and support the Sternguard for close objectives and join the Captain with the third bike squad to support the first to bike squads going after far objectives. Brother-Sergeant Chronos will go wherever he is needed along with the second vindicator.
Pedro Kantor 175pts
Librarian 100pts
Troops
5 Tactical Marines 130pts
-Powerfist
-Plasma Pistol
Drop Pod 65pts
-Beacon
-DW Launcher
5 Tactical Marines 130pts
-Powerfist
-Plasma Pistol
Drop Pod 45pts
-Beacon
Elites
10 Sternguard 280pts
-Power Weapon
-2 Combi-meltas
-1 Combi-flamer
10 Sternguard 275pts
-Power Weapon
-1 Combi-melta
-1 Combi-flamer
Heavy Support
5 Devastators 150pts
-4 missiles
5 Devastators 150pts
-4 missiles
1500pts
That's my attempt at breaking the new SM codex. Librarian bounces around with a unit of vets and pedro.
I think you can squeeze in some good stuff even with another 250 points like some speeders or "beefing" up you tactical squads.
later, Tim
Have you considered taking Lysander instead of Kantor with your sternguard? Since he has bolter drill as a tactic and the sternguard can take combi-plasma it might be even better to gate a unit with Lysander, the sternguard and the Librarian.
I know this may completely change your army but re-rolling "ones" on the comb-weapons can be great when you only get one chance with them.
later, Tim
How do you feel about drop pods?
later, Tim
HQ: Pedro Kantor -175-
HQ: Darnath Lysander -200-
EL: 10 Sternguard - 4 Combi-Meltas, Power Fist -295-
*Transport: Drop Pod -35-*
EL: 10 Sternguard - 4 Combi-Meltas, Power Fist -295-
*Transport: Drop Pod - Locator Beacon -50-*
TR: 10 Tactical Marines - Meltagun, Missile Launcher -175-
*Transport: Drop Pod -35-*
TR: 10 Tactical Marines - Meltagun, Missile Launcher -175-
*Transport: Drop Pod - Locator Beacon -50-*
TR: 5 Scouts - Sniper Rifles & Camo Cloaks, Sgt - Meltabombs -95-
FST: Attack Bike - Multi-Melta -50-
FST: Attack Bike - Multi-Melta -50-
HVY: 5 Devastator Marines - 4 Heavy Bolters -150-
HVY: Whirlwind -85-
HVY: Whirlwind -85-
2k
were does one get such a thing? or do you just have to convert one?
thanks
also i have found after 3 weeks of constant playtesting, if using drop pods dont do it it half measures. A bare minimum of 3 and by that i mean bare, all with deathwinds and locators for the vanguard. I was playing necrons and got mine by turn 2 all in a line against his battleline. turn 1 out come 2 10 man squads of sternguard with combi flamers and decimagte them. turn 2 they pump out some disciplined vengence rounds and some tacticals come on and help. Turn 3 vanguard come down and anhialate the remaining 27 man squad with lord (damn we'll be back rules) with 24 power weapon, 16 normal and 3 relic weapon attacks!
also dont underestimate sternguard in combat, against non-devoted combat units like banshees they can really hold their own. even then my 8 man squad took out 5 chaos termies and a wound off the lord before going down HAHA!
Have you tried Telion or Chronos? I was sick and had to cancel my game day and haven't the chance to try Chronos out yet.
later,
Tim
This could make a huge difference especially if you're playing in a tournament setting.
HQ
Pedro Kantor - 175 pts
Kor'sarro Khan on Moondrakkan- 205 pts
Troops - 1020pts total
6 Space Marine Bike Squads with Multi-Melta Attack Bike and 2 Plasma Guns - 170pts ea.
(should count as 5 man squads according to breakdown of combat squads)
Fast Attack - 570pts total
3 Assault Squads in Drop Pods - 190pts ea.
Basic thought is to drop the pods with Pedro on open objectives. Then outflank with the bikes aiming for armoured targets and later reinforce the assault squads. This list still has about 30pts of wiggle room and I may back down a few of the plasma guns for flamers.
I really wanted to add some Grey Knights to this list but they didin't work with the outflanking bike concept. I'm still crunching the numbers, but I'd like to build an allied Grey Knights variation with two full-strength troops and one deep-striking fast attack. Including Pedro, a Gate of Infinity Librarian, and a Land Raider the list is nearing 1400pts. I think there is some real potential to be worked out there; especially with 2500pts.
Kayvaan Shrike 195
Pedro Cantor 175
Tactical 90
5 added marines 80
Plasmagun 10
Lascannon 10
Srgt Stormbolter 10
Total 200
Tactical 90
5 added marines 80
Plasmagun 10
Lascannon 10
Srgt Stormbolter 10
Total 200
Sternguard Veterans 125
Add 5 Veterans 125
8 Combi-Bolter Melta 40
2 Lascannon 30
Total 320
Vanguard Veterans 125
Add 5 Veterans 100
3 power weapons 45
3 Powerfists 75
Srgt Relic Blade 15
Jump packs 100
Total 460
Thunderfire Cannon 100
Thunderfire Cannon 100