Thursday, October 14, 2010

Some list ideas.

Ok, so I was bored between classes and came up with this. Sorry no Fun pictures

List 1 and 2, different ways to build around Blood angels.

Captain; power weapon, combi-melta
125
Honor guard; melta, melta, melta, flamer, apothecary, Jump packs x5
200
Sternguard; melta, melta, combi-flamer, bolters x2
140
Drop pod; Locater beacon
45
Priest x1;
50
Priest x3; Jump packs x3, Combi-melta x2, combi-plasma
255
Assault squad x10; Melta, Melta, Inferno, Jump packs
225
Assault squad x10; Melta, Melta, Inferno, Jump packs
225
Assault squad x10; plasmagun, plasmagun, Power weapon, Jump packs
235
Total 1500


First turn sternguard come in drop pod with captain and priest. They can try and take out some armor with their three meltas, or if there is a screening unit, open fire with flamer or special ammo. They are there to create opening for DoA. Turn 2+; against multiple units, combat squad the three assault squads. The two melta gun squads split as following; Inferno and melta and three guys, then priest with combi-melta with meltagun and four guys. Against tougher targets, split them as both meltas, inferno, two guys and priest, with five plain guys DoA further back to assault in next turn. Plasma squad breaks into; Both plasma gunners, priest with combi-plasma, and three guys, then Sergeant with Power weapon and four guys back to assault in next turn. So on turn 2, that is possibly 5 Melta squads DoAing in, and 6 possible plasma shots into side armor or MCs, along with three squads to assault in with survivors next turn.

For 1750, take of Combi-flamer from Sternguard.
Add Stormraven; Typhoon launchers, Plasma cannons, blood missiles, hurricane bolters.
255
Going to try and play test this layout. Plan is, with first turn, deploy and either stay back and unleash fury of missiles and hope they don’t pop you on their first turn. Another option is to turbo boost up, getting a cover save, and PotMS into a single vehicle with Typhoon. If you don’t have first, reserve, and let it come in later and start hitting infantry. Move up 12”, and either fire frag and bolters as defensive, and plasmacannon/blood missiles as primary. Or fire plasma and bolters at infantry, and PotMS the typhoon to fire off krak. Or take off Typhoons and Hurricane bolters, and add a second Priest to stern.

List 2
Mephiston, lord of death
250
Priests x2
100
Asm x10; Melta x2, Power fist, Rhino
250
Asm x10; Melta x2, Rhino
225
Asm x10; Melta x2, Rhino
225
Tac squad x10; flamer, Missile launcher, Razor back Hbolter
225
Tac squad x10; flamer, Missile launcher, Razor back Hbolter
225
Total 1500

Three Rhinos in front, Razorbacks behind, missiles combat squad. First turn drive 18” and pop smoke. Turn 2, drive 12” start opening fire. Turn three, assault. If rhinos get popped, run Assaults, drive razor back ahead for cover and have priest jump out and join.
VARIATION: Replace third Assault squad with a third tactical squad in razorback, making room for an Hq, letting you replace Mephiston with cheap Librarian. That gives us 150 points to play with. Maybe Bikes with Meltas.
That is the core, though I’m not sure how well it will play at 1.5k Above that I’d add in an baal predator, some land speeders, and then maybe Pod in some Dreads.
Going with Dreads idea… I am trying two heavy dreads, Multi melta and Missile launcher/autocannon in pods, then Furioso with storm bolter and Melta in another pod to not come in first turn. That also gives you 50 points to get Hunter killers on the rhino chassis. Or drop a HK or two and upgrade flamers to meltas.
Again I’m saying these are great lists yet, I’m just throwing out ideas. I do plan on trying to playtest and proxy these lists soon though. What is everyone else’s opinions on these?

1 comment:

  1. Those all look pretty nasty. The exact reason I might have to bring out my Inquisitor with mystics until GW nerfs that idea!!!

    ReplyDelete