Monday, 4 June 2012

Army List Advice Please

So I either own in various stages of construction or have on the way the following below.When I added it all up it came to a whopping great 2500 pts. Now that's great except by the time I'll have finished this lot we will definitely be on 6th and more than likely in possession of a new codex! So here is my Question, I want to pull a decent 1500 pt list out to have a play with so where do I concentrate my building/painting efforts? The first 2 squads of First Platoon, its PCS and 5 Ratlings are effectively done and in the painting queue. That is 360 points, here's my thoughts on how I proceed. I want to get 5 rough riders done (that's a must!) so another 55-70 points. The plasma vets are quite important I think so another 160 and of course I need at least 1 CCS so minimum of 100 points there with just a Standard and Plasma Rifles (Second HQ is a pure indulgence idea for later on). I also want Marbo and the Penals for some outflanky mayhem action so add another 145. Storm Troopers are only 105 points and 5 models so a quick project so seem another obvious choice as well as being a solid AT threat taking me in total if I do that to around 950pts (depending on advisor's, but think I really need an astropath as planning to flank Penals and possibly RR as well as Marbos and Paratroopers arrival). Now I feel I really need more troop numbers so (as I have loads of them I could paint) 3rd and 4th squad come next taking me to around 1150 points ( I can obv massage the numbers slightly with the loadouts). So I suppose what I'm really asking is at this point to I load up on the two Russes? Or do I take the HWS with Lascannon with whatever I have left in points to get me to the magic 1500 mark? Either way looking at it on paper I'm slightly worried about whether there's enough bodies as its not a mechanised list and also there's a lack of manoeuvrability, but I wanted mainly infantry so what do I expect, I'll see how it plays. I'm going to take some unpainted figures to a local hobby group for play testing at some point soon. Even though I modelled the Platoon standard its just a shite addition, 15 points is the same as the Regimental one, it doesn't effect the checks and I can get another flamer for ten points less, on display yes, in a game no! Any other points on anything else in the list before I start modelling things (to put the breakers on a big mistake!) would be welcome as well! I'm wondering whether two bodyguards instead of a medic is a better 30pt investment if only taking one CCS as it will also allow another plasma rifle, although I am a bit worried of gets hot mayhem killing half the HQ! Also if I don't take the HWS Lascannon think I will have to take more meltas as otherwise I'm a bit light on AT.


HQ
Company Command HQ1
50


Power Weapon
10


Regimental Standard
15


Medipack
30


Plasma Gun
15


Plasma Gun
15


Astropath
30


Master of Ordinance
30


195
Company Command HQ2
50


Straken
95


Regimental Standard
15


2 Bodyguards
30


Meltagun x3
30


220
Elites
Ratling Squad
30


x7 Ratlings
70


100
Marbo
65
65
Storm Troopers
85


2x Meltagun
20
105
Troops
1st Platoon
PCS
30


4x Flamer
20


Powerfist x 2
30


Commissar
35


105
1st and 2nd Squad
100


2x Grenade Launcher
10


2x Missile Launcher
30


3x Power Weapon
30


Commissar
35


205
3rd and 4th Squad
100


2x Grenade Launcher
10


2x Autocannon
20


3x Power Weapon
30


Commissar
35


195
HWS
300


3xLascannon
45


3xLascannon
45


3xAutocannon
15


3xAutocannon
15


3xMorter
0


420

Veteran Squad
70


3x Plasma Rifle
45


Missile Launcher
15


Grenadiers
30


160
Veteran Squad
70


Harker
55


1x Meltagun
10


2x Plasma Rifle
30


Heavy Bolter
10


Demolitions
30


205
Penal Squad
80
80
Fast Attack
Rough Riders
55


Power Weapon
10


5x Riders
50


2x Meltagun
20


135
Heavy Support
Leman Russ x 2

2x 150
300




TOTAL
2490

2 comments:

  1. I think the biggest thing there is the number of troops. I'd agree you probably need a few more - those squads are very expensive so you could tone them down and have some more meatshield squads. In particular you have a very hefty fire support group with all those heavy weapons so I'd be tempted to drop them from the squads, that'll let them move a bit more rather than being tempted to sit and shoot. On the other hand, you do have a nice selection of veterans and stormtroopers so that'll probably make up the numbers with some BS4 skill.

    Apart from that, it's a nice balanced list and the flanking business sounds like it will work a treat. Big squad of ratlings, that's a brilliant choice.

    Lack of AT doesn't look like a massive problem - 6 lascannons is probably enough to keep you from being ground into the dirt by enemy tanks. There aren't really many tanks for my liking, but then again this is a light infantry unit and if (as here) you don't really have the points for it then simple Leman Russ is a good choice. I have to say the lascannon/2x HB is my favourite loadout.

    On the whole it's a good, infantry-based list and anything I come up with is probably just down to tactical differences rather than something that can be improved on.

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  2. You can only have one Regimental Standard per army. So, I suggest you put it in Straken's squad. I run Straken as follows:

    Straken, 2xMeltaguns, Regimental Standard, Carapace armor, Medic, 1xBodyguard, and an Astropath. Two bodyguards works as well.
    statistically in between 2+ saves and 3+ saves vs ap 5 and 6 shots, and no
    This gives you 7-8 bodies with 4+ saves, 4+ Feel No Pain. I think they are armor ignoring close combat attacks. A very survivable unit, and can pack a punch as well. So, thats a loadout you could consider for Straken.

    For your other HQ, you might consider losing the medic, the regimental standard(since only one unit can have it), and replacing them with two plasma guns. Give your commander a plasma pistol as well, instead of a power weapon, as you cannot rapid fire your plasma and charge in the same turn, so the plasma pistol synergizes a bit better. He can still sit back and give orders, while his plasmas fire, and the Master of Ordinance can still do his thing. It is tempting to have feel no pain in there for the plasma overheating, BUT if you play carefully, and only plan for ONE volley of plasma fire, then you can unleash them when they can cause the most harm to your enemy. Plus, any rounds of fire past the first that you get plasma shots you can count as a bonus round. :)

    Have you considered Creed? He could give your Rough Riders the Scout ability, so you could outflank them. I also like to run Harker's squad in a chimera and outflank him too. Makes them a little more survivable when they arrive. It looks like you might have wanted to infiltrate your squad though.

    Also, take a look at Al'rahem. His entire platoon arrives at the same time, and on the same side of the board. Could add an interesting dynamic to your list.

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