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Post by Frosty the Pirate on Nov 3, 2012 19:49:22 GMT -5
So, many of you have probably seen the hodge-podge proxy list I've been playing lately. And I figured I'd post the list in it's current state for all to see, since I'll be starting up a Road To February Paint Log.
Here's the list as of 03/11/12
Space Wolves:
HQ:
Wolf Lord - Thunderwolf Mount, Runic Armor, Thunder Hammer, Storm Shield, Wolf-Tail Talisman, Saga of the Bear
Elite:
2x Dreadnought - 2x TL Autocannon
Troops:
3x 10x Grey Hunters - 2x Plasma Guns, Wolf Standard, Rhino with Dozer Blade
Fortification:
Aegis Defence Line - Quad Gun
Imperial Guard
HQ:
Lord Commissar - Power Axe
Troops:
Infantry Platoon 1 Platoon Command Squad - 4x Meltagun, Chimera with Dozer Blade 3x 10x Infantry Squad - Autocannon, Sarge with Power Axe
Heavy Support:
2x Leman Russ Demolisher - Heavy Bolter
Totals:
2000 point, 2 HQ, 2 Elite, 4 Troops, 0 Fast, 1 Heavy
67 Models, 8 Vehicles
After my game against Danny, I had to drop the number of guys in my blob to get power axes, it shouldn't be allowed to happen that 2 marines, a tech marine, a biker sarge and a captain killed all 41 guys over the course of ~5-6 rounds of combat.
Also, please enjoy the fact I do not have a Rune Priest, Long Fangs, Vendettas or a Manticore. Cus we all know without those it's impossible to have a good list made with these 2 armies and not take those units, right?
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Post by thesanityassassin on Nov 4, 2012 6:50:33 GMT -5
I quite like the looks of it. Very solid without falling on those "OMG you must take these!" units.
The power weapons in the blob are definitely key though...and I just realized that Axes are now an option! I need to find something suitable for sarges!
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Post by Jack Shrapnel on Nov 4, 2012 8:43:40 GMT -5
Looks good... and I've never run a rune priest, long fangs, vendettas or manticores, so I certainly don't think they're necessary (okay I don't own SW or IG, but that's a minor detail)
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Post by danydaigle24 on Nov 4, 2012 9:04:03 GMT -5
Yeah but dont forget I didnt realize that your Commissar was the HQ choice I did a mistake or I would have kill him with my techmarine right first combat and you woulnt have your SB... I realize that after 4 turn...
But its still a good change like we discuss after game. Its a good balance list.. Im not a fan of packing S7 shoots but we all have different play style and yours seems to be having lots of Mid Strenght shoots...
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Post by Frosty the Pirate on Nov 4, 2012 10:46:34 GMT -5
Yeah, I took the 20 spare points I had from adding power weapons (since the priest was too expensive at 60 points) and I changed the PCS to melta from flamers so I can deal with land raider if it gets in my grill.
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Post by danydaigle24 on Nov 4, 2012 13:28:59 GMT -5
yeah I think its a good decision you already have a lot of anti-infantry... Me I will have to play against Jasons Tau to see if my list can resist...
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Post by thesanityassassin on Nov 4, 2012 20:57:17 GMT -5
How are you finding the Lord Commissar doing as HQ? I really feel like I would miss the orders that come from a company commander...all of them are terribly useful! That said, I'm taking a much bigger blob than you are.
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Post by Frosty the Pirate on Nov 4, 2012 21:16:43 GMT -5
Honestly, I did try a CCS for a while, and I found with so few guard units, while the orders are powerful, they are less useful. I do have moments where I miss Bring It Down and Fire On My Target, but in order to make them cost effective, I think you need 3-4 guard units that can receive orders.
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Post by thesanityassassin on Nov 4, 2012 21:59:33 GMT -5
Get Back In The Fight is a big one for me, letting me go to ground every time any shots come their way. That said, I take either a squad of 50 that's usually broken up, or two squads of 30, so there are still some decent order targets.
Have you given any thoughts to Ratlings while we're on the topic of allied guard? I know they're kind of terrible statistically, but 100 points for 10 BS 4 snipers seems to have a pretty solid upside for a throwaway unit.
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Post by Frosty the Pirate on Nov 4, 2012 22:17:46 GMT -5
Snipers got some serious buffs in 6th, I havent really tried the new sniper rules tho. 4+ to wound still kinda sucks. You'd think someone who can hit a target from over a half mile away could hit a vital spot from a couple hundred feet.
If you try them, let me know how they work.
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Post by thesanityassassin on Nov 5, 2012 0:23:04 GMT -5
I just know I love my pathfinders for the Eldar for the ability to drop characters and heavy weapons....and you get similar offense for a much cheaper price out of the ratlings. I'll try them out sometime and see how it goes.
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Post by Frosty the Pirate on Nov 10, 2012 21:44:19 GMT -5
Liking the new tweaks, I feel like I've got a lot more flexibility in my backfield. However I found out today that the TWC Lord isn't invincible in combat, he was taken down by some lowly charging pathfinders! They needed 5s and 6s to hurt me! and I still took 2 wounds!
Had a very very close game vs Jason's Tau. I had to have about 6 things fall my way in on my 5th turn in order for me to win, but I got really lucky and squeaked it out. I was almost sure I was going to lose for 3/4 of the game.
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Post by LizardTau on Nov 10, 2012 22:13:55 GMT -5
yeah very close game ray. I was very lucky taking out your lord. Very close, nail biting at the end. Would have been great for a battle report, sorry it took so long that you couldn't get anouther game in but it was a great game.
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Post by Frosty the Pirate on Nov 10, 2012 22:15:12 GMT -5
I'll post up a battle report, since I'm kinda bored atm. Feel free to proof-read it since I likely won't get everything right.
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Post by Frosty the Pirate on Nov 17, 2012 15:48:45 GMT -5
I made a slight adaptation for the 2012 tournament, I changed the PCS Chimera to be armed with Double Heavy Bolters and a Heavy Stubber, brings me up to 2010 and gives me 9 anti-infantry shots.
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