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Post by calitom on Jun 27, 2012 19:48:28 GMT -5
No allies, no FoC gimmicks. Just something to feel out the new meta of the 6th rules (may obviously change based on certain things) but from the screenshots and stuff I've seen it sounds like it'll work pretty good.
HQ Librarian with Force axe and Stormshield in Terminator armor Mephiston Honor guard with 4 Plasmaguns and Jump packs
Elite Priest in terminator armor 10 TH/SS Terminators
Troops 5 Assault marines with a Plasmagun in a Las/Plas razorback 5 Assault marines with a Plasmagun in a Las/Plas razorback 10 Assault marines with 2 Meltaguns and a TH with Jump packs 10 Death company with Bolters, 2 PF and a Plasma Pistol
So it's going to obviously lean more towards tough infantry blocks on foot with some assorted plasma throughout the list and the big block of Terminators and Deathcompany to push people around with. With FnP working against everything but Instant Death and the 2d6 charge distance I'm honestly thinking foot slogging Terminators in huge blocks is going to be the way to go. Numbers over vehicles as necrons or even Missile launchers are going to be able to glance out Land Raiders and that'll be a huge point sink to just have it die right away.
If Flyers become an issue I'll likely downsize the DC to fit in a terrain piece with an AA gun, which wouldn't be too hard to shift.
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Post by LizardTau on Jun 27, 2012 19:58:51 GMT -5
Nice i was going to post up list soon probably do a lot of jump packs tho. Re roll charges and impact attacks should be good
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Post by thesanityassassin on Jun 27, 2012 20:05:11 GMT -5
Looks pretty solid to me. With the shift in Power Weapons to AP3, I think big blocks of Terminators are going to start becoming one of the scarier things in the game.
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Post by calitom on Jun 27, 2012 21:00:58 GMT -5
Yeah, the other idea is that Sanguinary Guard are going to be very good come 6th for the same reason terminators are going to. So thought up this as well :
HQ Dante Mephiston
Elite Priest with JP Priest in Terminator armor 10 TH/SS Terminators
Troops Sanguinary Guard with 2 Plasma Pistols Sanguinary Guard with 2 Plasma Pistols Sanguinary Guard with 2 Plasma Pistols and a PF Sanguinary Guard with Chapter banner and PF
The only thing in the army without a 2+ armor save will be the JP priest, lots of plasma going around, the Terminators to handle other Terminators and such and the SG will shred most troops with ease, especially the banner unit with Dante.
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Post by LizardTau on Jun 27, 2012 21:06:33 GMT -5
I was thinking the same thing i was going to try some sang guard
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Post by Jack Shrapnel on Jun 27, 2012 21:18:10 GMT -5
I like list two mainly for the sanguinary guard models....
amazing how much of a threat a 2+ AS has become eh?
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Post by calitom on Jun 27, 2012 22:27:39 GMT -5
Yeah, it's a nice threat- but I'm sure there will be plenty of plasma around, hence why the second list would be my fall back list- considering my army already uses the SG kits for the base of my power armored models I get the best of both worlds. Also : AP 2 getting +1 to the vehicle dmg chart makes Plasma that much better then it used to be, actually finally becoming a true versatile special weapon where there really wasn't one as of yet. Sure they won't do anything to Land raiders but that's what I have Furious charging Thunder hammers, Mephiston and the 2 meltaguns for. Edit : Funny how you can viably rely on close combat to wreck vehicles hitting on a 3+, hm?
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Post by calitom on Jul 1, 2012 1:41:13 GMT -5
So after looking at the missions (which I will be writing a comprehensive guide on either later tonight or tomorrow night depending how bored I get) and playing the one game I did today for 6th I've comprised a new list, hoping to meet more of the balanced take on all scenario and opponent style approach. HQ Librarian in Terminator armor with Force Axe and Storm Shield Mephiston Elite Priest with Jump pack, Priest in Terminator armor 9 TH/SS Terminators Troops 5 man Assault squad with Plasmagun (MB on srgt) in Las/Plas Razorback 5 man Assault squad with Plasmagun (MB on srgt) in Las/Plas Razorback 10 man Assault squad with 2 Meltaguns and a TH Fast attack 2 MM attack bikes 2 MM attack bikes Heavy support Dreadnought with TL-Auto cannon and fist with underslung HF Dreadnought with TL-Auto cannon and fist with underslung HF Considering 5 of 6 mission types are objective based primary, durable and fast troops are very important for BA, and also considering one mission also makes your fast attack scoring, and another making your heavy support scoring as well as your troops makes me feel like I needed a more balanced FOC approach in order to maximize my ability to adapt to each mission type. The new Psychic powers are super awesome, but loading up on a Libby dread, Libby and Meph seemed like a bit much- and would really make me hate facing Nids and Eldar that much more... so downsizing to the two and instead turning the Libby dread into another HS dread helps to balance it out a little bit. Loving the Termi block in 6th though for sure... super durable and is the answer to most things if they can charge it... was forced to drop one to fit points in though. Ultimately if the bikes and dreadnoughts prove to be a waste of points (which I'm hoping not, fast melta and dreads are both super sweet) I'll likely return to the more troop heavy approach, dropping the bikes and one of the dreads for more troops... I feel without a fortification a rifleman dread is key to making sure you have an answer to flyers now.
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Post by Frosty the Pirate on Jul 1, 2012 9:37:11 GMT -5
What I've noticed so far about 6th is you get super punished for over extending, using your army as a whole and setting up the table properly (lots of terrain, and LOS blockers) is very important. Shooting galleries are going to full on blood baths.
I completely agree that TL Str 6-7 is the key answer to flyers, since with a reroll your very likely to get some 6s.
That termie brick is certainly one tough customer, 2+/3++/FNP means their sticking around.
And I agree that bikes over speeders are the right choice, but I think using your army as a whole, and over extending with suicide units is exactly that, suicide. So I would play your bikes more conservatively, using their speed to respond to threats on flanks rather than as suicide melta.
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Post by danydaigle24 on Jul 1, 2012 13:53:29 GMT -5
Just to confirm at 2000k points you need to have 4 troops? I will have the book soon but I just want to start thinking Caint wait to be back and try the new edition! and the allies are they permit at all time?
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Post by Frosty the Pirate on Jul 1, 2012 17:52:16 GMT -5
No Dany, you only need 1HQ and 2 Troops unless your going to take a second FOC chart, in which case you need 2 Hqs and 4 Troops minimum. (which means at 2k, you probably still want to confine yourself to 1 FOC chart, as for some armies 2 Hqs and 4 troops is a lot of points!)
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Post by calitom on Jul 1, 2012 18:27:39 GMT -5
Just to confirm at 2000k points you need to have 4 troops? I will have the book soon but I just want to start thinking Caint wait to be back and try the new edition! and the allies are they permit at all time? As Ray said, you're better off using 1 FOC unless if you're at like 2.5k+ points. Allies are in at 2k+ though they really don't do -too- much aside from allowing some neat combination for armies and allowing some of the armies to have psychic defense.
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Post by trevor on Jul 1, 2012 19:14:35 GMT -5
so u could do like 4 bloodthirster and 4 sqauds of 5 plaugeberrors and do the 2 force org thing? thats like 1300pts but still
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Post by Jack Shrapnel on Jul 1, 2012 19:28:20 GMT -5
Or you could take that imperial armor special character greater daemon who has a retinue of up to five blood thirsters as one HQ slot
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Post by calitom on Jul 1, 2012 21:04:30 GMT -5
Or you could take that imperial armor special character greater daemon who has a retinue of up to five blood thirsters as one HQ slot You don't know how happy I am he isn't stamped for regular play.
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