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Post by nekekami on Apr 11, 2013 14:25:00 GMT -5
I just kitbashed my own from the standard Librarian and an extra Ravenwing bike, and a Grey Knight shoulder pad that had a book on it.
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Post by canadianguy on Apr 11, 2013 20:57:59 GMT -5
I am just curious why the MGs on the RWB and not PGs. You have other melta, ML, and a TLLC I don't think the melta is needed but with all the 3+ armies out there more PG is always good.
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Post by coymastermikhail on Apr 12, 2013 4:36:53 GMT -5
Its mostly a points issue, PGs are 5 more than MGs, its the highest number of AP 1/2 shots I can have to deal with MEQ and any armour
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Post by canadianguy on Apr 12, 2013 6:50:38 GMT -5
That darn points thing! I am assuming the generator is on the libby?
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Post by coymastermikhail on Apr 12, 2013 10:10:04 GMT -5
generator?
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Post by canadianguy on Apr 12, 2013 11:01:28 GMT -5
The item that gives the 4+ ward save bubble. Thought about it a bit and I would agree that putting all the typhons in a squad would be a very good idea
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Post by coymastermikhail on Apr 12, 2013 12:47:38 GMT -5
Ill see about it if I can find the points. Not sure if dropping MGs (two and a flamer if I am not mistaken, don't have the 'dex in front of me) is worth it or not. Especially doing Divination I might just keep him hidden in a unit further back.
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Post by canadianguy on Apr 12, 2013 18:36:23 GMT -5
It gives ever unit within 6 a 4+ ward save you can get most if not all of your bikes. How close of course depending on how many pie plates they can chuck at you.
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Post by canadianguy on Apr 12, 2013 18:50:09 GMT -5
Deathwing list: I would either have both dreads geared for long range and hang at the back or geared for cc and in pods. I like deep striking w beliel the 10 man and 2 poded dreads. Gives a lot of versatility in what you can take out. As well if they have any troops that can't break away if their "weapons are useless" your dreads can tarpit. Minor thing but I think 2 CMLs better utilyze beliels ability. DWK not sold on these guys. Really like them in a multi LR list but those don't play so well right now. Otherwise like it.
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Post by canadianguy on Apr 13, 2013 8:02:21 GMT -5
GREENWING
HQ 1 - Interrogator-Chaplain BP, Crozius 2 - Librarian - FW, BP, Conv Field 3 - Command Squad - 1x Champ, 1x Apoth, 1x Revered Standard, 2x BP & PW in Razorback TLHB
ELITES 1 - Coy Vets - Sgt with BP & CCW, 3x Combi-Plasma, 2x PG, 4x BP & CCW in Drop Pod
TROOPS 1 - 10x Marines, Vet Sgt BP&CCW, 1x PC, 1x PG in Rhino 2 - 10x Marines, Vet Sgt with BP&CCW, 1x PG, 1xML (with Flak)in Rhino 3 - 10x Marines, Vet Sgt with BP&CCW, 1x MG in Drop Pod 4 - 10x Marines, Vet Sgt with BP&CCW, 1x Flamer in Drop Pod
FAST ATTACK 1 - Assault Squad - 6x Marines, Sgt with Meltabombs
HEAVY SUPPORT 1 - Pred - Autocannon, HBs 2 - Whirlwind 3 - Vindicator with Siege Shield
FORTIFICATIONS ADL with LC
Really not a fan of drop podding. Kinda find its a go big or go home type of thing.
Heavy choices: Devestators are a very good deal. You have the ADL take 10 w 4 ML w Flakk combat squad them and take a razor back w TLLC. Right there is a solid versatile unit. Now you have 3 solid anti air options that can fire at two different flying threats plus the razor w TL gets 2 kicks at it. Besides the anti air it is good anti tank and 3+ armour removal.
With all the cover saves now, I am a huge fan of devistators but I would always take them in pairs. Predators are interesting but I feel they work best in a list spamming razorbacks as it creates far too many targets for the enemy to cope with. If your opponent sees only 1 or 2 preds they will either be target #1 or ignored depending on their list.
Tacts are a stupid good deal! I wouldn't put a ML in them IMHO combat squading a devi squad with 4 is more effective. Really really liking PC, PG w rhino or razorback good mobility offers some flyer protection (yes u hell chicken).
With Greenwing I am a huge fan of 2 libbies just great at maximizing the effectivness of your troops.
Not really liking assault or vet squads unless you are really keying the list around them. The RWB, RWK and termies just do that SO MUCH BETTER!
My 2 cents which in Canada now rounds to 0. :-)
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Post by canadianguy on Apr 13, 2013 8:53:24 GMT -5
Rites of Initiation - 10th Coy
HQ 1 - Chaplain - BP, Crozius 2 - Command Squad - 1x Coy Standard, 1x Apoth, 1x Champ, 1x Flamer, 1x BP&CCW
TROOPS 1 - 10x Scouts, Vet Sgt, Camo Cloaks, SR, 1x ML (with Flak) 2 - 10x Scouts, Vet Sgt with meltabomb, Camo Cloaks, SR, 1x ML (with Flak) 3 - 10x Scouts, Vet Sgt with BP&PW and meltabomb, Camo Cloaks, BP&CCW 4 - 10x Scouts, Vet Sgt with Bolter, Meltabomb, Camo Cloaks, Bolters, 1x HB 5 - 10x Scouts, Vet Sgt with Meltabombs, Camo Cloaks, Shotguns 6 - 10x Marines, Vet sgt with BP&CCW, 1x PG, 1x PC
FAST ATTACK 1 - Assault Squad - 10x Marines, Vet Sgt with PP, PW, Meltabombs, 2x PP
HEAVY SUPPORT 1 - Dev Squad - 9x Marines, Vet Sgt with Combi-Plasma, 4x LC 2 - Dev Squad - 10x Marines, Vet Sgt with Combi-Plasma, 4x ML (including Flak)
ABSOLUTELY love this from a fluff perspective. No doubt you would get high soft scores at a tournie but I struggle with seeing it being competitive.
My few suggestions: only naked sargs in devi squads You are desperate if they are in combat! Scout squads: I would be thinking bolters or Sniper rifles, not shotguns (why no special shot gun ammo GW?) Heavies in scouts are challenging you can't split fire so if you take something like ML or LC what they shot at your unit likely won't be effective against. Don't have codex handy if PC were an option I would pick them if not than yes ML r likely the best choice. Libby instead of command squad might be better to increase effectiveness of the devi squads.
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Post by coymastermikhail on Apr 13, 2013 11:40:48 GMT -5
Hey for the greenwing
1 - I intentionally am not using anything other than standard marines (excepting hqs) to keep them greenwing. I have been working on a mixed list that I will put forward when I think its ready with all of the council I have received.
2 - I like SM tanks, I just cannot see using them with any other than Greenwing. There are a fair number of Rhinos, Razorbacks to keep the flak of the pred (which is pretty cheap this 'dex) and that might help save the vindicator, but it is always a huge target.
3 - The Int-Chap is the best bang for your buck HQ around IMHO (in the da 'dex) and stands a really good chance of not only causing some damage but also, critically, staying alive, and thus avoiding the sacrifice of the all important slay the warlord point. I don't like the idea of libbys being the warlord as they have increased odds of "catastrophic malfunctions" with the perils of the warp stuff.
4 - The Veterans and Drop podding in general is there for a reason - that being it is relatively unexpected. Let me elaborate
The two tactical squads I will get to in a moment. The vets are to pod in within 10" of the opponents "deathstar" unit, or some other appropriately valuable unit and unload 12 plasma shots into right off the bat (should read 3xPG). They will then inevitably get either shot to pieces, or, preferably, assaulted. That is why the pistol/ccw combo, for the attacks (as they cannot charge). The target will preferably have a 2 or 3 up save, but a crappy invul, and if I am placed right, (and a bit lucky)I may be able to avoid cover saves into the bargain. It is, however, a gamble, and I realise that but it shoud be fun to play.
The 2 tac squads then will either seize an opponents backfield obj, or continue to wreak havoc. The entire idea is to pull the opponent in 2 directions at once.
The MLs on the tac squad though, I'll look into it for sure.
Thanks for the help again, this is really doing good things towards my list building.
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Post by coymastermikhail on Apr 13, 2013 11:41:22 GMT -5
Also the Assault Squad is like a super mobile reserve that will hang out in the back field. Cheap, mobile gap pluggers. That is their purpose.
(Again, remember I'm trying to "Keep It Green", no RWing to do it for the line companies.)
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Post by coymastermikhail on Apr 13, 2013 12:14:51 GMT -5
In response to the Scouts list, it more for funsies than anything else, and very fluffy. The shotguns are probably a bad call, but I have 2 of the metal shotgun dudes, probably just put them with bolters to eat wounds if I play it. The Heavy weapons are with snipers, figured they would just hang out static and get some non sniper shots in on harder targets. The Vet sgts were a way to eat points, but if I dropped them I could probably grab a librarian (ostensibly to "evaluate them for any possible taint before, during, and after battle"). The other squads are there for some support to their neophytes, and also to evaluate which ones would belong where. If I played it one day, I would probably write a fluffy batrep, making it their kind of "final exam".
Plus, I just love the scout models, REALLY wish they were more useful...
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Post by canadianguy on Apr 13, 2013 17:11:37 GMT -5
Its enjoyable to think it through. Definately thinking chaplain n libby wiyth the scouts very fluffy! I guess with that vet "bomb" the (I will admit few) games I have played recently didn't have a real need for that. Liking that scout list more an more. To bad that old special sarg character didn't come back.
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