PDA

View Full Version : Advice on a local campaign/tourny play



Hockeyman506
October 24th, 2009, 21:20
Alright a few weeks back I posted in the army lists section about a 1000 point tournament/campaing thing going on at a local gaming store. The thing has been going on for about two weeks now and I'm tied for first place at the moment, but that has been do to a good deal of luck against a rather shoddy marine and ork list that I walked through with no effort.

Rules for campaign is as follows:

Point limit is 1000 and the HQ option is modified for 0-2 (though one of the units with the highest leadership must be nominated as the general). One official campaign game is played a week.

"Campaign Points":

Lose/Win/Tie for the week = 0/3/5
Sportsmanship for the week = 0/1/2/3/4/5
Painting goal for the week = 0/1/2/3/4/5

Bones points in a game:
Killed enemy general = +1
Your general kills enemy general = +2
Something cool happens(I don't like this as it is subjective. But this is awarded at the discretion of the campaign staff) = +1

Mission Modification:

All games are played on a 4'x4' table
Annihilation is now King-of-the-Hill: One objective in the center of the table. At the end of turn five game ends on a roll of 1 or 2. Game automatically ends at the end of turn six. Player with the most scoring units within 6" of the objective wins.

I've been doing well so far, but I also play several games using my list to test out against different armies. We are allowed to change our lists around twice, but it must be done before we find out who our next opponent is.

So far my biggest annoyances have been daemons and nob mobs with a painboy, warboss, cybork, and a lot of PKs. Marines have been a non-issue up to this point, but I am wary of going against one player that likes to roll a lot razorkbacks and a drop poding ironclad.

Here is my list at the moment and I'm looking to change some stuff up. Now before hand, I have absolutely no artillery available to me so no medusas, griffons, or collossi for me.

HQ

Company Command Squad - x4 Grenade Launchers, Chimera (Hull Heavy Flamer) - 125



Troops

Veteran Squad - x3 Meltaguns, Chimera (Hull Heavy Flamer) - 155
Veteran Squad - x3 Meltaguns, Chimera (Hull Heavy Flamer) - 155
Infantry Platoon

Platoon Command Squad - Autocannon - 40
Infantry Squad - Autocannon - 60
Infantry Squad - Autocannon -60



Fast Attack

Scout Sentinel - Autocannon - xx
Scout Sentinel - Multilaser - xx


Heavy Support

Demolisher - Hull Heavy Flamer
Demolsiher - Hull Heavy Flamer


At the moment I'm struggling to deal with high toughness/armor save and feel-no-pain. I know I always advise against taking plasma and a medic on the CCS, but it's getting damn tempting to do so. The grenade launchers have done very well so far laying wounds on MCs, Transports, and Swarms, though, and the ability to reach out to 30 inches on the move is nice.

I'm not adverse to dropping a sentinel, though I must say they have been probably my biggest asset next to the demolishers. I've probably won two games because they've put wounds on tough targets, hold something up in assault (as funny as that is), and even took down a battlewagon after outflanking.

I'm considering changing the CCS to a triple-plasma squad by dropping the multilaser sentinel. And giving me 10 points to spare.

Anyone have some advice on what I should do?

P.S. Oh, and the hull heavy flamers are staying on everything, they have been invaluable at roasting things (especially orks and nids) that get close since our tables are so small. Even the demolishers kill things with them.

Thanks in advance to everyone.

antique_nova
October 24th, 2009, 22:36
try marbo? and adding in some snipers in the pcs or gl. i agree on everything. only use plasma for mc and tanks though. only uswe on terminator likes if you must! i would go with the plasma gun idea.
go with this loadout

3x plasma
1x standard ( only if you have the points for the standard ). the pcs needs to be mobile. so i would go gl launchers for them. apart from that. nothing more needs changing.

tactics. you do keep the russes together and place the chimera behind the russes for deployment don't you? and then open up a gap between the russes for the chimera to drive through and provide clear LOS for the CCS to open up.

gl. if you need more help. post again.

thanks
antique_nova

Hockeyman506
October 25th, 2009, 05:21
try marbo? and adding in some snipers in the pcs or gl. i agree on everything. only use plasma for mc and tanks though. only uswe on terminator likes if you must! i would go with the plasma gun idea.
go with this loadout

3x plasma
1x standard ( only if you have the points for the standard ). the pcs needs to be mobile. so i would go gl launchers for them. apart from that. nothing more needs changing.

Marbo is to hit-or-miss for my tastes in a competitive setting is the only thing. I'm definitely not a fan of snipers, either. I do like keeping the PCS mobile so maybe grenade launchers is a good deal, but I don't like giving up the S7 gun for mobility.


tactics. you do keep the russes together and place the chimera behind the russes for deployment don't you? and then open up a gap between the russes for the chimera to drive through and provide clear LOS for the CCS to open up.

Deployment and movenent depends a great deal on the terrain and deployment type. I've had the horribly luck of rolling a lot of dawn of war.

antique_nova
October 25th, 2009, 18:57
lol, i just found out how bad it wazs when i played agaisnt my bt..... i won comfortably. but the deployment type wasn't to my likining. dawn of war is definately not the ig taste.
i would trade a S7 gun for mobility any day!
anyway gl with your tourney.
thanks
antique_nova

Hockeyman506
October 26th, 2009, 18:46
What about this over the original list:
HQ

Company Command Squad - x4 Meltaguns, Chimera (Hull Heavy Flamer) - 145



Troops

Veteran Squad - x3 Meltaguns, Chimera (Hull Heavy Flamer) - 155
Veteran Squad - x3 Plasmaguns, Chimera (Hull Heavy Flamer) - 170
Infantry Platoon

Platoon Command Squad - Autocannon - 40
Infantry Squad - Autocannon - 60
Infantry Squad - Autocannon -60



Fast Attack

Scout Sentinel - Autocannon - xx


Heavy Support

Demolisher - Hull Heavy Flamer
Demolsiher - Hull Heavy Flamer


Dropped the multilaser sentinel and swaped GLs on the CCS to meltas and switched one meltaveteran to plasma vets.

antique_nova
October 26th, 2009, 20:03
much better and better against mc. and your relying more on reliable units. isntead of more scout sentinels.
thanks
antique_nova

Rabbit
October 26th, 2009, 23:15
Hello there,

This thread is essentially inquiring about an army list. Hence, I'm moving it to the army list sub-section. In the future, make sure you post all army list related threads in the army list section. :)

*thread punted*

Hockeyman506
October 26th, 2009, 23:31
Thanks, the thread took a different turn than I was originally expecting.


Content Relevant URLs by vBSEO 3.5.0 RC1 PL1