[1000] New Codex test - Warhammer 40K Fantasy
 

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  1. #1
    ISIS Secret Agent Squishy mpdscott's Avatar
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    [1000] New Codex test

    Well, yesterday I finally got around to picking up the new Codex:Ultramarines (as someone around here put it). I'm amazed at how large it actually is, and even more amazed at how little there would be if it didn't have all that Ultra-propaganda in it. Anyway, that's not the point of this, the point is I thought I'd give designing a "scout-heavy" force a go.

    HQ - Mobile Assault/Firepower
    Captain - Relic Blade, Storm Bolter
    5 Command Squad - Chainswords, Storm Bolters (x4 -not Apoth)
    Razorback - Heavy Bolters

    Troops - Firebase
    9 Marines - Flamer, Missile Launcher
    Sgt - Storm Bolter, Chainsword

    Troops - Reserve surprise if possible
    9 Scouts - Bolters
    Sgt - Boltpistol, Combat Blade

    Troops - Support/Take-down unit
    4 Scouts - Sniper Rifles, Camo Cloaks
    Sgt - Telion

    Heavy Support - Cheap fire support
    Whirlwind Tank - No Options
    -OR-
    Predator Tank - Heavy Bolter Sponsons

    Elite - I threw in these guys for the hell of it...Surprise hard-to-kill firepower
    4 Legion of the Damned - Bolters
    Sgt - Bolter

    I've been thinking of swapping the LotD for Sternguard (with Stormbolters) and putting a TL Assault Cannon turret on the Razorback, but that'd just be cruel wouldn't it? I know it's lacking a lot of anti-tank firepower, and that does worry me a little, but at 1000pts, I'd hope it's not going to be -that- big of an issue.

    Last edited by mpdscott; October 22nd, 2008 at 07:43.
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  3. #2
    Speedy Isao Nox's Avatar
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    Swap out the legion of the damned for sternguard. Throw them a couple combi weapons and send em in behind tac squads for cover.

    The assault cannons on the razorback looks like so much fun but with so little tanks will find itself a waste of points in the long run. Just leave it standard.

    IF you can squeeze it... The tac squad would fair well with a rhino. To get them on the move faster and to add another tank(body) to your army. Makes the enemy choose more where they want anti tank fire to go.

    Nox

  4. #3
    Acting XO of Tanith 1st MadLarkin's Avatar
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    You really like storm bolters don't you? lol

    But if your going sternguard don't bother with storm bolters. You'll mainly waste the points either way as if your using the special ammo you've wasted the storm bolter and vice versa. Combi-weapons are more efficient and give you that anti armor punch (with meltas)

    I would go predator over whirlwind and also either bp/ccw or snipers over bolters on the scouts. With bolter's their noob marines. With bp/ccw their assault specialist, with sniper's their shooting specialist.

    Also if you can find the points a heavy bolter or missile launcher in telion's unit would be awesome so that he can make it BS6

    And just for some perspective, a guard player can comfortably field 2 leman russ's in 1000 points and still have enough points to field 2 min platoons and a command platoon with 2 fire support squads (2 AV14 tanks and roughly 67 men with lots of dakka)
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  5. #4
    ISIS Secret Agent Squishy mpdscott's Avatar
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    So this is more what you'd be looking at doing?
    Should come to the same points (an even 1000 )

    HQ - Mobile Assault/Firepower
    Captain - Relic Blade, Combi (variable depending on opponent)
    5 Command Squad - Chainswords, Boltpistols
    Razorback - Heavy Bolters

    Elite - Firepower/Anti-Tank
    4 Sternguard - Combi's (variable depending on opponent)
    Sgt - Chainsword, Combi (variable depending on opponent)

    Troops - Firebase
    9 Marines - Flamer, Missile Launcher
    Sgt - Chainsword, Combi

    Troops - Reserve surprise if possible
    9 Scouts - Boltpistols, Combat Blades
    Sgt - Boltpistol, Combat Blade

    Troops - Support/Take-down unit
    4 Scouts - Sniper Rifles, Heavy Bolter, Camo Cloaks
    Sgt - Telion

    Heavy Support - Cheap fire support
    Predator Tank - Heavy Bolter Sponsons

    Just looking at it, it does carry a lot more potential anti-tank (combi's) than the initial list, and assault Scouts do make sense in an almost assault-less list.
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  6. #5
    Speedy Isao Nox's Avatar
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    My only problem is lack of transports. The sternguard will be hard pressed to make it close enough to the enemy. You could of course use their improved range bullets for long range killing... But thats only 5 shots..

    I'd hate to change the list but i fear those sternguard wont get where they need to be.

    My only suggestion is drop tellion.. He is such a cool model and sweet rules but in favor of not losing sternguard before they have a go at the enemy i would drop him for a razorback. This way you will also have 2 transports for the enemy to shoot instead of just 1.

    Nox

  7. #6
    Junior Member soltyrei's Avatar
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    I have to agree with Isao, I love Telion's rules and all, and haven't had a chance to play with him, but from what I've been hearing, he's not as good on the field as he seems on paper.
    Better off spending those points elsewhere it seems.

    Also, from what I see, you only have a Razorback and a Pred on the field (vehicles). I can tell you right now that Pred will become a major target from the enemy... Razorbacks don't quite cut it on the vehicle roster as higher priority like Preds since they are still Dedicated Transports. Chances are that pred will be dead fast. May consider swapping it for another Razorback.

    Also, CC scouts in my experence don't do much aside for acting as meat shields and locking the enemy in CC ><
    If possible, try for a squad or Assaults, IMO they do a better job as surprise/reserve units.

    As for Sternguard, good choice keeping them with the bolters, no point taking them if you don't plan to take advantage of their ammo.

    Looking at the list, your main firepower comes from the tanks and stern, the tank which I estimate will be dead. So, I agree with Isao again, the Stern definitely need some sort or transport to let them get across the board to where they are needed.
    Combat Squad will likely be the main CC force.
    Scouts will prob be support at best. I don't trust them to do major damage even though I like carrying some snipers myself xD

    Well, just some of my opinions xD
    Don't take my comments to heart though. A little luck and some fun make for a good game anytime xD

  8. #7
    Acting XO of Tanith 1st MadLarkin's Avatar
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    I like the CC scouts, but I'd drop 3 of them for a rhino for the sternguard, I think that's a good compromise. That way you have 3 armored targets and all of them carry deadly stuff or pack deadly weapons. And the CC scouts can either infiltrate or outflank. CC scouts are purely offensive, they can't take a hit very well but can deliver them almost as good as any assault marine
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