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So the other day I had my first game playing a mech list and it went amazingly well. So well in fact that I'm tempted to just run with this list forever. I wrote the list really quickly and it isn't that well thought through. So I thought I'd post it and see what you guys have to say about it. The game I played was against Marines but I'm thinking of taking it soon against my Tau opponent. So with that in mind let me know if there are any horrible weaknesses.
Company Command Squad 165
Veteran Squad 155pts
Platoon Command Sqaud 105pts
Infantry Squad 60pts
(sitting on objective)
Infantry Squad 55pts
Flamer (ridding in vendatta)
Leman Russ Battle Tank 165pts
Leman Russ Battle Tank 165pts
The game I played was the one where there is only 2 objectives. My autocannon squad sat on the home objective and the Vendetta took the other infantry squad to the enemy one.
Thanks in advance for the feedback.
That looks like the makings of a good list there mate, as ever there's a few changes i'd make. I'm an opinionated git lol
Platoon - I'd get 2 Infantry Squads with Autocannons to hold your objective. 1 Squad is easy to break or kill. change the Squad in the Vendetta to another Autocannon squad.
If you want a cheap unit in your Vendetta for Suicide flamer attacks then take a Special Weapon Squad with 3 Flamers. It's only 45pts. It can do more damage and it's still a scoring unit for claiming objectives.
Russ- Ditch the Lascannons. They're expensive for the 1 BS3 shot. Keep the Russ killing what they were meant too - Infantry. You've got the Vendetta for Lascannon Death anyway. If you lost them thats 30pts closer to that assault squad.
Last edited by Lord Borak; September 17th, 2009 at 13:22.
Yeah I like the idea of the special weapons squad with 3 flamers in the valk. Previous to this I used to put a special weapons squad with 3 demo charges in the valk for some suicidal grav-shute destruction, but they had to go after I realized they were killing more of my men than the enemy.
I really hear what you're saying about the russes but unfortunately I've already put the lascannons on there. Looks like it's time to take to them with a knife, super glue and some magnets.
Thanks for the feedback.
besides flamers, you could take grenade launchers. Plus i think the command squad with the plasma guns sticking out is going to create a death wish for that squad. you opponent will more than likely target that valuable unit. and maybe hit the russes later.
Also i wouldn't waste the veets skill with flamers, give them melta guns or plasma as borak said and i would put the vets in the valkyrie/vendetta and place your platoon in the chimera.
this allows your more expensive unit, vets, to become more of a threat when they can sscout or outflank with their valkyries/vendettas special rules.
Nah I'll keep the plasma squad. It's like having an ace up my sleeve. The way I play it is I keep them in the chimera and don't shoot until a sufficient target appears, that way my opponent doesn't know about them until it's too late. For example in the last game they stayed in the chimera until a squad of terminators teleported in. The chimera charged 12" over there the boys climbed out and rapid-fired the terminators killing all five on them in one go, this earned their points back and more. In other games they hunt expensive crisis suits or daemon princes.
I didn't waste any vets skill. I only have one squad of vets and they have meltaguns. The flamers are all on BS3 units. So that's okay.
The vendetta can only move 6" if it wants to fire all it's lascannons, so I'll put in the cheapest unit I can find. It's going to spend most of the game inside doing nothing, and grab an objective at the last minute. With the meltaguns in a chimera I can charge out and meet the rhino rushes half way and bring one down, that's the kind of environment I want to keep my valk away from.
Here's a question though. What's the best way to deal with Tau vehicles at long range? For some reason the Tau codex didn't get with the program and actually has good cheap vehicle upgrades... really good ones. So my friend is going to have devilish and a hammerhead all with disruption pods. It's like permanent smoke launchers and the hammerhead is going to be taking advantage of it's huge range and sitting well back so I'll always be more than 12" away. I just don't think this list has enough long range anti-tank, well not enough to deal with that quickly anyway.
What do you guys think?
outflank units and reserve vulnerable units. your opponent doesn't sound very experienced. terminators without a lrc? not clever. people only beleive their lists is good because they win with them. It's a psycological effect, whether you win against good or bad opponents.
As a note, though, why did you dismount the troops? Five models can fire from the top-hatch of a chimera. Another though, though, the troops on board can't shoot if the transport moves more than 6", or did you fire in the next turn?Solid move with the vendetta, the option of having a cheap scoring unit on board late-game is very useful.The vendetta can only move 6" if it wants to fire all it's lascannons, so I'll put in the cheapest unit I can find. It's going to spend most of the game inside doing nothing, and grab an objective at the last minute. With the meltaguns in a chimera I can charge out and meet the rhino rushes half way and bring one down, that's the kind of environment I want to keep my valk away from.Sorry, no idea on the Tau, haven't played them with my mech list yet. Somehow I doubt on a standard board that it can stay out of range for long. Though outflanking will do in a pinch.Here's a question though. What's the best way to deal with Tau vehicles at long range? For some reason the Tau codex didn't get with the program and actually has good cheap vehicle upgrades... really good ones. So my friend is going to have devilish and a hammerhead all with disruption pods. It's like permanent smoke launchers and the hammerhead is going to be taking advantage of it's huge range and sitting well back so I'll always be more than 12" away. I just don't think this list has enough long range anti-tank, well not enough to deal with that quickly anyway.
What do you guys think?
I second Borak on the hull lascannons. Just ask your opponent if you can treat them as heavy bolters, there is a good chance they'll be okay with it unless you are in a tournament setting.
Yeah the chimera had to move 12" to get them in range and if they wanted to shoot that turn they had to get out (it was awesome, you should have been there).
About the list though, my friends and I show our lists at the end of the game instead of the start. That way there is some element of surprise / bluffing. I kinda wanna discuss this more so lets go over here:
http://www.librarium-online.com/foru...fter-game.html (Do you show your list before game or after game?)
I'm the guy who got jacked up by this mech list.
My list was built for anti-infantry because thats what i expected, so the slaughter was a more impressive than it will be next time... So yeah, well played Lachlan.
As far as sportsmanship goes all was above board. We have always showed the list last with no obligation to announce whats inside transports. Adds another element to the strategy.
Wow this is awkward. The only way this could get worse is if my Tau friend finds this thread too.