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So I have a 1750 tournament coming up and thought I would just build it off the 1500 that I posted earlier. Now this list is pretty set at this point as I don't have a lot of models I can sub in. So I am really looking for some input maybe a little more towards wargear options and tactics then I am on list building.
MotF w/Power Weapon
Ironclad Dread w/Melta & Flamer, Pod
Ironclad Dread w/Melta & Flamer, Pod
7x Assault Terminators (5 th/ss, 2 LC) w/Land Raider Crusader, Multi-Melta
5x Scouts w/CCW & BP, Power Fist, Combi-Melta
10x Tac Marines w/Melta, Missile, powerfist, rhino
Land Speeder Storm w/Multi-Melta
Dreadnought w/Twin-Linked Lascannon
I know people will want Sternguard to be thrown in there but I have not built any yet so I have to rely on what I have done. So I threw in a Las Dread for some extra ranged support. The MotF will either ride in the open spot in the Land Raider or if the Tacs combat squad he can ride in the rhino. So does anyone have some advise on wargear changes or any tactics I should look into/out for?
I was thinking of using the Bolster Defenses so that I can Combat Squad the Tacs to give the missile group some better cover and give the Tacs the MotF for some extra ranged and CC support as well as he may get into range to repair some dreads or the Land Raider if needed.
Thanks for the input. I was liking the MotF because he gets 2 Str 8 attacks and 3 Power Weapon attacks on top of the fact that he has a Twin-linked Plasma Pistol and a Flamer to take advantage of Vulkans ability. The only other viable option I have at this point would be a Libby (pick what Powers work best I was thinking The Avenger and Null Zone.) and an Assault Squad with Flamer and Thunder Hammer. Option 2 comes out to 240 points so I can give the Tac Sargent a Combi-melta/flamer with the last 10 points.
Do you have a third Drop Pod for the Tactical Squad to use instead of the Rhino? I'm not suggesting that they actually use it--with only two scoring units, the Tacs are going to be holding your home objective every game--but a third Pod would allow you to bring in both Ironclads on Turn 1. I can't be optimistic about landing a single Pod at the start of the game.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I have a 3rd pod that came in the Mega Force, but it's all still on the Sprue. I have a tone of stuff to put together still.... Razorback, the mentioned drop pod, 5 scouts, Captain, Command Squad and about 35 Tac marines (5 of witch I am thinking of making into Sternguard).
First off, allow me to say that I prefer fluff and variety to cheese and redundancy.
That being said; I'd dump the HS dreadnought and the CC oriented scouts. I'd replace them with 6 Sternguard with 6 combi-meltas in the aforementioned razorback. Then I'd take those other 5 scouts, model them for range and sit them on the home objective. With that build, your army moves like this: LRC shielding the rhino+razorback, landspeeder+ironclads deep striking.
Finally, you need to do something with the MotF. There's two ways to go about it as I see it. The first is a conversion beamer, sitting him in the back, as far away as possible for maximum S and AP. The second is giving him a bike so he can keep up with the vehicles for repair+assault. There's really no wrong answer. The conversion beamer is bomb. He can still provide counter-assault to the scouts (necessary? meh...) on the home objective. The bike gets him in assault, and keeps him close to the vehicles for repair (3 in 1750 is tough).
Vulkan lists are really fun to play; but as a veteran I'm sure you're not looking to be ultra-competitive with them.
But thanks for the input anyway. I may have to take it into consideration at a later time.
O, I wasn't trying to denigrate your fluff; I was just advising more razor spam over fluff, so I was installing a caveat so it didn't seem like I was one of those min-maxing people