2000p BA Check it Out - Warhammer 40K Fantasy
 

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  1. #1
    Member necronmaster1's Avatar
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    2000p BA Check it Out

    I think I made a good BA list. It has lots of symmetry to make sure I hit hard from both sides and it moves very fast.

    HQ:

    Master of Sanctity: (247p)
    -Power Weapon
    -Bolt Pistol
    -Jump Pack
    -Terminator Honours

    ELITE:

    10 Veteran Assault Marines: (312p)
    -frag grenades
    -infiltrate
    8 Veteran Marines: (224p)
    -Bolt Pistols
    -CCW's
    1 Veteran Marine: (33p)
    -plasma pistol
    -CCW
    1 Veteran Sergeant: (55p)
    -Power Fist
    -CCW

    10 Veteran Assault Marines: (312p)
    -frag grenades
    -infiltrate
    8 Veteran Marines: (224p)
    -Bolt Pistols
    -CCW's
    1 Veteran Marine: (33p)
    -plasma pistol
    -CCW
    1 Veteran Sergeant: (55p)
    -Power Fist
    -CCW

    TROOP:

    10 Marines: (283p)
    7 Marines: (105p)
    -Bolters
    1 Marine: (35p)
    -Plasma Cannon
    1 Marine: (25p)
    -Plasma Gun
    1 Veteran Sergeant: (45p)
    -Power Fist
    -CCW
    1 BA Rhino: (73p)
    -Smoke Launchers
    -Extra Armor
    -Overcharged Engines

    10 Marines:
    7 Marines: (105p)
    -Bolters
    1 Marine: (35p)
    -Plasma Cannon
    1 Marine: (25p)
    -Plasma Gun
    1 Veteran Sergeant: (45p)
    -Power Fist
    -CCW
    1 BA Rhino: (73p)
    -Smoke Launchers
    -Extra Armor
    -Overcharged Engines

    5 Scouts: (75p)
    -infiltrate
    1 Scout: (23p)
    -Missile Launcher
    3 Scouts: (39p)
    -Bolt Pistols
    -CCW's
    1 Sergeant: (13p)
    -Bolt Pistol
    -CCW

    5 Scouts: (75p)
    -infiltrate
    1 Scout: (23p)
    -Missile Launcher
    3 Scouts: (39p)
    -Bolt Pistols
    -CCW's
    1 Sergeant: (13p)
    -Bolt Pistol
    -CCW

    FAST ATTACK:

    Land Speeder Tornado: (80p)
    -Assault Cannon
    -Heavy Bolter

    Land Speeder Tornado: (80p)
    -Assault Cannon
    -Heavy Bolter

    HEAVY SUPPORT:

    Baal Predator: (128p)
    -Twin-Linked Assault Cannons
    -Heavy Bolter Side-Sponsons
    -Extra Armor
    -Smoke Launchers

    Baal Predator: (128p)
    -Twin-Linked Assault Cannons
    -Heavy Bolter Side-Sponsons
    -Extra Armor
    -Smoke Launchers

    TOTAL VALUE: 1997p

    The overall tactic is to kick some @$$. The Veteran Squads are going to be infilitrating so they can jump over some trees or maybe a rock then attack. While they're in there kickin but, the reinforcements are coming. The DC is going to be less of a target with the Assault Marines tying up some stuff and the Rhinos full with 10 Marines kitted out are moving fast as well. The Scouts will attempt to destroy some tanks with their missile launchers. Also, the Baal Predators and Land Speeder Tornadoes will be providing good support fire. The list sounds good in theory, doesn't it? Tell me what you think...


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  3. #2
    That Which Has No Time Red Archer's Avatar
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    531 (x8)

    Concerning your Assault Marines: why not give the Sergeant the power fist in exchange of the close combat weapon, leaving him with a bolt pistol, rather then the other way around. That will leave you with the same close combat abilities but give you one more bolter shot on the assault. It'd be an easy choice if I were to make it.

    Then you do not field any weapons with strength 9 nor any with the melter-effect or anything else particularly threatening to a AV14 unit. This leaves you with praying for lucky dice against such units, not a thing I would rely on too much.

    Against a seasoned Imperial Guard player you should definitely have a problem. Your close combat units are pretty expensive leaving you with little numbers, your tankhunting abilities at least against an armor value of 14 are not very trusty and your Baals mainly lack range.
    But the list should work well with most other classes of opponents. Others will surely be able to assist you in further detail, I am only a beginner.

  4. #3
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    first off, only one of your scout sqds can carry hvy weapons.

    secondly, don't use a vet asslt sqd for what a regular asslt sqd can do. they cost less points.

    my opinion is to take out one vet sqds and replace it for one asslt sqd with the same configuration as your vet sqd.

    then, if you must have a vet asslt sqd, make them a super armour-busting unit. take away all plasma weapons. instead, give meltaguns to two of your vets then give your vet asslt sgt a combi-melta and a powerfist.

    deep strike them so the 3 meltas will be effective.

    IMHO, this is pretty much all a vet asslt sqd will excell at.

    good luck, and hop this helps

    bro A

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