[1850] the SM army that failed - Warhammer 40K Fantasy
 

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  1. #1
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    [1850] the SM army that failed

    I finally thought it was a good idea to take the plunge and visit a local Gaming club. Lots of gamers, lots of experiance and games in point values of 1500-1850. normally i play 750-1000 point games in a less competitive atmosphere at a local hobby shop.


    I had put together a list consisting of a 1500 point staticy army. When i arrived i found out i would be playing an 1850 point game vs flesh tearers. with the objective being a gamma hold the center scenario.

    Well i got off to a bad start by totally messing with my origional list to add the 350 points.

    What i wound up with was a half static and half assaulty army that was a jack of all trades and master of none. Ill also take into account that i was more then a bit nervous and my tactics were sub par. Here was the list i wound up with.

    no traits:

    HQ
    Master of santity
    attached to assault squad

    Elite
    Dreadnought w/assault cannon,
    armour, smoke
    drop pod

    5 termy squad X2 assault cannons
    deep strike

    Troops
    Tac #1 -
    6 marines w/lascannon, plasma gun, bolter (x4)

    Tac #2
    6 marines w/lascannon, plasma gun, bolter (x4)

    Tac #3
    6 marines w/lascannon, plasma gun, bolter (x4)

    Tac #4
    10 marines 1 melta, bolter (x9)
    vet sgt w/ pf
    drop pod


    Fast attack
    Land Speeder Tornado

    Land Speeder Tornado

    Assault Squad- 260 pts
    9 marines w/plasma pistol (x2), bolt pistol (x7)
    Veteran Sergent w/power fist, bp

    Heavy support
    Devastator Squad- 200 pts
    8 marines w/ missile launchers (x4), bolter (x4)

    LRC w smoke.




    By the end of turn 4 i was pretty well done. My LRC, bits and pieces of my dev and 2 tac squads were left.

    A brief break down goes as follows:

    turn 1

    I move lst's , LRC and assaults forward
    he does the same with his assaults, rhino and a vindicator.

    turn 2
    drop pod in tac squad to his rear. move and shoot with lst's,dev and tac squads. I kill his annialator.
    he moves his assault squad into center. kills my 1 lst and hits 3 assaulters with vindicator

    turn 3
    i Deep strike the termies into the middle under cover of the LRC and drop the dread in near tac squad.
    destroy the armament on his vindicator
    he engages my assault squad with his assault squad
    his tac squad from the rhino is moving into range of my dev team.
    kills my dread and remaining lst. he drops in termy squad

    turn 4
    i fight his assaults with mine. i lose in a complete wipe. chappy killed
    shoot up a tac squad of his with my termies
    LRC takes out 2 of his termies
    dev squad franticy tries to protect itself vs his tac squad
    my rear tac is now engaged with 2 of his rear tac squads that assaulted me


    by the beginning of turn 5 he has already engaged one of my last 2 las cannon squads. My devs are pretty much done with and the only real remaining thing i have without damage is my LRC.

    At that point we figured it was time to end the game.

    He was very nice about the game and told me i had a pretty well rounded out army and made some suggestions regarding my tactics.

    A few were :
    1.
    Assault squads and lst's were brought out way to early in the game. Hold them back a turn or 2 to see what the enemy does. Use them as counter attack.
    2.
    reconsider splitting up my army by not drop podding and deep striking. Use the LRC as intended as a transport for tac or termy squad.
    3.
    dont be overly agressive with the army i have.


    I took his suggestions and wanted to post here to see if anyone had suggestions on tactics and how to possibly fill out this army a little better.

    should i stick with static or go more assaulty? My army seems to be a bit of both.

    thanks

    -zed

    Last edited by zedsdead; August 4th, 2006 at 19:12.

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  3. #2
    Illustrator Extraordinair Adrian MalSeraph's Avatar
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    Welll...since you said you normally play static, focus on static tactics.

    Here. try this example list on for size

    1850 Vanilla Marines

    Master
    Thunder Hammer
    Terminator Honors
    Iron Halo
    140pts

    This guy will bolster your units, making you less likely to fall back from shooting. Plus, when his powerful units, i.e. Monstrous Creatures, he'll have a way to take them down.

    Terminator Squadron (5 guys)
    2x Assault Cannon
    Drop Pod
    270pts

    These guys, as you know, are tough. You may as well use them as pressure on your opponent's army.

    Dreadnought
    Multi-Melta
    Extra Armor
    120 pts

    He'll drop with your terminators to apply more pressure. Use him for tanks. The terminators for infantry.

    Tactical Squad (6 guys)
    Plasma Cannon
    Plasma Gun
    120pts

    Tactical Squad (6 guys)
    Plasma Cannon
    Plasma Gun
    120pts

    These units will deploy near the edge or middle of your zone. They will focus mostly on infantry hunting.

    Tactical Squad (6 guys)
    Lascannon
    Plasma Gun
    115pts

    Tactical Squad (6 guys)
    Lascannon
    Plasma Gun
    115pts

    These guys are your stationary tank hunters, deployed in the middle or back of your deployment zone.

    Tactical Squad (10 guys)
    150pts

    Tactical Squad (10 guys)
    150pts

    These guys can stay in front of your shooting squads, covering them from on coming assaulters or can move forward and rapid fire stationary armies.

    Assault Squad (10 guys)
    Veteran Sergeant
    Powerfist
    2x Plasma Pistol
    260pts

    Your assaulty bit. This can counter charge, or charge your opponent. Use them to tie up expensive units, then demolish them with the powerfist.

    Landspeeder Tornado
    Assault Cannon
    80pts

    Landspeeder Tornado
    Assault Cannon
    80pts

    Use these to cover your flanks. Support your shooters by moving fast and rending approaching enemy units.

    Vindicator
    Extra Armor
    130pts

    This one's simple. He'll draw focus from the rest of your army, plus he has plenty of bite to hurt your opponent's army.

    1850 pts

    Try this list and take the advice to heart.

    Let me know what you think.

    I know that this is similar to your list, but there are key differences that I think will help out.
    Last edited by Adrian MalSeraph; August 4th, 2006 at 20:26.

  4. #3
    Member Connor Ivering's Avatar
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    That would be good except for a couple things:keep the assault cannon on the dread and actually give it a drop pod. Maybe take take the fight to them for the two nilla squads.
    My armies are studly!
    W/D/L
    Empire 25/1/2
    chaos 8/0/2
    Hyrulian Knights 7/3/1

    Take the fight to them
    Have faith is suspician


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  5. #4
    Illustrator Extraordinair Adrian MalSeraph's Avatar
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    Yes, you're right. I forgot the drop pod.

    So let me make some changes and it should be okay.

  6. #5
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    the only model i dont have at the moment is the vindy.... i ordered it as well as a predator a few days ago so i should have those soon.

    - my master has a power sword on the model not the hammer... will this work as well..being both power weapons.

    - with the drop podded dread and termies is it wiser to wait till round 3 (is it legal to skip a round ?) to drop them ( better chance of them coming down together) ? I also would more then likely keep the assault cannon on the dread since i dont have the model atm.

    the changes arent to drastic from what i fielded... however the tactics were different.

    If i play this sunday ill have to squeeze in my devestator squad instead.

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