[2000] Vostroyan Firstborn - Warhammer 40K Fantasy
 

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  1. #1
    Son of LO Wolf_Pack's Avatar
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    [2000] Vostroyan Firstborn

    Hey guys, I wasn't very active during the Medusa V, but I now have mange to build and start paint my Firstborn. I have turned from the conscripts, but I could always turn back. Anyways, there's the deal :

    Doctrines
    Carapace Armour
    Iron Discipline
    Close Order Drill
    Veterans
    Special Weapons Teams
    Hq

    Command Platoon @ 266 pts

    Junior Officer
    Iron Discipline, Honorifica Imperialis
    4 Guardsmen

    Special Weapons team
    Demolition Charge, 2 Flamers
    Close Combat Weapon & Laspistol

    Special weapons Team
    Demolition Charge, 2 Flamers
    Close Combat Weapon & Laspistol

    Troops

    Infantry Platoon @ 448 pts

    Platoon Command
    Junior Officer
    Iron Discipline, Storm Bolter
    4 Guardsmen
    Heavy Bolter

    4 Remnants
    Flamer

    Infantry Platoon
    Lascannon, Plasma Gun
    Veteran Sergeant
    Storm Bolter

    Infantry Platoon
    Lascannon, Plasma Gun
    Veteran Sergeant
    Storm Bolter

    Infantry Platoon
    Missile Launcher, Plasma Gun
    Veteran Sergeant
    Storm Bolter


    Infantry Platoon @ 498 pts

    Platoon Command
    Junior Officer
    Iron Discipline, Storm Bolter
    4 Guardsmen
    Heavy Bolter

    4 Remnants
    Flamer

    Infantry Platoon
    Missile Launcher, Plasma Gun
    Veteran Sergeant
    Storm Bolter

    Infantry Platoon
    Missile Launcher, Plasma Gun
    Veteran Sergeant
    Storm Bolter

    Infantry Platoon
    Missile Launcher, Plasma Gun
    Veteran Sergeant
    Storm Bolter


    Elites

    10 Hardened Veterans @ 165 pts
    Lascannon, 3 Plasma Guns
    Hardened Veteran Sergeant
    Storm Bolter

    10 Hardened Veterans @ 165 pts
    Lascannon, 3 Plasma Guns
    Hardened Veteran Sergeant
    Storm Bolter

    10 Hardened Veterans @ 128 pts
    3 Flamers, Shotguns
    Hardened Veteran Sergeant
    Power Weapon, Close Combat Weapon


    Total 1700
    Models 125

    Too many flamers ?

    Best Regards,
    Wolf_Pack

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  3. #2
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    Just by quick calculations, each of those storm bolters is costing you... 11 points...? 6 for the Vet Sarge and 5 for the weapon. With eight of these you're spending 88 points on Vet Sarges with Stormbolters... You could put in a whole 'nother squad for that...

  4. #3
    Senior Member warrior poet's Avatar
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    You do seem to have alot of flamers IMO, but i guess its some good cheap horde control. Apart from that, a very nice list.:yes:
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  5. #4
    Staying out of trouble KOS-MOS's Avatar
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    101 (x4)

    Special weapons Team with a demo Demolition Charge sould have no other weapons then that as only one of two things will happen 1) You hit and kill the enemy squad or 2) you kill yourself so you will not get to use anyother weapons and flamers are only useful vs light troops

    Lose all the Veteran Sergeants and Storm Bolters and get some more men as for around 14 points you only get 2 S4 shots a turn and there are better ways to get Ld 8 or more like command squads

    10 Hardened Veterans @ 165 pts
    Lascannon, 3 Plasma Guns
    Hardened Veteran Sergeant
    Storm Bolter
    I guess you could keep the strom bolter here as you need a vet Sergeant anyway just make sure you infiltrate this squad in some cover as its the most powerful thing in your amry and the enemy will be gunning for it from the first turn

    10 Hardened Veterans @ 128 pts
    3 Flamers, Shotguns
    Hardened Veteran Sergeant
    Power Weapon, Close Combat Weapon
    This squad is a bit useless as you are wasteing there bs4 and flamers suck so drop this squad as conscripts do this job better
    This gos for the Remnants squad too, for a little bit more you could give this squad a heavy bolter and make this squad useful
    "Hey sarge, this lasgun is heavy. I wish we had something lighter."

    FF7: ABOUT RANDOM BATTLES

  6. #5
    Son of LO Wolf_Pack's Avatar
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    I use the remnants to mainly force priority tests. They are mobile, cheap to contest a table quarter and the fact that they can only have 1 weapons doesn't bind them to a stationary position

    The flamer vet squads was an experiment, and I failed my very badly in today's tournament, I'll put in another regular vet squad. I will laso downsize flamers in a general term, but I will still have some around in remnant squads, and possibly in seperate specialists units with CCWs and laspistols.

    I now love heavy bolters. I will include much more in the futur, I find them more interesting than missile launchers as far as troop suppression goes.

    I got to cjuck a demolition charge twice out of 3 games, and it scattered vaguely. I will break up my infantry theme to include a Lemann Russ for the extra ranged capability, I can't get necrons to close in du to immortals and destroyers, they are my main concern.

    I will drop the storm bolters on the sergeants, but I`ll keep the sergeant around themselves. Why ? With a base leadership of 8, and close order drill, I get a whooping 9 on the board, wether the Senior Officer is around or not.

    I also wasn't a beleiver of the carapace armour before trying it, but it sure helps! I was able to soak up alot of wounds for bolters and close combat with bugs keeping gaunts to a manageable spot, and counter-charging in.

    I am still debating on either including conscripts again, they could make good use of flamers.
    Best Regards,
    Wolf_Pack

  7. #6
    Staying out of trouble KOS-MOS's Avatar
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    Carapace can help vs armys with lots of ranged firepower and ap5 weapons (all armys) but in your list the cost will be something like 200 points as you need to give them to your command squads too but if you play on boreds that dont have a lot of cover then maybe it could work for you

    For 200 points you could get 3 squads of men and still have enough for a few weapons so you can take more men and get more firepower per turn or get carapace and lose less per turn but aslo lose out on firepower

    I like the idea of having a command squad for each 2 guard squads thatm you take so you dont need voxs or vets and it aslo gives you more room to put in some more weapons

    Flamers are great weapons agenst light troops but useing them on nids can be a bit hard to do as most nids can move more then 6" a turn and some can even assalut 12"! Only way to use flamers is to use them in a drop squad or put them in a command squad and put this squad in your rear line and when they kill off a squad next turn you can flame them

    Your list is a marine killing list with all the Missile Launchers and Plasma Guns so some heavy bolters would help vs lots of gaunts
    "Hey sarge, this lasgun is heavy. I wish we had something lighter."

    FF7: ABOUT RANDOM BATTLES

  8. #7
    Junior Member Dj_Batman's Avatar
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    Nice list.
    im a big vostroyan fan also.

    carapace armour is a must if you are wanting to keep to the vostroyan theme (and i have also found it very useful in game)
    i worry about your remnants as to pay for a full squad of armour for just 4 guys i think is a bit too costly.

    i was going to go for close order drill also but have found that its not really something i would use as i use them for mostly cities of death style games. plus clumping them together scares me as they are worth too much to loose to a template.

    personally i like to include some storm bolters. i find them helpful especially when the rest of your unit has flashlights (or maybe one or two other decent weapons). heavy bolter, storm bolter and grenade launcher is a handy combo i find.

    i wouldnt go for conscripts as from reading rebel winter and the vostroyan history as they recruit into squads they are trained up better and there are no large units of newbies. the veterans are a good buy though.

    ive played a very limited number of games with mine with different doctorines. i make my list driven by the background of the vostroyans and it works for me.
    Firstborn Sons of Vostroya!

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