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  1. #1
    Dawn Under Heaven Triumph Of Man's Avatar
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    Multiple 400pt lists for Combat Patrol tournament, give me a hand here.

    Ok, so I rocked up to the club last night as usual and was taken by surprise by a friendly Combat Patrol tournament that will be running over the course of a few weeks.

    But there's a catch.

    We're allowed to submit as many army lists as we like whenever we like, and then choose which list to use before each game commences. Cool huh? This could see some people switching complete armies.

    Now I didn't get any warning about this tournament so I only had time to write up one list. However, after casing a few of the other gamer's armies I want a couple of other lists up and ready to play at a moment's notice.

    -----------------------------------------

    Generic list This is the list I used last night, worked well and saw me win all three of my games. However, after casing a few of the other more specialised armies, I don't think it will hold. However, if I don't have a good idea of what my opponent is pulling on I'll revert to this list.

    Infantry Command Squad: 55 pts
    JO: Iron Discipline
    Heavy Bolter Team

    Infantry Squad: 85 pts
    Rocket Launcher
    Plasmagun

    Infantry Squad: 85 pts
    Rocket Launcher
    Plasmagun


    Armoured fist squad: 172 pts
    Heavy Bolter team

    Chimera: Hull mounted Heavy Bolter, Multi Laser, Heavy Stubber and Extra Armour.

    ---------------------------------------

    Anti-JumpShoot list This list has been developed after watching an Eldar player. He took a 10 strong Warp Spider unit with a kitted out Exarch and a very small unit of Pathfinders. Looking at it work, if the correct terrain is on the board, my Guardsmen really would be in trouble. Thus I've put this list up to attack this Eldar player's list, and any other one that functions simillarly (Lotsa stealthsuits).

    Entire army drops.

    Infantry Command Squad: 60 pts
    JO: Iron Discipline
    Heavy Bolter Team

    Infantry Squad: 75 pts
    Rocket Launcher

    Infantry Squad: 75 pts
    Rocket Launcher

    Remnants: 36 pts
    5 Men, 1 with Flamer

    Veterens: 75 pts
    5 Men, 3 with plasmaguns

    Veterens: 75 pts
    5 Men, 3 with plasmaguns

    This list is partially limited by my lack of Weaponary. Unfortunately, I don't have another several plasmaguns, thus I decided to place them all in veteran squads and make use of BS4. Yes I can't use the rockets when I drop, however, there will be subsequent turns where I may well get the opportunity.

    ----------------------------------------------

    SMurf-Killaz list This one has been bread to specifically attack Shooty SMurfs with minimised squads. The one I saw in action had a couple of Rockets toting units, thus making wish to leave the chimera at home, a heavy bolter toting unit, and a scout squad. Conscripts are 80pts worth of "shoot-me-I'm-a-madatory-troops-choice". while everything else is supposed to deliver as much pain as possible.

    Conscripts: 80 pts
    20 conscripts

    Veterens: 91 pts
    7 Men, 3 with plasmaguns

    Seraphim Squad: 225 Pts
    1 Veteran Sister Superior: Eviscerator
    5 Seraphim: Twin Bolt Pistols
    2 Seraphim: Twin Hand Flamers

    --------------------------------------------

    Horde-control list I came up against Orks and 'Nid last night with my Generic list. I did pull through in both occasions but it would have been a lot bloody easier if I had the chance to take the specialised equipment. Autocannon and plasmagun are in case a bit of cheap armour shows up.

    Infantry Command Squad: 55 pts
    JO: Iron Discipline
    Heavy Bolter Team

    Infantry Squad: 85 pts
    Autocannon
    plasmagun

    Infantry Squad: 75 pts
    Heavy Bolter

    Armoured fist squad: 172 pts
    Heavy Bolter team

    Chimera: Hull mounted Heavy Bolter, Multi Laser, Heavy Stubber and Extra Armour.

    18 pts left, Hmmm, not quite decided.

    --------------------------------------

    Yes, you could say that my opponents will tailor against me. However, knowing most of them well leads me to believe that they will stay complacent and not make use of the ruling that allows for multiple lists. That, and IMO I can be very sneaky at sussing out what my opponent is going to bring. :ninja:

    Anyway, any advice, particuarly on the list with the Seraphim, is appreciated.

    Last edited by Triumph Of Man; November 4th, 2006 at 07:49.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

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  3. #2
    Dawn Under Heaven Triumph Of Man's Avatar
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    Anti-JumpShoot list This list has been developed after watching an Eldar player. He took a 10 strong Warp Spider unit with a kitted out Exarch and a very small unit of Pathfinders. Looking at it work, if the correct terrain is on the board, my Guardsmen really would be in trouble. Thus I've put this list up to attack this Eldar player's list, and any other one that functions simillarly (Lotsa stealthsuits).

    Entire army drops.

    Infantry Command Squad: 60 pts
    JO: Iron Discipline
    Heavy Bolter Team

    Infantry Squad: 75 pts
    Rocket Launcher

    Infantry Squad: 75 pts
    Rocket Launcher

    Remnants: 36 pts
    5 Men, 1 with Flamer

    Veterens: 75 pts
    5 Men, 3 with plasmaguns

    Veterens: 75 pts
    5 Men, 3 with plasmaguns

    This list is partially limited by my lack of Weaponary. Unfortunately, I don't have another several plasmaguns, thus I decided to place them all in veteran squads and make use of BS4. Yes I can't use the rockets when I drop, however, there will be subsequent turns where I may well get the opportunity.
    Crapnation! Re-reading the Combat Patrol rules, Deepstrike is not allowed. I need to come up with a solution to this eldar army fairly quickly. Perhaps? Perhaps a truckload of Mortars. I Think I could manage eight mortars with an HQ, two support teams, A command platoon and then give the infantry squads plasmaguns for when the spiders are forced to close in? Yes I think that would work out.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  4. #3
    Mr Commisar to you Commisarlestat's Avatar
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    Combat patrol is so good. I dont know what rules you are using for it but do they let you infiltrate? We always allow infiltrate so i assume you can.
    In this case light infantry and vets are the answer even stormies. basically the list you had where you wanted to drop stuff in well just infitrate the vets. if they only have a couple of units then you can surround them! as for the rockets while fluffy for drop troops they are unnescesary, autocannons are the same points and youll be against aspect warriors armour at best! I find that autocannons are one of the best heavy weapons. they can take out the toughest armour in CP. AP3 would be nice but two shots is better than 1. Against the majority of infantry youll fight its ap should be fine and the extra shot will count.

    something i havnt tried yet is the all special weapons list. With access to plasma guard special weapons have a good advantage. the grenade is good against cheaper troops and with saved points flamers can come in frightening quantity.

    The lists yu have seem good. be careful with your men in the conscript and seraphim one well the seraphim anyway but bear in mind an experienced opponent will ignore the conscripts taking you down to two units.

    on the antihorde list use the 18 points to get vet sarges with bolters or some stormbolter goodness in there or get a grenade launcher for the NB squad and a vet with a bolter for the AF squad, thatll leave thre points for smoke on the chimera or a bolter on the officer or something!

    A list i used to great affect was an AFsquad with gl and missile, chimera with stormbolter and a vet squad bout 7-10 with special weapons in a chimera with hull heavy flamer (multilaser and stormbolter aswell) THis gives four units sort of. just race the vets to a useful place and dump them down, then use the chimera to block line of sight and to push a flank. the other squad and chimera can sit together and be used as a firebase or can drive and drop. its a good mobile list and can start completely hidden!

    you could also try the conscript army of doom. 50+ conscripts in close order with some fire support of vets or an AF squad or something. thatd be a sight to see. or even rough riders!
    in 400 points you could get three squads of rough riders. on the charge these can decimate marine squads and in such small point games could well turn the tide. dont forget sentinels either!

    As for the mortars sounds good in theory though i dont know how good itd be in practice as they are scatter weapons.
    Dont forget to use doctrines such as camo and light infantry they can really shine in such small point games.

    hope this helps and spawns ideas for more lists to use.

    A

  5. #4
    Member drdapoo's Avatar
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    Ok I read over the rules and found out some of my ideas aren't allowed :cry: . So I thought up a nice army for 400 points that doesn't include ordinance or heavy armor. How about 3, 8 man grenadier squads with 2 plasma each and 2 sentinels with autocannons? Stick your sentinels in cover and provide fire support, while your grenadiers shoot the crap out of the opponent.

    For one of your army lists stick with some type of grenadier army. This will give you BS4 shots and better saves, and you will have plasma


    For hord armies like nids or orcs, go with 4 squads with heavy bolters, and 2 sentinels with autocannons. This will leave you with 20 points but with a good base.

    And to top it off you could go with 3 squads with heavy bolters, a 10 man grenadier squad, and 2 sentinals with multilasers. This would provide you with a broad range of strength and AP shots. Granted there are no AP3 shots in this setup but there are ALOT of shots.

    If I was playing i would probably always have 2 sentinels in my army. This will force your opponent to choose what to shoot at, and IF they decide to shoot at the sentinels (which should be in cover providing concealment) they just devoted a precious squad to shooting a low point light armor walker.

    Happy hunting!
    Last edited by drdapoo; November 8th, 2006 at 15:18.
    In the rule book, on page 5, it says:
    "The most important rule about playing games of Warhammer 40K is to have fun!"

  6. #5
    Dawn Under Heaven Triumph Of Man's Avatar
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    The lists yu have seem good. be careful with your men in the conscript and seraphim one well the seraphim anyway but bear in mind an experienced opponent will ignore the conscripts taking you down to two units.
    This I am aware of, but they're the cheapest troops unit which is why I selected them. I am worried about the seraphim, but if the board is kind to me, I am sure I can get them into assault where they should dominate the 5 man marine squads.

    A list i used to great affect was an AFsquad with gl and missile, chimera with stormbolter and a vet squad bout 7-10 with special weapons in a chimera with hull heavy flamer (multilaser and stormbolter aswell) THis gives four units sort of. just race the vets to a useful place and dump them down, then use the chimera to block line of sight and to push a flank. the other squad and chimera can sit together and be used as a firebase or can drive and drop. its a good mobile list and can start completely hidden
    Hmmmm, I might put down a list like that.

    Ok I read over the rules and found out some of my ideas aren't allowed . So I thought up a nice army for 400 points that doesn't include ordinance or heavy armor. How about 3, 8 man grenadier squads with 2 plasma each and 2 sentinels with autocannons? Stick your sentinels in cover and provide fire support, while your grenadiers shoot the crap out of the opponent.
    I traded/sold all of my Kasrkin and Sentinel models, never found them to be a lot of use, particuarly in combat patrol where there's a distinct lack of armour to draw fire away. As for Kasrkin, Vets in cover are the same cost for more guns.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

  7. #6
    Dawn Under Heaven Triumph Of Man's Avatar
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    Ok, well that's the second round done and 5 out of 8 games have been played.

    Another surprise was sprung, now we had to ally with different players each round (chosen by the organisers).

    First match I found myself allied with Blood Angels against a contingent of Raven Guard and Vanilla marines. So I rolled out this list.

    Infantry Command Squad: 50 pts
    Junior Officer
    3 Guardsmen with Lasguns:
    1 Guardsman with Heavy Bolter:

    Chimera: 97 pts
    Hull mounted Heavy Bolter:
    Multi Laser:
    Heavy Stubber:
    :

    Infantry Squad: 85 pts
    8 Guardsmen with Lasguns:
    1 Guardsman with Rocket Launcher:
    1 Guardsman with Plasmagun:

    Infantry Squad: 85 pts
    8 Guardsmen with Lasguns:
    1 Guardsman with Rocket Launcher:
    1 Guardsman with Plasmagun:

    Hardened Veterans: 83 pts
    1 Sergeant:
    3 Veterans with plasmaguns:
    2 Veterans with Lasguns:

    Unsurprisingly it did its job well against two not so prepared lists.

    The next match, far out, I swear the tournament organisers were conspiring against me. I was paired with a a newblish shooty SMurf player against a two veterans playing Blood Angels and Khorne.
    Not so hard? It was a nightfight match. So of course I used the same list, we kept our heads and won again. Actually, make that a massacre. All that was left was 1.5 Blood Angel tactical squads to no IG casulties (barring a couple of plasmagun overheats). Ok, so I conned/ordered the newb into using %75 of his SMurfs as an ablative shield for my Guardsmen, but that's not the point. :shifty:

    So that leaves me on a %100 with three matches to go. Looking good.

    ----------------------------

    Anyway, back to the lists.

    Anti horde list.

    Infantry Command Squad: 65 pts
    Junior Officer with Iron Discipline
    2 Guardsmen with Lasguns:
    2 Guardsmen with Mortar

    Infantry Squad: 85 pts
    8 Guardsmen with Lasguns:
    1 Guardsman with Autocannon
    1 Guardsman with Plasmagun:

    Infantry Squad: 78 pts
    8 Guardsmen with Lasguns:
    1 Guardsman with Heavy Bolter:
    1 Guardsman with Grenade Launcher:

    Armoured fist squad: 70 pts
    9 Guardsmen with Lasguns:
    1 Guardsman with Heavy Bolter:

    Chimera: 102 pts
    Hull mounted Heavy Bolter:
    Multi Laser:
    Heavy Stubber:
    Extra Armour:
    Last edited by Triumph Of Man; November 13th, 2006 at 01:18.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

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