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Old April 26th, 2008, 06:08   #1 (permalink)
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Default 1000pts Skitarii Doctrines

Hey everyone. This is going to be my skitarii-themed army that I posted about yesterday. I drew up this army list today and wanted to get some feedback. I'm shooting for a mix between competitive and casual. I want to be able to play it effectively, but it needs to stay to the fluff and I don't care too much for winning all the time. Without further ado, the list:

Doctrines:
Carapace Armor
Iron Discipline
Techpriest Engineseer
Close Order Drill
Storm Troopers

HQ = 151pts
Command Platoon = 151pts

Command Squad w/ Carapace Armor, lasguns = 151pts
Expedition Overseer (HSO) w/ power weapon, ID
Heavy Weapon Servitor (Team) w/ plasma gun
Mastervox
Mechano-Biologist (Medic)

Troops
= 634pts
Platoon 1 = 308pts

Command Squad w/ Carapace Armor, lasguns =102pts
Techpriest (JO) w/ power weapon, BP, ID
Heavy Weapon Servitor (Team) w/ missile launcher
Vox Caster
Mechano-Biologist (Medic)

Skitarii Squad 1 w/ Carapace Armor = 103pts
Heavy Bolter
Grenade Launcher
Vox Caster

Skitarii Squad 2 w/ Carapace Armor = 103pts
Heavy Bolter
Grenade Launcher
Vox Caster

Platoon 2 = 326pts

Command Squad w/ Carapace Armor, lasguns =120pts
Techpriest (JO) w/ power weapon, PP
4 Special Weapons Servitors w/ plasma guns

Skitarii Squad 1 w/ Carapace Armor = 103pts
Heavy Bolter
Grenade Launcher
Vox Caster

Skitarii Squad 2 w/ Carapace Armor = 103pts
Heavy Bolter
Grenade Launcher
Vox Caster

Fast Attack = 50pts
Mars Pattern Sentinel w/ extra armor = 50pts

Heavy Support = 165pts
Leman Russ Battle Tank w/ hull lascannon, sponson heavy bolters = 165pts


Total = 1000pts

My tactical Idea is to have the command platoon command squad sit int he back and broadcast the HSO's leadership and Iron Discipline bonuses to every squad while the infantry forms a fire base. The tank and command squads provide heavy support fire and the infantry and sentinel take out other infantry. In higher points games, close order drill will be dropped for Ratling squads, but not at this level.



All comments positive or negative welcome. Thanks!

Last edited by Subsocial; May 4th, 2008 at 01:22.
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Old April 29th, 2008, 04:33   #2 (permalink)
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Gah. Sorry about my double post. My computer froze up >.<.

Last edited by Subsocial; April 29th, 2008 at 04:34. Reason: Accidental double post.
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Old May 1st, 2008, 04:55   #3 (permalink)
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Yo mate! I'll have a look at this bit by bit.

Quote:
Originally Posted by Subsocial View Post
[size=3]Hey everyone. This is going to be my skitarii-themed army that I posted about yesterday. I drew up this army list today and wanted to get some feedback. I'm shooting for a mix between competitive and casual. I want to be able to play it effectively, but it needs to stay to the fluff and I don't care too much for winning all the time. Without further ado, the list:
Quote:
Doctrines:
Carapace Armor
Iron Discipline
Techpriest Engineseer
Ratlings
Storm Troopers
Pretty solid, for what you are after. The carapace armour (represented as bionic enhancements?) means you will have 1/3 or so less men on the table, which could be a problem, but if used well can be an advantage. It is, however, the only expensive doctrine you have there, and thats a good thing. Iron discipline is fantastic.

I notice you are using ratling snipers - You've told me that you're using the servo skull idea I meantioned in an earlier thread. Thats going to look awesome if done right. Although I think in this instance you meant close order drill, as the ratlings aren't actually included in this list?


Quote:
HQ = 151pts
Command Platoon = 151pts

Command Squad w/ Carapace Armor, lasguns = 151pts
Expedition Overseer (HSO) w/ power weapon, ID = 80pts
Heavy Weapon Servitor (Team) w/ plasma gun = 15pts
Mastervox = 25pts
Mechano-Biologist (Medic) = 11pts
It would help in the future if you wrote your selections out in an easier to read method, and with only the grand total points value given - this way you dont have to sort out the individual costs for each member of the squad, and you can also assume that people reading your post will either already know the costs, or will have ready access to a codex. Also this way you will avoid accidentally posting the actual codex points values for things, which is against forum rules

Still, your costs here seem a tiny bit off- I read a total of 146 points for the squad.

And the squad itself seems a little mixed, you say later on that the HSO will sit back and give out his leadership boost, yet you have also given the squad a plasmagun. If the HSO is in hiding, the plasmagun will be wasted, it might be better to give him a mortar team instead?


Quote:
Troops = 634pts
Platoon 1 = 308pts

Command Squad w/ Carapace Armor, lasguns =102pts
Techpriest (JO) w/ power weapon, BP, ID = 51pts
Heavy Weapon Servitor (Team) w/ missile launcher = 15pts
Vox Caster = 5pts
Mechano-Biologist (Medic) = 11pts
Again, you should'nt be posting indiviual upgrade costs - against forum rules. But hey - you wouldn't have known I'd suggest reading them sometime, however...

Squad seems ok, could look good with some nice converting. I'm wondering about the use of vox casters, however - you have 3 officers in this army already, providing a nice bunch of ld bubbles, and vox casters to me have never really seemed worth it in any case. If you removed the vox network, that would provide a whole bunch of extra points for use elsewhere.

On the other hand, you could really go all Mechanicus on a vox caster, have like a built in speaker assembly or something. Turn half the dude's face into a boom box.

Or you could go high tech, have a guy holding a holodisk or something.


Quote:
Skitarii Squad 1 w/ Carapace Armor = 103pts
Heavy Bolter = 10pts
Grenade Launcher = 8pts
Vox Caster = 5pts

Skitarii Squad 2 w/ Carapace Armor = 103pts
Heavy Bolter = 10pts
Grenade Launcher = 8pts
Vox Caster = 5pts
Not too bad at killing light infantry, like orks, nids and eldar. Fairly solid choices.



Platoon 2 = 326pts

Quote:
Command Squad w/ Carapace Armor, lasguns =120pts
Techpriest (JO) w/ power weapon, PP = 60pts
4 Special Weapons Servitors w/ plasma guns = 40pts
Solid. Hide this guy till that enemy assault squad comes close, then BAM! rapid fire goodness. Kindof a one shot weapon though - keep this in mind!

Also, the cost is a little off - it should come to 115 points.

Quote:
Skitarii Squad 1 w/ Carapace Armor = 103pts
Heavy Bolter = 10pts
Grenade Launcher = 8pts
Vox Caster = 5pts

Skitarii Squad 2 w/ Carapace Armor = 103pts
Heavy Bolter = 10pts
Grenade Launcher = 8pts
Vox Caster = 5pts
Solid as before.

Quote:
Fast Attack = 50pts
Mars Pattern Sentinel w/ extra armor = 50pts
I've noticed you dont have much anti-armour in your armour - perhaps it would be a good idea to give this thing a lascannon instead?

Quote:
Heavy Support = 165pts
Leman Russ Battle Tank w/ hull lascannon, sponson heavy bolters = 165pts
An alright configuration, the most common - but not neccessarily the best. The battlecannon is quite effective at taking out armoured targets, so the lascannon is probably not highly neccessary. Also, when firing those heavy bolters at a target, the lascannon is fairly wasted. And if using the lascannon to take out a tank, the same goes for the heavy bolters. I personally like to have 3 heavy bolters on mine - makes for quite a heavy-fire platform even if the battle cannon is destroyed!

Quote:
Total = 1000pts

My tactical Idea is to have the command platoon command squad sit int he back and broadcast the HSO's leadership and Iron Discipline bonuses to every squad while the infantry forms a fire base. The tank and command squads provide heavy support fire and the infantry and sentinel take out other infantry. In higher points games, close order drill will be dropped for Ratling squads, but not at this level.
Not a bad initial list - taking out light infantry should be fairly easy, and you have a fair amount of scoring units on the table. Taking out marines and other MEQ's might be more of a problem, you have the battlecannon and the one plasma squad only, neither of which will be hard to counter. I also wonder about your anti-tank ability, if you come up againt a mechanised Tau army, for instance, you are going to have a lot of trouble doing any damage at all. Maybe you could remove the vox network and throw in a couple of autocannons/missile launchers for light/medium vehicles? Just an idea.


Quote:
All comments positive or negative welcome. Thanks!
Heh, no probs! At least, I hope I helped somewhat - the things I said are my ideas only, you dont have to follow any of them if it takes you away from the style of army you are after. But yeah, post another list if you want, and I'll look at that too
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Last edited by Cadaver Junkie; May 1st, 2008 at 04:57.
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Old May 1st, 2008, 18:40   #4 (permalink)
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Righty A skitarii list lets have a look....

Doctrines seem ok for the theme you have. I did notice you havn'y taken the bionic enhancement doctrine. Any particular reason?

The HQ seems to have the right additions to it for a good mix. However I am a little confused over your plasma. The points cost (which incidently shouldnt be there!) is off, they are also being classed as a team and heavy at that. Is there a reason for this is or is it merely on oversight?
Even with this the squad seems to be for leadership in an out of the way place so shoudl really have a mortar instead of a plasma, that woudl mena you wouldn't need the medic either so that would save some points.
If this isn't how you want to play the list then I would get rid of the vox network and get a banner (machine icon on pole woudl look damned cool)

On to the Troops:

The platoon HQ has a couple of issues. Firstly the use of a medic isn't a great option, you can easily save points here.
the squads seem nice and solid, a good combo in platoon of firepower.

The second platoon command squad has a couple of issues as well. Firstly the points are off unless you have forgotten to write in iron discipline, which is what I suspect! the use of 4 plasmas also may cause problems. there wont be any ablative wounds for this squad so each hit will hurt. also simply look at the cost of the squad. I know you have carapace but I could get me a tooled chimera with points to spare for that. Perhaps drop the plasma pistol and a plasma gun. Theis squad is also one that needs a medic in so perhaps swap out one of the plasma for a medic.

The squads of this platoon are fine. However you do seem to have a lack of anti tank firepower. I will come back to this.

The sentinel is good but doesnt really need the extra armour it fits the fluff well though.
The russ will become isolated as it is your only tank. It will be targetted by all anti tnak on the opponenets side so will be taken down pretty quickly. the setup with lascannon isn't that great so you coudl save soem points here by getting a hull heavy bolter instead.


I see the ratlings thing, you have written the wromg doctrine at the top of the list!

The main problem I see with this list is anti tank. The only decent anti tank weapon you have is a single missile launcher. What you need is more in squads. What I woudl suggest is to have one squad in each platoon swap out its hevay bolter for a missiel launcher. This will ad versatility to your army. THe sentinel fills the anti transport role well so take those out first with this. The russ needs more friends if it is to survive. I am surprised not to see an AF squad in this list. Somehting which could help out your army. and add in another fluffy multilas.

An AF squad will cost you 191 points in this army (with current squad setup) that woudl leave a chunk of points from the second platoon free. You could use these to get a couple of extra sentinels with perhaps another multilas and a lascannon to beef up your anti tank capabilities.

Hope that helps

A

PS: sorry for the atrocious spelling and grammar I just can't type today, too much trowelling methinks.
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Old May 1st, 2008, 21:17   #5 (permalink)
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Thanks for the input. As for the point values, I copied my army list originally from a Word Document with bullet points and the formatting came out terrible, so I tried to fix it but I was in a hurry so I forgot to remove the points values. I'll do that.

Doctrines: Yes, for this points level I meant COD instead of ratlings. They'll be used later.

I had to do all of the math in my head so I'm not surprised it's off by a bit. When I get home tonight I'll double check everything and straighten things out.

I actually meant that plasma gun in the command squad to be a missile launcher, not a plasma gun. >.<

I'll think about all of your suggestions when I get home and have the list in front of me to edit. A new list will be posted later tonight. Thanks!

P.S. I promise I'll proof-read thoroughly this time

Ta-da! The New List:

Doctrines:
Carapace Armor
Iron Discipline
Techpriest Engineseer
Close Order Drill
Storm Troopers

HQ = 131pts

Command Platoon = 126pts

Command Squad w/ Carapace Armor, lasguns = 126pts
  • Expedition Overseer (HSO) w/ power weapon, ID
  • Heavy Weapon Servitor (Team) w/ missile launcher
  • Mechano-Biologist (Medic)

Troops = 629pts
Platoon 1 = 302pts

Command Squad w/ Carapace Armor, lasguns = 101pts
  • Techpriest (JO) w/ ID
  • Heavy Weapon Servitor (Team) w/ lascannon
  • Mechano-Biologist (Medic)

Skitarii Squad 1 w/ Carapace Armor = 98pts
  • Heavy Bolter
  • Grenade Launcher

Skitarii Squad 2 w/ Carapace Armor = 103pts
  • Missile Launcher
  • Grenade Launcher

Platoon 2 = 327pts

Command Squad w/ Carapace Armor, lasguns = 126pts
  • Techpriest (JO) w/ power weapon, PP, ID
  • 3 Special Weapons Servitors w/ plasma guns
  • Mechano-Biologist (Medic) w/ power weapon

Skitarii Squad 1 w/ Carapace Armor = 98pts
  • Heavy Bolter
  • Grenade Launcher

Skitarii Squad 2 w/ Carapace Armor = 103pts
  • Missile Launcher
  • Grenade Launcher

Fast Attack = 90pts
2 Mars Pattern Sentinels (separate squads) = 90pts

Heavy Support = 155pts
Leman Russ Battle Tank w/ hull/sponson HBs = 155pts


Total = 1000pts

Tactics: Infantry squads form fire base with missiles mostly using frag and resorting to krak only if I really need it. Command Platoon Command Squad and Platoon 1 Command Squad will provide anti-tank and leadership. Platoon 2 Command squad is counter-charge and backup leadership. Sentinels can take out transports/troops and the Leman blasts away at whatever gets into it's sights.

I just had an idea. If you think it's a good idea I can turn the HSO into JO with an HO and give two in the infantry squads plasma guns instead of grenade launchers.

Also, this army's going to be for fun at first, I don't really care about winning all of my games.

Last edited by Subsocial; May 4th, 2008 at 01:58.
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Old May 4th, 2008, 01:25   #6 (permalink)
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Gah, stupid machine. I'm going to do a virus scan I promise. No more stupid double posts. Or, I could just stop lingering on the page hoping for an army list check. That'll fix it . Either way, sorry. It was unintentional.
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Old May 4th, 2008, 16:18   #7 (permalink)
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You dont actually need the Techpriest Enginseers doctrine there (as you dont have a techpreist doing a techpriest's job, they are all officers), same with Stormtroopers

I presume they are there for when you expand the army?

However, a nice little list there, normlly I do my nut when I see people going plasma-overload. But since its a skitarii list I suppose its fair cop.
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Old May 4th, 2008, 17:35   #8 (permalink)
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Yep, the storm troopers and Engineseer doctrines are there for when I expand.

I don't have that many plasma weapons, only three. That is, unless I do the grenade launcher swap, which was only my attempt to make my list more effective against MEQs, which people had said was a problem.
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Old May 4th, 2008, 21:21   #9 (permalink)
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Does PP not stand for Plasma Pistol?

Anyway, I would spread the plasma you have out a little more to take advantage of the various medics you have, because only one is not going to stop that squad from frying itself in humerous fashion if you EVER rapid-fire with them.

I wouldnt have though you would have too much trouble with 3+ sv opponents, three Krak missiles and a lascannon combined with what plasma you already have ought to do a good bit of damage. And the battle cannon is very VERY good at the marine killing.
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Old May 5th, 2008, 05:16   #10 (permalink)
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Oops! You got me. 4 plasma it is. The reason I didn't spread them out is that the two other command squads are meant to stay in the back and provide heavy weapon support, not engage in firefights. The Plasma squad is basically there to take out any heavily armored infantry or light vehicles that stumble on it. Hopefully the plasma doesn't melt my guys TOO badly, but hey, that's a risk you take using technology you don't understand
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