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  1. #1
    Shrug, k... Certs's Avatar
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    161 (x4)

    2000 tournament competitive

    This is the list I currently plan on taking to the nova open 40k tournament, it's just down the street so why not?

    It's a fairly straightforward list and when tournament time comes it should break about even. I've already gotten a few games in against other nova-bound players. It's done alright with most games ending in a narrow win/loss (which is what I kinda want).

    Company Command Squad w/ 4 plasma guns, mounted in a Chimera w/ multi-laser, heavy flamer
    Company Command Squad w/ 2 grenade launchers, regimental standard, vox, Officer of the Fleet

    Psyker Battle Squad (10 )

    Veteran Squad w/ 3 meltaguns, mounted in a Chimera w/ multi-laser, heavy flamer
    Veteran Squad w/ 3 meltaguns, mounted in a Chimera w/ multi-laser, heavy flamer
    Veteran Squad w/ 3 meltaguns, mounted in a Chimera w/ multi-laser, heavy flamer
    Infantry Platoon
    Platoon Command Squad w/ 2 flamers
    Infantry Squad w/ lascannon, plasma gun, voxcaster
    Infantry Squad w/ lascannon, plasma gun
    Infantry Platoon
    Platoon Command Squad w/ 2 flamers
    Infantry Squad w/ lascannon, plasma gun, voxcaster
    Infantry Squad w/ lascannon, plasma gun

    Vendetta w/ 3 twin-linked lascannons
    Vendetta w/ 3 twin-linked lascannons

    Leman Russ Battle Tank w/ hull-mounted heavy bolter
    Leman Russ Demolisher w/ hull-mounted heavy bolter
    Colossus

    1995 points total

    A few extra points left of wiggle room, most likely eventually spent on changing the CCS/PCS's weaponry.

    For deployment...
    Infantry-wise, the lascannons are pushed towards the sides to give max view around the centerpiece terrain while maintaining cover and corner objectives. The unmounted CCS is positioned inbetween the two combined squads with the Psyker Battle Squad set up behind them in the center. The PCS's are inside the Vendettas for late-game objective grabbing.

    For vehicles, the Colossus is placed on one flank's corner out of sight with demolisher generally placed near it on the center-side of that corner terrain, with the Battle Tank placed on the opposite flank. The chimeras usually fill the center, with one occasionally on a flank to advance alongside a Russ if a flank looks like there's room to advance on. Vendettas are either behind the terrain if there's adequate cover or held in reserve if the opponent is going first.

    For Dawn of War, the only non-vehicular thing that has to walk on is the psyker battle squad, usually hiding all but one of them for drawing line of sight keeps them alive most games.


    ...A blog that's mostly about Infinity, but sometimes other stuff too.

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  3. #2
    Senior Member Mad Cat's Avatar
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    733 (x8)

    Add another flamer to the PCS and you are good to go.

    I would prefer to see the Psykers in a chimera and move one vet squad into the vendettas.

    It would also be nice to get the Demolisher a hull mounted lascannon somehow such as dropping the vox or a CCS Plasma gun.
    Quorn! - Protein for the Protein God.

  4. #3
    Senior Member Intrepid's Avatar
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    638 (x8)

    Two CCS seems unnecessary. The plasma CCS will be near the infantry for two turns at least since he won't be leading the armored column. (The Demolisher will be doing that, followed, I expect, by the meltavets.) Taking out the static CCS (but keeping the Fleet Officer!) would save enough points to add Commissars to the infantry. It's nice to have at least some CC potential.

    Alternatively to Commissars, you could bring a Primaris and attach him to a PCS with grenade launchers. This would give you a good source of medium-strength shooting, which the list could use. They can hop in a Vendetta after taking some casualties and the Primaris has the potential to nuke a monstrous creature or something.

    Yet another CCS alternative is adding a heavy bolter HWS or two. That'll give you another scoring unit and, should you face a GEQ opponent, it can at least try to use the FomT order.

    Speaking of hordes, a Griffon might help more than the Colossus. I don't know if you have that model, though, and perhaps the Colossus works for you. You could also swap one meltavet squad for a Hellhound.

    Deployment-wise, you should keep the LRBT in the midst of your formation rather than the LRD. Range is the main reason but another, should you lack good terrain, is the potential to hide the Colossus behind the Russ. It's only a cover save but better than nothing.

    Are you set on using the LRD? Changing it to an LRQ would work well with Chimera tank shocks. You may also have trouble positioning large blasts once the enemy starts charging. But then, you're already getting results with the list as is and you might not enjoy friendly fire as much as me.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard

  5. #4
    Shrug, k... Certs's Avatar
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    161 (x4)

    EDIT:army list updated
    Last edited by Certs; April 28th, 2012 at 04:19.

    ...A blog that's mostly about Infinity, but sometimes other stuff too.

  6. #5
    Shrug, k... Certs's Avatar
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    161 (x4)

    Alright new army list I'm going to try out for a bit.

    Company Command Squad w/ 3 plasma guns, Standard, OotF, Chimera (multi-laser/heavy flamer)
    Company Command Squad w/ 3 plasma guns, Chimera (multi-laser/heavy flamer)

    Veterans w/ 3 meltaguns, Chimera (multi-laser/heavy flamer)
    Veterans w/ 3 meltaguns, Chimera (multi-laser/heavy flamer)
    Veterans w/ 3 meltaguns, Chimera (multi-laser/heavy flamer)

    Infantry Platoon
    Platoon Command Squad w/ 2 flamers
    Infantry Squad w/ lascannon, power weapon, Commissar w/ Power Weapon
    Infantry Squad w/ lascannon, power weapon
    Infantry Squad w/ lascannon, power weapon
    Heavy Weapon Squad w/ 3 autocannons
    Heavy Weapon Squad w/ 3 autocannons

    Vendetta w/ 3 twin-linked lascannons
    Vendetta w/ 3 twin-linked lascannons

    LR Battle Tank w/ hull-mounted heavy bolter
    LR Demolisher w/ hull-mounted heavy bolter
    Colossus

    1995 total points currently

    Alright, made some changes for a slightly different approach to try out and compare with the other lists goods/bads, mostly in the unmounted infantry segment.

    One of the CCS's will stay back and toss a couple BiDs on the HWS, or either BiD or FRFSRF on the blob squad should there be a need for that. Other than that, the game plan is roughly the same as before.

    May have to bring back the PBS pending this lists ability to toss units off of objectives, took them out due to inefficiency versus ATSKNF (aside from pinning them with the colossus if I somehow didn't cause enough for a morale check).

    EDIT: re-added OotF, re-added standard; included last minute changes of melta->lascannons.
    Last edited by Certs; May 3rd, 2012 at 20:17.

    ...A blog that's mostly about Infinity, but sometimes other stuff too.

  7. #6
    Senior Member Intrepid's Avatar
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    638 (x8)

    One of the CCS's will stay back and toss a couple BiDs on the HWS
    I'd give this squad a standard to help the HWS' leadership. Otherwise, the list seems fine.

    You might replace one or two of the blob's meltas with HB teams. The blob is your primary anti-horde firepower, of course, but there's a subtler motive. A heavy weapon team's larger base, in a large blob squad, allows more men to be within striking distance for close combat, making them useful even if you don't actually shoot the things.

    A meltabomb or two to the infantry sergeants is a good use of leftover points. Some enemies (particularly Eldar) might use tank shocks as a way of getting through your meat wall and it's cheap insurance against tarpitting by walkers, too. Similarly, krak grenades to the PCS is enough for them to finish disabled/abandoned vehicles. These conditions don't always come up but you never know.

    Best of luck with the tournament!
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard

  8. #7
    Shrug, k... Certs's Avatar
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    161 (x4)

    Good idea on the standard, thought about that, and its not too big of a change to chance that ld7 fail.

    Not sure but I might just throw autocannons on the blob as well, there's also 25 more points to play with for them as well.

    While I'm fairly set on the Autocannon HWS and stuck with at least a bare PCS, the infantry squads are mainly what I'm looking at testing out with different combinations, I have 280 spare points to play around with on different combinations. And I do want to keep the points invested in infantry just because GK can eat up my vehicles fairly quickly, while the ablative wounds with cover should annoy them greatly.

    I'm still not even completely past getting rid of my infantry lascannons, so one alternative is just 4 squads w/ lascannon, which would seem handy especially considering the vendettas will get knocked out of the air after one turn of shooting against psyriflemen if I can't take them out quickly or before the 'ettas arrive (when going 2nd). But that option is already a known, so using this time to playtest the other options.

    I'll actually be facing Grey Knights probably Wednesday or Friday. His list should be roughly: a librarian, corteaz, 4ish henchmen w/ razorspam, 2 purifiers w/ razors, 2ish psyriflemen, vindicare, and a terminator squad w/ thawn. This'll be my first real game against a 'competitive' GK list as somehow this GW managed to only keep 2 GK players. The other plays double libby/termie/eagles and was tabled by turn 3 (b/c FomT doesnt care about Shrouding).

    Anyways, If I can get first turn, I can scout the etta's to one flank and doubleteam one psyrifleman while outranging the other, hope the HWS and chimeras at least immobilize the purifier razorbacks, and then concentrate leftover firepower I have on that vindicare (his only real anti-av14) to save my LR's for against his terminators and soon-to-be walking purifiers. Other than that, spread out and try to play the range game by trying to stay either over 30" or with cover against purifier and termie psycannons. If I go second, it'll definitely be much harder but should still be manageable, depending on what all manages to survive his initial psybolt spam.

    Thanks for the support, the tournament is actually going to be a series of 3 month-long 'in-store' nova tournaments with 1-2 weeks given to complete each round's match-ups. I also have a game against Tony Kopach and his SW coming up in the next week or 2 (my GK opponent is actually his brother as well), which will be an interesting game as well.

    ...A blog that's mostly about Infinity, but sometimes other stuff too.

  9. #8
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    117 (x3)

    well, with a standard you'll fail morale checks 17% of the time, opposite to failing 42%. I won't skip on it, it'll save your morale plenty of times.
    I don't use Vendettas or Valks...if Guardsmen were meant to fly, the Emperor would have given them wings. (343rd Mordian)
    The battle for Hidaxes SubSector (Listwar)! 184th Cadian blog: 184th.blogspot.com

  10. #9
    Shrug, k... Certs's Avatar
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    161 (x4)

    oh sorry, I phased that poorly, I did change out a plasmagun for the standard in the OotF CCS.

    ...A blog that's mostly about Infinity, but sometimes other stuff too.

  11. #10
    Shrug, k... Certs's Avatar
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    161 (x4)

    Last minute changes to my list before submission, dropped 1 plasma out of the non-OotF CCS and 2 flamers from the PCS, upgraded the blob meltas to lascannons (to help with early game AT and I'm just too attached to my lascannon HWTs).

    Played my round 1 opponent yesterday, a Nurgle-based CSM army. (EDIT: The original match-ups were changed after some last minute drop outs, so no GK opponent at least for this week).
    The mission order was killpoints/objectives/quarters with pitched battle deployment.
    Terrain was set-up as per NOVA, with ruins centered in each table quarter, a tall, los-blocking hill in the center, and a forest towards the center of both long table edges.

    I went first ...and then game ended on Turn 7 with a tie on the Primary with my 9KP to his 10KP, but I won on the Secondary with 2 objectives to his 1. I started fairly strong with my weapon teams doing some damage, but melta vets whiffing on the land raider and 90% of my ordnance from all 3 tanks missing their marks during the course of the game made it a close game right up until the end.

    I didn't take pictures because I thought I'd be pressed for time with the 2:30 time limit, but we managed to finish all 7 turns with 30 minutes still on the clock, so will definitely take pictures for next week's Round 2 and after with full batreps as well.
    Last edited by Certs; May 3rd, 2012 at 20:49.

    ...A blog that's mostly about Infinity, but sometimes other stuff too.

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