BA - DoA vs Mech - Tactics, fights, lists - HELP - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member TheComedian's Avatar
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    BA - DoA vs Mech - Tactics, fights, lists - HELP

    Hey guys,

    I was wondering if i could get tips and help on starting a mainly DoA/jumpy red tide list and wasn't sure what tactics work well, how to defeat certain opponents and so on. I have already made a 1k list but it needs some touching up to do and gametesting.

    Sadly it is hard to find good tacticas and advice on these sort of lists as a Razorspam/Pred spam tend to rule as king. Unit overview, tactics, advice, would all be helpful. If you could post up an example list of what you run that would also be nice. Thanks


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  3. #2
    LO Zealot watchwood's Avatar
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    BA Mech spam is nearly the exact same as it is for any other army, it's just more mobile then most marine mech spamming.

    DoA on the other hand is a different animal. You'll have a highly mobile infantry list - as since it's all infantry, a lot of light AT weapons will be neutered against your army. (autocannons, multilasers, etc) There's a few other things you'll be more vulnerable too, but it will balance out on the whole.

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    Senior Member TheComedian's Avatar
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    Thanks, do you play a DoA list or have played against one? How did it fair and wat was its main tactics, advantages/disadvantages? O ya and what troops did it have in it

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    Senior Member Intrepid's Avatar
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    All-infantry BA is reasonably doable. I'd recommend a list built around Assault Squad troops with shooty Terminators for support. Add a defensive Scout squad, a Devastator squad and a couple priests/Chappies/Librarians and you're good to go.

    Astorath is phenomenal in infantry-heavy BA for his improved Red Thirst. I wouldn't bother with any Death Company, however. You'll need to control your troops.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard

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    LO Zealot watchwood's Avatar
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    Quote Originally Posted by Intrepid View Post
    All-infantry BA is reasonably doable. I'd recommend a list built around Assault Squad troops with shooty Terminators for support. Add a defensive Scout squad, a Devastator squad and a couple priests/Chappies/Librarians and you're good to go.

    Astorath is phenomenal in infantry-heavy BA for his improved Red Thirst. I wouldn't bother with any Death Company, however. You'll need to control your troops.
    I've been working up a list almost exactly like that, almost unit for unit.



    Librarian (Fear of the Darkness, Blood Lance)
    10x Tactical Terminators, 2x CML
    10x Assault Marines, 2x Meltaguns, Power Fist
    10x Assault Marines, 2x Meltaguns, Power Fist
    5x Sniper Scouts, Missile Launcher, Camo Cloaks, Meltabombs
    5x Sniper Scouts, Missile Launcher, Camo Cloaks, Meltabombs
    5x Devastators, 4x Missile Launchers
    5x Devastators, 4x Missile Launchers
    =1500

  7. #6
    Senior Member TheComedian's Avatar
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    watchwood, have zou used that list and how did it work? it looks pretty solid with 2 scouts to take home objectives while termies and assault move up. Is it fun as well? ya thanks intrepid for zour advice. Wud a few preds be a good backup or a few podded furioso work?

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    LO Zealot watchwood's Avatar
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    I haven't used it yet - I'm still working on building the models.

    And I'd avoid vehicles in an army light this, tbh. It just gives people targets for their light AT weapons.

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    Senior Member Intrepid's Avatar
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    Wud a few preds be a good backup or a few podded furioso work?
    It's generally better to run with no vehicles than just one or two. Even if the enemy is light on ranged antitank, a steady rain of 'vehicle shaken' results is annoying.

    One thing you could try, if you wanted, is pairing a Furioso-Pod with a small Vanguard squad. Furioso does its thing Turn 1 and the Vanguard will (probably) arrive Turn 2 to follow up. I think a Librarian Furioso would work best here for two reasons. One, several of its abilities don't require a point-blank landing, which reduces the risk of a quick melta-death. Two, this drops a psychic hood into your enemy's deployment at the very start of the game. Eldar, GKs and Marines will not be happy.

    Could be fun.


    Watchwood, no Priest? Taking out a Dev squad for a jump-Priest would help a lot since every unit can benefit from his presence. The remaining points can fill out the remaining Dev squad so you don't lose a weapon with every casualty. It'd be worth the reduced firepower, methinks.
    "My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Imperial Guard

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    LO Zealot watchwood's Avatar
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    Quote Originally Posted by Intrepid View Post
    Watchwood, no Priest? Taking out a Dev squad for a jump-Priest would help a lot since every unit can benefit from his presence. The remaining points can fill out the remaining Dev squad so you don't lose a weapon with every casualty. It'd be worth the reduced firepower, methinks.
    I'm considering him in a couple of variations of this list - this version is the one I decided to start off with, since it requires the fewest new models on my part.

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    Senior Member TheComedian's Avatar
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    ya thanks guys

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