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Inspired by my critiquing of Sunnyside's evasive mech army list I've decided to give a 1500 point gun-line army a try. Here it goes...
HQ ( 171 )
Farseer with Fortune, spear, runes of warding
Farseer with Fortune, spear
Elites ( 396 )
8 Harlequin, 6x kisses, shadowseer
8 Harlequin, 6x kisses, shadowseer
Troops ( 660 )
10 Guardians, EML
10 Guardians, EML
10 Guardians, Scatter Laser
10 Guardians, Scatter Laser
Heavy Support ( 200 )
Total = 1437
The strategy would be to try to draw the enemy towards the D-Cannons then open fire and take out as many as possible. The waveserpent would be used to evacuate the Guardians if the enemy was rushing me or they could also be used to carry the harlies to the enemy if the enemy is trying to sit back and shoot at me. Otherwise they would just be shooting at enemy tanks and hopefully covering at least half of a guardian squad (the half without the heavy weapon) to give it a cover save.
I'm not exactly sure where the extra points would go to, maybe in more farseer upgrades, harlequin or guardians. Or it could be used to purchase a warwalker with anti-tank loadout, as this army is kinda lacking in anti-tank.
Anyways, the floor is open to discussion on whether or not this army is feasible and if it would stand a chance against the majority of opponents.
You know, do you have access to other armies codexes?
If you have a little time it might be worth it just to do quick demo battles with this to see what happens.
Just typical decent MEQish lists. Like drop pod marines and rhino rush chaos.
*goes over to those boards*
Here we go.
http://www.librarium-online.com/foru...1500-mech.html (1500 Mech)
http://www.librarium-online.com/foru...p-flamers.html (note the dreads have drop pods he just forgot to write that down)
Sit down. Give it a try. Let us know what happens with standard tactics on their part. I'd love to see if this can actually pull it off. as opposed to getting buried under the weight of the attackers.
Good idea, I'll give it a whirl, hopefully get back to you sometime tonight or tomorrow! I'm guessing that it isn't going to go very well.. but you never know.
Actually if you get the chance maybe give mine a try?
I don't have the codexes so I wouldn't be able to play the forces completely correctly.
Actually I'd appreciate getting told something about this "vulcan" I keep hearing about, before I run into them.
Against the drop pod army I think my strategy would be to hold everything of mine in reserves and try to get second turn. The idea being to get them to drop while I don't have troops on the board. And hope I roll my D-cannons in later.
Everything else is mounted and if it came out while a lot of their stuff was still airborn I'd probably run it up different short edges of the board withtheir rear armor to the end. That way I have my rear armor protected, their army would be all spread out near the edges if they dropped to attack the skimmers, and I'd either be getting shots at them early or taking the 4+ cover save against melta attacks.
Against the rush force it would go how I described before where I expect they'd be able to overrun me. But I can scoot out of the way hopefully having dismounted most of their force. Scorps go after anybody far from the rest (like if I blew a rhino on turn one so those troops are far from the others.) otherwise I keep pouring on the fire from a distance and rush into objective near the end as I need to.
Last edited by sunnyside; March 3rd, 2009 at 03:01.
Fortunately my brother plays space marines and my gf plays chaos.
Vulkan is a beastly salamander primarch that does the following:
- All space marines loose the rule that allows them to automatically pass any moral check.
- All space marines with thunder hammers get to re-roll misses in cc
- All space marines with flamer or melta derivatives count as having twin-linked weapons.
He has about the stat line of a captain, is in terminator armor with a 3+ invul, and has a relic blade (st 6, 2 handed power weapon)
Basically if you have him in an army with flamers and meltas you are in good shape.
I'll try to do the drop-pod one tonight (I think I have less of a chance at winning that one) and the chaos tomorrow. I was thinking against the drop pod army I'd not do reserves but keep two guardian squads in serpents and keep the other 2 close to the harlies and D-Cannons. I'll be taking some pain in the first turn but hopefully be able to deal some back after that. Hopefully the serpents can whittle down the dreadnoughts then circle the field for the rest of the battle.
Last edited by cheart; March 3rd, 2009 at 03:17.
Though I suppose I shouldn't complain too much since Mech Eldar are actually fairly resiliant to flamers and melta (go serpent field).
And their very short range makes it easier to keep away from them. As opposed to plasma that can double tap at 12" and can reach out 24" if need be.
Sorry this isn't the proper rule, he actually makes them loose the ability to automatically fail any moral check- All space marines loose the rule that allows them to automatically pass any moral check.
Yea I agree Sunnyside, I'd much rather see metlas then plasma, my bro runs a plasma heavy army and its always brutal to play against.
So I did a fairly indepth sim of the battle, and surprisingly came out on top! Brief description:
I took the army above but replaced EMLs with scatter lasers in the guardians and took two war walkers with 2 SC each.
It was a annihilation, spearhead deployment. There was 3 pieces of Sight Blocking Terrain and 3 pieces of Area Terrain. I got to go first. I deployed the harlies, the 2 squads guardian squads in serpents, and the D-Cannons, keeping the rest in reserve. Drop pod armies work the same way as deamons in that you deploy only half of them turn 1 then the rest go to reserve. So "he" chose to deploy 2 iron-clads and 1 marine squad.
I deployed the serpent near the middle of the table, with harlies nearby. Both the D-Cannons went beside LOS blocking terrain. Turn 1 I zipped both of the serpents 24" to the boarders of the table facing inwards and got fortune for both of my harly squads. He tried to land one ironclad besides each set of harlys, one scattered out of flamer range however. Both the ironclads popped smoke. His marine squad scattered close to one of the LOS blocking terrain pieces so he could only get a couple of guys to shoot at a D-Cannon battery. Nevertheless, he killed 3 crewmen from that battery. The ironclad that could flame my harlys killed 3.
I got one guardian squad from reserves, they entered into area terrain. I pulled the harlies back out of assault range of his ironclads, and deployed a guardian squad from a waveserpent, both of which remained on the side of the table facing inwards. I shot everything I had at one ironclad and managed to immobilize it, which is pretty much as good as killing it. The single D-Cannon however shot at the marine squad that had killed its crewmen, killing 4 of them! They failed their moral check and ran! He got 2 more marine squads from reserves. His running marine squad was still too close to my D-Cannons so kept runnning. His second ironclad ran forward so it could assault next turn. His marine squads managed to kill the remaining crewman from one D-Cannon battery and destroyed one D-Cannon from the other battery.
I got the warwalkers from reserves. The guardian squad that had unloaded from a WS loaded back up and moved away. Both serpents fired at the second ironclad and failed to damage it. The full harly squad moved up to assault one of the new marine squads, the farseer breaking off to try to kill of the second iron clad as well. Farseer threw spear, managing to shake the ironclad. walkers and guardians in cover shot at the two new marine squads, killing 5 in total! The harlys assaulting had abysmal luck, and only managed to kill 1 off, loosing 2 in return. They held. The farseer assaulted the ironclad and destroyed it!! By now I was in good shape. He got the rest of his army. Following suit with his previous luck, vulcan scattered 10" the wrong way. The one marine squad rallied and started to move back towards the battle. The other marine squad that had come in last turn assaulted the harly squad. The marine squad that came in this turn shot and killed 9 guardians, but the last one held his ground. The landspeeder killed a crewman from the remaining D-Cannon. In assault the harlys did better, killing 4 and only losing 4. The failed their hit and run.
I killed Vulcan with a BL shot, D-Cannoned the landspeeder, and killed his 4th squad that had deepstruck in. He killed the remaining harlys and D-Cannon, and the farseer who had killed the ironclad. However, he only had 3 marine squads left and I still had all 4 guardian squads, a half full harly squad and the warwalkers and the WS. I decided I would win and stopped the simulation. We were tied at 4 KP each but he probably wouldn't make it past turn 6.
So yes, I think this army is workable, getting 1st turn is pretty important cause you can zip your WS and turn them in so they get a cover save and can't get shot from the back. He just couldn't get access to any guardian squads and I got a little lucky killing his ironclads. Still though, this is an interesting army, Id like to see how it would actually perform in a battle! Ugh... enough of this, im off to bed.
Last edited by cheart; March 3rd, 2009 at 06:33.
Wait. What are the proper rules for drop pods now.
oop gotta go
You get to drop half of your drop pods at the start of your turn 1 and the other half go into reserve. I was also assuming that his landspeeder and vulkan would be deepstriking as well.
Do they just have the option of dropping half their army. Or do they have to put half out?
For example if I held all my forces in reserve presumably they wouldn't want to drop onto an empty board.