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The Dork Knight
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1,131 Posts
Discussion Starter · #1 · (Edited)
HQ

Company Command Squad (In Chimera)
4 Plasma Guns
1 Officer of The Fleet

Knight Commander Pask
Leman Russ Executioner x3
2 Plasma Cannons (On Pask's Tank)

Elite

Storm Trooper Command Squad
4 Melta Guns

Storm Trooper Squad x3 (5 Storm Troopers)
6 Melta Guns

Troop

Veteran Squad x2 (In Chimera's)
5 Plasma Guns

Dedicated Transport

Chimera x3
3 Multi Lasers
3 Heavy Bolters

Fast Attack

Vendetta Gunship

Banewolf
1 heavy flamer

Heavy Support

Wyvern Battery x2 (Squadron)
2 heavy bolters
 

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Senior Member
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4,967 Posts
HQ: Can the advisor in the CCS effect reserves if his unit is at the time in reserve? It would be nice to use them as a super BS4 SWS with 4 meltas/plasamas and their own orders. Disembark near where the storm troops come down and give them some more orders too.
I would drop the Enginseer to free up points for upgrades, they are just an easy first blood. Note firing the Russ Ordnance main gun means the hull lascannon can only snap fire even if you don't move and even if you are have the 'heavy tank' rule. Considder Punnisher with lascannon, HB & Stubber for Pask and then russ with hull HB and no sponsonsons for his buddies or get them the 5 plasma cannon versions as I beleive preferred enemy lets them reroll their overheats.

Elites: Ratlings are ok but a lot of points. A Platon of 25 guardsmen with 4+1+1 sniper rifles only costs 142 points and they get 250% more wounds, more toughness and are objective secured. Love the scions.

Troops: Fine

Fast: Also good. A CCS could travel in the vendetta armed with meltas/plasmas or a cheap PCS with 4 flamers.

Heavy: Perfect. You could always split them up into seperate units to prevent overkills transferring onto a second swquadron mate and to add a little flexibility in target selection. However it increases kill point vulnerability.
 

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484 Posts
HQ

Company Command Squad (In Chimera)
4 Plasma Guns
1 Officer of The Fleet

Knight Commander Pask
Leman Russ Executioner x3
2 Plasma Cannons (On Pask's Tank)
a punisher for pask is generally more effective at everything, and also lets him glance AV14 (reliably).

Elite

Storm Trooper Command Squad
4 Melta Guns

Storm Trooper Squad x3 (5 Storm Troopers)
6 Melta Guns

Troop

Veteran Squad x2 (One in a Chimera the other in the Vendetta)
5 Plasma Guns
a vendetta no longer has the carrying capacity for a vet squad. whatd they cut it to? 6 models now i think?
Dedicated Transport

Chimera x2
2 Multi Lasers
2 Heavy Bolters

Fast Attack

Vendetta Gunship

Banewolf
1 heavy flamer

Heavy Support

Wyvern Battery x3 (Squadron)
3 heavy bolters
id unsquadron the wyverns. barrage could go poorly if squaded. when one loses its cannon, you can just drive it around to contest/claim objectives, and you can make better use of its remaining gun (if it loses its cannon). also you wont have to worry about wound spill over, or not being able to hide the tanks well due to coherency.
 

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The Dark Knight
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2,091 Posts
I don't think you can use the officer of the fleets buffs since he isn't technically isn't in play. He would have to already be on the battlefield.
 

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Premium Member
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4,800 Posts
The Fleet Officer needs a leadership test to activate his abilities. That can't be done while in reserves. Neither is there any precedent for a unit in reserves to have an on-table effect.

As for the list, unless you play in the most competitive metagames then you're seriously overboard on alphastrikes. The list feels like it's tailored to counter Triptides, Wraithknights and Grav Cents. If that's the idea then never mind.

Putting the CCS in a Chimera, maybe passing up the third Wyvern to afford it, would be a good move. That way, one trick you can do is put a full squad of Stormtroopers next to him footslogging. Ordered hellguns is reasonably effective against hordes and MEQs while carapace armor keeps them alive in the open.
 
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