Tuesday, August 2, 2011

Captain's Log... March towards Doom...

Assault Cannon for 40k Terminator
http://www.sharecg.com/
No challenge intended.
August 13th is coming up quickly and I am going to partake in the annual 'Ard Boyz event here locally in Richmond. We have a couple of shops hosting the preliminary rounds and I'm going to head into the mouth of the beast where, probably (without much discussion), the best 40K player in the area will throw down and defend the local gaming club called 'SPR' (Stoney Point Refugee's).


I've known for awhile that Stelek at YTTH had a Dark Angels list for 'Ard Boys and it is a hybrid list often suggested by RayJ. I like Steleks list but do like a few storm bolters and really want a couple of assault cannons but once again I am unsure about a few tweaks thus the 'public' review of this article.

The First Company plus support...


Headquarters

Belial, Master of the Deathwing, w/thunder hammer & storm shield

Troops
Upgraded Deathwing Terminator Squad #1 - Deathwing Company Banner, Thunder Hammer & Storm Shield x4, Cyclone Missile Launcher, Apothecary, Standard Bearer
Sergeant, Thunder Hammer & Storm Shield

Deathwing Terminator Squad #2 - Power Fist x1, Storm Bolter x2; Thunder Hammer & Storm Shield x3, Cyclone Missile Launcher
Sergeant, Thunder Hammer & Storm Shield

Deathwing Terminator Squad #3 - Power Fist x1, Storm Bolter x2; Thunder Hammer & Storm Shield x3, Cyclone Missile Launcher
Sergeant, Thunder Hammer & Storm Shield

Deathwing Terminator Squad #4 - Power Fist x1, Storm Bolter x2; Chain Fist x1, Thunder Hammer & Storm Shield x3, Cyclone Missile Launcher
Sergeant, Thunder Hammer & Storm Shield

Deathwing Terminator Squad #5 - Power Fist x1, Storm Bolter x2; Thunder Hammer & Storm Shield x3, Cyclone Missile Launcher
Sergeant, Thunder Hammer & Storm Shield

Deathwing Terminator Squad #6 - Power Fist x1, Storm Bolter x2; Thunder Hammer & Storm Shield x3, Cyclone Missile LauncherSergeant, Thunder Hammer & Storm Shield

Fast Attack

Ravenwing Attack Squadron #1
Bike Squad x2, Meltagun x2
Sergeant x1
Attack Bike, Multi-Melta

Ravenwing Attack Squadron #2
Bike Squad x3, Meltagun x2
Sergeant x1
Attack Bike, Multi-Melta

Ravenwing Attack Squadron #3
Bike Squad x2, Meltagun x2
Sergeant x1
Attack Bike, Multi-Melta


Heavy Support
Predator, Autocannon, Lascannon Sponsons

Predator, Autocannon, Lascannon Sponsons

Predator, Autocannon, Heavy Bolter Sponsons


Over at the local club site we have a very good player that responded to all the list posted for the event. Like many sites and forums, in my opinion, it was just a 'love' fest with not much real discussion and when it did get into that sort of mode the thread... died. From several years on a forum as a member, moderator, and administrator it's typical stuff so I am not that upset or surprised.

If you look at the list you will see that terminator squad #5 and #6 have cyclone missile launchers highlighted in black with red text. It would require that I get rid of something and juggle points. I'd get the assault cannons, probably the chainfists back, and maybe a squadron of speeders with melta but lose one attack squadron to use the points. I'm not sure...

I'd like some critical thought on the subject if you have the time.

I'll be in the sandy corner of vacation that doubles as a  beach in the real world!

CK



4 comments:

  1. Here's my idea if you want to keep this same basic structure:

    Drop one of the Ravenwing squads and the Dakka Predator. Add in two dreadnoughts with heavy flamers and the gun of your choice (autocannon, plasma cannon, or multi-melta).

    That should leave the points in for the cyclones.

    This list feels light on the armor for me still (it's next to impossible to balance armor, terminators, and bikes together without having a weakness for your opponent to exploit). If I were to do it, however, I'm pretty sure I'd start with a double-wing base and mech up from there. The extra points used in 'Ard Boyz makes it feasable, but this would be much harder at 2000 points.

    I'd do something like this:

    130 Belial (TH/SS)
    205 Sammael (Land Speeder)

    290 DW Command (5x TH/SS, Apoth, Standard, CML)
    240 DW Squad (3x TH/SS, 1x CF, CML)
    240 DW Squad (3x TH/SS, 1x CF, CML)
    240 DW Squad (3x TH/SS, 1x CF, CML)
    190 RW Squad (2x MG, MMAB)
    190 RW Squad (2x MG, MMAB)

    130 Dreadnought (Plasma Cannon, HF)
    130 Dreadnought (Plasma Cannon, HF)

    130 Predator (Autocannon, Lascannon Sponsons)
    130 Predator (Autocannon, Lascannon Sponsons)

    75 Typhoon
    75 Typhoon
    75 Typhoon

    You still have about 30 points left over to throw somewhere, such as making one of those bike squads use plasma and grab an apothecary for overheats. You could also use it on Extra Armor for the dreads or hunter-killers for the predators. You can choose which would work best for you on the typhoons. If you give one bike squad plasma, I'd probably go with meltas. If you keep the bikes with meltas, I'd go with heavy bolters.

    Another option for your extra points is venerable on the dreads, but you will need to shave 10 points. I think Chainfists are the best place to trim here.

    ReplyDelete
  2. RayJ -

    My problem is going to be a tri-raider list holding DCA's, a techmarine, and coteaz/librarian. The rest of the army is nothing more then a few henchmen units inside razorbacks with psy ammo and assault cannons.

    'Master Shake' is an excellant player and has played more then 20 games with just two raiders and the squads mentioned.

    I'm not going to beat those units in CC even with multi-assaults. I did kill a few but the casting of psychic powers making them strength 6 and going ahead of me with five attacks each is a bummer, let alone trying to halt the landraiders they are inside with psy ammo.

    I like the idea of dreds in the list to tie the assassins up but I think Master shake is going to see right through that little ploy and out maneuver me.

    Mission #3 for 'Ard boyz against Master Shake is interesting because most of his points are inside the units I really need to sit back and soften up with shooting if I can get them outside the raiders.

    If I see Master Shake in mission two I know he is just going to roll up to three of the objectives with the raiders and wait for me to get there. I keep thinking that I need to contest objectives and hold one to really screw this plan up but depth (as in model count) is not in the cards.

    I think I can hold my own in mission #1 since one of the quirky things is holding terrain. I doubt I can get the traiter of I see Master Shake in this set-up.

    I also know that another player is trying out a marine double raider list but I doubt he has seen terminators in the numbers I'll be bringing.

    Times like these I almost wish I was going to take Space Wolves... almost...

    CK

    ReplyDelete
  3. If your biggest threat is going to be from GK/land raiders, load up the speeders with melta to maximize that capability at 24 inches. Between the bikes and the speeders you should have no problem taking out those land raiders early and limit the amount of pain he can dish out in assault. Forcing them to hoof it buys you time to whittle them down.

    Use the predators to take out the razorbacks, and use Sammael to prey on the assassins after they pop out. Remember that when it comes to dealing with GK vehicles, suppression isn't an option. Find the biggest threat, eliminate it, and move to the next one. Plan your resources accordingly. Meltas will want to go against the harder targets. Missiles and Lascannons will be better for medium and light armor. Don't bother using missiles on a land raider, and only use the lascannons if you're out of melta shots.

    ReplyDelete
  4. I like the addition of dreds with plasma and the heavy flamers... my problem... I only have one plasma cannon and none of my CC arms have the heavy flamer on it. Dunnno how that happened but it is what it is.

    I'm still muddling about in my brain with the typhoons... I have the models but they would have to be build next week...

    CK

    ReplyDelete