User
Welcome, Guest. Please login or register.
May 23, 2012, 06:33:20 AM

Login with username, password and session length
  Search
  Stats
33316 Posts in 2677 Topics by 255 Members
Latest Member: Mr Key
  News
Welcome to the city guard forums. 
+  The Guards Room
|-+  The City Guard
| |-+  General Discussion
| | |-+  1850pt BattleCry List Needing help
0 Members and 1 Guest are viewing this topic. « previous next »
Pages: [1] Print
Author Topic: 1850pt BattleCry List Needing help  (Read 1166 times)
HarasinCreed
Journeyer

Offline Offline

Posts: 192



View Profile Email
« on: September 27, 2010, 10:17:24 AM »

I was thinking of entering battle cry but i dont know what a good list would look like so i was looking for some more experienced players who could give me some feed back so here we are my Emporers Children Pre-heresy list:

Fulgrims Finest

HQ
•   Chapter Master with Relic Blade, Storm Bolter and Artificer armour-203
Troops
•   10 Tact Marines with Flamer and Missile Launcher in Drop Pod-205
•   10 Tact Marine with Plasma Gun and Plasma cannon in Pod-215
•   10 Tact Marine with Melta and Plasma cannon in Pod locator beacon with -225
Elites
•   Dreadnought with Plasma Cannon and Auto Cannon-125
Heavy Support
•   Land raider-260
•   Predator with Lascannons-175
Fast Attack
•   10 Vanguard Vets-225
•   2 Land speeders melta and 2 Flamers-130
•   3 Scout Bikers with locator beacon, Astartes grenade launcher and cluster mines- 115
Total 1878

My basic strategy would be to have my chapter master and vets in the landraider. Then have the dreadnought and scouts bikers walk along with it using it as movable cover with the predator trys to take out as much armour as it can. Then when the drop pods start coming down I can use the Scouts bikers beacon to bring them down where I want and if the bikers are not in the right place I can use the pod with the other beacon to do pretty much the same thing. The landspeeders are there to eliminate any armour or to turbo boost on the last turn to contest objectives (and because I own them).
« Last Edit: September 29, 2010, 08:07:41 AM by HarasinCreed » Logged

Fulgrims Finest:
Wins 5
Draw 3
Loss 2
Lazarus
Bigwig
Filthy Addict
*
Offline Offline

Posts: 2,539

tindoor500@hotmail.com
View Profile Email
« Reply #1 on: September 29, 2010, 08:16:53 AM »

remember 50% of the pods come down first turn.

locator might be a waste on the bikes.

I say leave it on a pod drop that will drop in the first turn and then your other 50% can pod near that one.

I say pod the dread also if you are going drop pod he will be better like that

also locators only work if there are on the table, so if that pod with it in is not on there it will still scatter normal.
« Last Edit: September 29, 2010, 08:25:01 AM by Lazarus » Logged

View my Blog it has all my current work i am doing with my models.

http://lazarusproductions.blogspot.co.nz/
HarasinCreed
Journeyer

Offline Offline

Posts: 192



View Profile Email
« Reply #2 on: September 29, 2010, 10:08:47 AM »

Thanks for the advice. I think i will actually keep the locator beacon on the scouts so that once they have infiltrated i can drop in two squads on the first turn and rapid fire the enemy. And as to drop poding the Dread i will think about it the only problem being that im already over points and dont really know what to take off.

Ed
Logged

Fulgrims Finest:
Wins 5
Draw 3
Loss 2
Hunter_Flood
Grand Master

Offline Offline

Posts: 755

"..."


View Profile Email
« Reply #3 on: September 29, 2010, 11:04:12 AM »

It seems you've got some of your point values muddled. (corrected them unless of couse you forgot to put down your upgrades)

Fulgrims Finest

HQ
•   Chapter Master with Relic Blade, Storm Bolter and Artificer armour-173
Troops
•   10 Tact Marines with Flamer and Missile Launcher in Drop Pod-205
•   10 Tact Marine with Plasma Gun and Plasma cannon in Pod-220
•   10 Tact Marine with Melta and Plasma cannon in Pod locator beacon with -225
Elites
•   Dreadnought with Plasma Cannon and Auto Cannon-125
Heavy Support
•   Land raider-250
•   Predator with Lascannons-165
Fast Attack
•   10 Vanguard Vets-225
•   2 Land speeders melta and 2 Flamers-130
•   3 Scout Bikers with locator beacon, Astartes grenade launcher and cluster mines- 115
Total 1833

Logged

"Into the fires of battle, unto the anvil of war!"
Salamanders Space Marines: 36 win/21 Draw/22 Loss
HarasinCreed
Journeyer

Offline Offline

Posts: 192



View Profile Email
« Reply #4 on: September 29, 2010, 12:38:22 PM »

Thanks James forgot to write that i had a melta on the landraider and i have no idea wht i was thinking with the point cost of the chapter master.  Huh
Logged

Fulgrims Finest:
Wins 5
Draw 3
Loss 2
daemion
Filthy Addict
*
Offline Offline

Posts: 2,240

yay 4 me. i rule.


View Profile Email
« Reply #5 on: October 05, 2010, 03:02:35 PM »

and when u get 1st turn after u infiltrate the bikes u get a free scout move for 12 inches.... works for me! to drop your pods on. be prepared to take a comp hit for taking a landy. (god knows why.... not like u are taking 3 of them...)
Logged

we are the cityborg. resistance is futile, lower your shields.... you will be assimilated.
HarasinCreed
Journeyer

Offline Offline

Posts: 192



View Profile Email
« Reply #6 on: October 06, 2010, 01:02:01 PM »

Im changing the list slightly and taking out the Dreadnought and putting a Vindicator in its place and taking lightning claws and a power fist in the vets squad aswell. And how bad is taking a comp hit?
Logged

Fulgrims Finest:
Wins 5
Draw 3
Loss 2
daemion
Filthy Addict
*
Offline Offline

Posts: 2,240

yay 4 me. i rule.


View Profile Email
« Reply #7 on: October 06, 2010, 01:36:31 PM »

if u dont care (like me!) then dont worry bout it. Wayde is pretty good at sorting it out. the harder the comp hit u take, the harder the 1st army u face is all.... and slightly affects your standing at the end.
Logged

we are the cityborg. resistance is futile, lower your shields.... you will be assimilated.
Solarian
Master

Offline Offline

Posts: 368


View Profile Email
« Reply #8 on: October 06, 2010, 07:43:04 PM »

I wouldn’t mark this bad for comp. It is a fairly balanced army.

Raiders are fun but I've never seen them work well in a competitive list. All las preds are 2 expensive for the amount of time they are alive and most intelligent gamers will keep you moving it and therefore rendering 60 points worth of side las useless.

I thought Land speeders with flamer + meltas are 70 points each, again a nice unit but by time you have bought 2 you could have had 3 with standard speeders.

Lots of plas is good for marines obviously however I don’t see much anti hoard in this list. 1 twin auto cannon and 1 twin HB, 1 H flamer and 2 flamers + some bolt guns. I see this as being quite light.

I also thing the beacon is an expense which is uneeded.

All in all a nice list and your list needs to reflect how you like to play. I just suggest it needs some game time because there are things which don’t look as efficient as they could be. Those things you will see for yourself when you game test it.
« Last Edit: October 06, 2010, 07:45:43 PM by Solarian » Logged
Lazarus
Bigwig
Filthy Addict
*
Offline Offline

Posts: 2,539

tindoor500@hotmail.com
View Profile Email
« Reply #9 on: October 07, 2010, 01:12:41 AM »

I would load out the tac units with plasma cannon and flamer. then u can flame those orks and bugs and kill termys with the cannon.

The speeders with melta and flamer will be good tank hunters and i dont see the melta in the tac units being much use.

I would also maybe say drop pred and a whilwind and an extra speeder. that will give you some very fast anti tank units what will be impossible to kill in close combat and hard to shoot down. Big templates always good for those orkys and gaunts.

If you want more anti tank change the dred to laz and missile. They tend to work quite well.

If you make those changes its almost like my crimson fist army haha.
Logged

View my Blog it has all my current work i am doing with my models.

http://lazarusproductions.blogspot.co.nz/
HarasinCreed
Journeyer

Offline Offline

Posts: 192



View Profile Email
« Reply #10 on: October 07, 2010, 06:00:34 AM »

Thanks for all the responses this is going to be my new list.
HQ
•   Chapter Master with Relic Blade, Storm Bolter and Artificer armour-173
Troops
•   10 Tact Marines with Flamer and Missile Launcher in Drop Pod-205
•   10 Tact Marine with Plasma Gun and Plasma cannon in Pod-220
•   10 Tact Marine with Flamer and Plasma cannon in Pod locator beacon with -220
Heavy Support
•   Land raider with Melta-260
•   Predator with Lascannons-165
•   Vindicator-115
Fast Attack
•   9 Vanguard Vets lightning claw and power fist-245
•   2 Land speeders 1 melta,1heavy bolter and 2 Flamers-130
•   3 Scout Bikers with locator beacon, Astartes grenade launcher and cluster mines- 115
Total 1848
This way i not only have quite a few template weapons i also have anti tank and anti-power armour. My reasons for using a predator with Lascannons is that it means my opponent will have to decide weather to shoot at the landraider or the predator and most armies iv seen dont have enough anti tank to stop all of my armour. And i dont have to take that many heavy weapons on my normal troops.
« Last Edit: October 07, 2010, 06:32:58 AM by HarasinCreed » Logged

Fulgrims Finest:
Wins 5
Draw 3
Loss 2
daemion
Filthy Addict
*
Offline Offline

Posts: 2,240

yay 4 me. i rule.


View Profile Email
« Reply #11 on: October 07, 2010, 04:43:21 PM »

nice... i was thinking that the pred is a bit of overkill though. me, I'd only change things very slightly like this... ditch the pred and take a second vindicator! Smiley u really want them to forget bout your landy? take two of those bad boys... their are your fire magnets and just as survivable as a pred. short to medium range fire power but the ability to kill bucket loads of troops with a pie plate and roll well to bust thru armour. double the fun, double your chances at dealing with stuff...  leaves u 50? pts? melta bombs on your sarges and maybe another scout biker. does that make sense?

although i really just want to just ditch the pred altogether and take more bikers....
Logged

we are the cityborg. resistance is futile, lower your shields.... you will be assimilated.
Hunter_Flood
Grand Master

Offline Offline

Posts: 755

"..."


View Profile Email
« Reply #12 on: October 07, 2010, 05:17:24 PM »

Wow, I'm actually going to agree with Damian.
Logged

"Into the fires of battle, unto the anvil of war!"
Salamanders Space Marines: 36 win/21 Draw/22 Loss
daemion
Filthy Addict
*
Offline Offline

Posts: 2,240

yay 4 me. i rule.


View Profile Email
« Reply #13 on: October 07, 2010, 05:40:34 PM »

Smiley
Logged

we are the cityborg. resistance is futile, lower your shields.... you will be assimilated.
HarasinCreed
Journeyer

Offline Offline

Posts: 192



View Profile Email
« Reply #14 on: October 08, 2010, 03:32:55 AM »

But then my anti tank is fairly minimal unless i get really close and i already own a pred :'( but if someone is up for a trade ie vindicator for pred let me know.
Logged

Fulgrims Finest:
Wins 5
Draw 3
Loss 2
Lazarus
Bigwig
Filthy Addict
*
Offline Offline

Posts: 2,539

tindoor500@hotmail.com
View Profile Email
« Reply #15 on: October 08, 2010, 07:31:23 AM »

speeders with melta or twin melta will be insane that will be a higher target than the land raider.

If i was going up vs 2-3 speeders with melta they would be my first target. Dont under estermate what a speeder can do.
Logged

View my Blog it has all my current work i am doing with my models.

http://lazarusproductions.blogspot.co.nz/
HarasinCreed
Journeyer

Offline Offline

Posts: 192



View Profile Email
« Reply #16 on: October 08, 2010, 10:20:36 AM »

The speeders are going to be in reserve and deep striking
Logged

Fulgrims Finest:
Wins 5
Draw 3
Loss 2
HarasinCreed
Journeyer

Offline Offline

Posts: 192



View Profile Email
« Reply #17 on: November 28, 2010, 11:24:34 AM »

I am going to change the 3 bikers for another speeder with heavy bolter and flamer and melta bombs on all squad leaders.
Logged

Fulgrims Finest:
Wins 5
Draw 3
Loss 2
HarasinCreed
Journeyer

Offline Offline

Posts: 192



View Profile Email
« Reply #18 on: December 01, 2010, 05:19:52 AM »

So i was having a think last night and saw the sternguard rules which are just so awsome and i knew i had to have some. Also they are way better than a squad of tactical marines. I also decided to change the whole list to mechanical because other wise when i deploy i will probably be deploying in 2 locations so the effectiveness of my force could be halved. So here is the new list tell me which one you prefer.
HQ
•   Chapter Master with Melta bombs, Relic Blade, Storm Bolter and Artificer armour-178
Troops
•   10 Tact Marine with Melta Bombs, Plasma Gun and Plasma cannon in Rhino-225
•   10 Tact Marine with Power Weapon, Melta-bombs,Melta-gun and Plasma cannon in Rhino-225
Elites
•   8 Sternguard with 6 combi weapons in Rhino-270
Heavy Support
•   Land raider with Melta-260
•   Predator with Lascannons-165
•   Vindicator-115
Fast Attack
•   9 Vanguard Vets with melta bombs, lightning claw and power fist-250
•   2 Land speeders 1 melta,1heavy bolter and 2 Flamers-130
Total 1820
Logged

Fulgrims Finest:
Wins 5
Draw 3
Loss 2
Pages: [1] Print 
« previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!