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Sgt. Rock

Emperors
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Sgt. Rock last won the day on October 24 2018

Sgt. Rock had the most liked content!

About Sgt. Rock

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    Radical

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  1. Sgt. Rock

    Tuesday 1/22 - Ordo Game Night at WOW

    I won't be in, it looks like. I screwed up my back a week ago, and while it was getting better, it decided today was the day to regress to crippling pain. Have fun without me, gang.
  2. Sgt. Rock

    Infinity Campaign

    Two Brawlers, an FO bot, and a Warcor?
  3. Sgt. Rock

    Sgt. Rock's War Stories

    I generally agree, I love the challenges presented by low-point games. I'm in the same boat with regards to limited models. I just don't want to run into something that I just don't have an answer for that will wipe me off the board. I'm expecting to find that, of course; I'm still very new to this edition, and I'm rusty as hell with 40k in general. But I can at least *try* to cover my bases.
  4. Sgt. Rock

    Infinity Campaign

    Also, perhaps there should be some mechanism for a strategic withdrawal? It'd be awfully unfortunate if someone was getting trashed by poor dice and was forced to carry the destruction of their own force to term...
  5. Sgt. Rock

    Infinity Campaign

    Note to self: shock and T2 on any and all Mutts.
  6. Sgt. Rock

    Sgt. Rock's War Stories

    That's precisely the problem. It's very easy to fit a Leman Russ in at 500 points, much less 1k. Land Raiders are a bit more of a tight squeeze, but I could very easily run into one. In both cases, they're T8, with a 2+ save on the Raider and 3+ on the Russ. Both have a lot of wounds that will be hard to whittle down. Really, I feel like I should have another Lascannon or two on the board, but I can only work with what I have, I suppose.
  7. Sgt. Rock

    Infinity Campaign

    This sounds like a blast. Count me in.
  8. Sgt. Rock

    Sgt. Rock's War Stories

    Yeah, if you recall how long that Razorback lasted in our game yesterday. 😛 I'm concerned primarily about things like a Leman Russ. As far as I know, we only have one Guard player, but anything T8 is going to give me fits. I could try something like this: ++ Battalion Detachment +5CP (Imperium - Space Marines) [59 PL, 1000pts] ++ + No Force Org Slot + **Chapter Selection**: Crimson Fists + HQ + Captain in Gravis Armor [7 PL, 118pts]: Boltstorm gauntlet, Master-crafted power sword Techmarine [5 PL, 71pts]: Chainsword, Combi-melta . Servo-harness: Flamer, Plasma cutter + Troops + Intercessor Squad [5 PL, 89pts]: Auxiliary Grenade Launcher, Bolt rifle . 4x Intercessor . Intercessor Sergeant: Power sword Scout Squad [6 PL, 80pts]: 5x Camo cloak . Scout Sergeant: Bolt pistol, Sniper rifle . 4x Scout w/Sniper Rifle: 4x Sniper rifle Tactical Squad [9 PL, 170pts] . 7x Space Marine . Space Marine Sergeant: Bolt pistol, Power fist . Space Marine w/Heavy Weapon: Missile launcher . Space Marine w/Special Weapon: Plasma gun Tactical Squad [5 PL, 93pts] . 3x Space Marine . Space Marine Sergeant: Combi-flamer, Melta bombs, Power fist . Space Marine w/Special Weapon: Flamer + Elites + Dreadnought [7 PL, 132pts]: Twin lascannon . Dreadnought combat weapon w/Storm Bolter: Storm bolter + Fast Attack + Inceptor Squad [10 PL, 135pts]: Assault bolter, 2x Inceptor, Inceptor Sergeant + Dedicated Transport + Razorback [5 PL, 112pts]: Storm bolter, Twin lascannon ++ Total: [59 PL, 1000pts] ++ Created with BattleScribe Put the minimum size tactical squad in the Razorback with the Techmarine, that way I have an assload of flamers coming out of there to melt faces with, as well as a power fist and two servo arms to eff up heavy armor/vehicles in melee. I get my Gravis captain melee beatstick again, and the Inceptors who, as @Lyraeus pointed out, are really great with the Crimson Fists chapter tactic. EDIT: Razorback, not Rhino. Derp.
  9. Sgt. Rock

    Sgt. Rock's War Stories

    I thought about Inceptors, but I worried that by doing that, I'd be giving up too much anti-armor capability. At 1k points, I should be expecting to see heavier armor on the board, and I need to have the means with which to deal with it. At some point, I need to just break down and buy a Devastator squad or two, but right now, it's just not in the cards.
  10. Sgt. Rock

    Sgt. Rock's War Stories

    So here's an idea: ++ Battalion Detachment +5CP (Imperium - Space Marines) [56 PL, 995pts] ++ + No Force Org Slot + **Chapter Selection**: Crimson Fists + HQ + Captain in Terminator Armor [7 PL, 101pts]: Power sword, Storm bolter, Tenacious Opponent, Warlord Lieutenants [4 PL, 80pts] . Lieutenant: Combi-plasma, Power fist Techmarine [5 PL, 71pts]: Chainsword, Combi-melta . Servo-harness: Flamer, Plasma cutter + Troops + Intercessor Squad [5 PL, 89pts]: Auxiliary Grenade Launcher, Bolt rifle . 4x Intercessor . Intercessor Sergeant: Power sword Scout Squad [6 PL, 80pts]: 5x Camo cloak . Scout Sergeant: Bolt pistol, Sniper rifle . 4x Scout w/Sniper Rifle: 4x Sniper rifle Tactical Squad [9 PL, 165pts] . 7x Space Marine . Space Marine Sergeant: Bolt pistol, Power fist . Space Marine w/Heavy Weapon: Missile launcher . Space Marine w/Special Weapon: Flamer + Elites + Dreadnought [7 PL, 132pts]: Twin lascannon . Dreadnought combat weapon w/Storm Bolter: Storm bolter + Heavy Support + Hellblaster Squad [8 PL, 165pts]: Plasma incinerator . 4x Hellblaster . Hellblaster Sergeant: Bolt pistol + Dedicated Transport + Razorback [5 PL, 112pts]: Storm bolter, Twin lascannon ++ Total: [56 PL, 995pts] ++ Created with BattleScribe It might be lacking a little bit of anti-armor at this point level, but it's what I have to work with. Thought is to combat squad the tactical squad with the sergeant and flamer in the Razorback and send them off with the Techmarine to go wreck face up close. Razorback will probably get smoked pretty early, though; it's awfully fragile, and being one of my two main sources of anti-armor, it's going to be a priority target. Really wish I had a Devastator squad right now, but oh well. If I can keep the Hellblasters alive, they can do pretty decent anti-tank duty, too. I'm considering wiggling some points around and trying the heavy plasma incinerators on them, but I dunno.
  11. Sgt. Rock

    Space Marines new Beta Rule

    That's... actually a really good idea. I mean, it doesn't solve the fact that suddenly my Land Raider can't see in the dark, but I'm sure the Machine Spirit has all kinds of like thermal imaging night vision crap like that. Those headlights just give away my position to the enemy!
  12. Sgt. Rock

    Space Marines new Beta Rule

    Wait, derp. Disregard that, that's older editions rattling around in my head. I was wrong, ABRs suck now. 😛
  13. Sgt. Rock

    Sgt. Rock's War Stories

    That will definitely be fun, and once I get paid, some Termies are definitely in my future.
  14. Sgt. Rock

    Sgt. Rock's War Stories

    Right. My biggest failing in this case, and I think the biggest reason I lost, is due to list building. I had basically 4 5 man squads, which means that if I take 12 wounds, and I lose 2 models (which is pushing it, because my dice hate me) then I'm suddenly down 40% of my squad. If I'd had an apothecary and/or ancient, it would have been a little better, but not a whole lot, I think. And other random screwiness didn't help; I made the mistake of overcharging my plasma gunner, thinking "Oh, he's right next to the captain, he'll be fine." Nope. Rolled a 1, reroll, another 1. He blew himself up without any help. I'm a fan of the MSU approach, and Crimson Fists especially seem to like it, but unfortunately, that means that it's all too easy to nullify any given squad if you put enough firepower into it.
  15. Sgt. Rock

    Sgt. Rock's War Stories

    I suppose that's true, I guess I just didn't notice; the tide of green bodies made any casualties I inflicted seem trivial. 😛
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