Jump to content

happycamper

Members
  • Posts

    837
  • Joined

  • Last visited

  • Days Won

    8

Posts posted by happycamper

  1. Last min list post.  TankY McTank FACE

     

     

    Created with BattleScribe (https://battlescribe.net)

     
    ++ Battalion Detachment +5CP (Imperium - Astra Militarum) [55 PL, 878pts, 2CP] ++
     
    + No Force Org Slot +
     
    Regimental Doctrine: Regiment: Cadian
     
    + HQ +
     
    Knight Commander Pask [13 PL, 239pts]: Battle Cannon, Display Tank Orders, Lascannon, Plasma Cannons
     
    Lord Castellan Creed [4 PL, 55pts, 2CP]: Warlord, WT (Cadia): Superior Tactical Training
     
    + Troops +
     
    Infantry Squad [3 PL, 47pts]
    . 8x Guardsman
    . Guardsman W/ Special Weapon: Plasma gun
    . Sergeant: Laspistol
     
    Infantry Squad [3 PL, 40pts]
    . 9x Guardsman
    . Sergeant: Laspistol
     
    Infantry Squad [3 PL, 47pts]
    . 8x Guardsman
    . Guardsman W/ Special Weapon: Plasma gun
    . Sergeant: Laspistol
     
    + Heavy Support +
     
    Basilisks [7 PL, 108pts]
    . Basilisk: Heavy Bolter
     
    Leman Russ Ryza Vanquishers [11 PL, 182pts]
    . Leman Russ Ryza Vanquisher: Lascannon, Turret-mounted Vanquisher Battle Cannon
     
    + Flyer +
     
    Vulture Gunship [11 PL, 160pts]
    . Vulture Gunship: Heavy bolter, Twin Punisher Gatling Cannons
     
    ++ Battalion Detachment +5CP (Imperium - Astra Militarum) [13 PL, 196pts] ++
     
    + No Force Org Slot +
     
    Regimental Doctrine: Regiment: Cadian
     
    + HQ +
     
    Company Commander [2 PL, 30pts]: Chainsword, Laspistol
     
    Primaris Psyker [2 PL, 46pts]: Force Stave, Nightshroud, Psychic Barrier
     
    + Troops +
     
    Infantry Squad [3 PL, 40pts]
    . 9x Guardsman
    . Sergeant: Laspistol
     
    Infantry Squad [3 PL, 40pts]
    . 9x Guardsman
    . Sergeant: Laspistol
     
    Infantry Squad [3 PL, 40pts]
    . 9x Guardsman
    . Sergeant: Laspistol
     
    ++ Supreme Command Detachment +1CP (Imperium - Astra Militarum) [60 PL, 926pts, -1CP] ++
     
    + No Force Org Slot +
     
    Regimental Doctrine: Regiment: Cadian
     
    Vigilus Defiant [-1CP]: Emperor's Fist Tank Company
     
    + HQ +
     
    Tank Commander [12 PL, 197pts]: Emperor's Fist, Lascannon, Plasma Cannons, Turret-mounted Executioner Plasma Cannon
     
    Tank Commander [12 PL, 184pts]: Battle Cannon, Emperor's Fist, Lascannon, Relic (Emperor's Fist): Hammer of Sunderance
     
    Tank Commander [12 PL, 184pts]: Battle Cannon, Emperor's Fist, Lascannon
     
    + Lord of War +
     
    Macharius Vulcan [24 PL, 361pts]: 2 Heavy Stubbers, Twin Heavy Stubber
     
    ++ Total: [128 PL, 2,000pts, 1CP] ++
     
    Created with BattleScribe (https://battlescribe.net)
    • Thanks 1
  2. On 11/29/2018 at 8:57 PM, WestRider said:

    Boltstorm Aggressors are generally better. Flamestorm Aggressors are awesome if they can get in range, but being slow, very short-ranged, and only having one, expensive, Transport option doesn't make for a good combo. Imperial Fists make the Boltstorm even better, so they're almost certainly the way you want to go here.

    Flame ones are super nice with salamander stragem with +1 to wound of meltas and flamers

  3. Easy fix.  Change amount of units of troops to amount of points spent in troops. 

    Say for example only (cause I don’t know a fair number) 200pts or more of troops to meet Battlation requirements.

    stop trying to limit people on how they use stragems.  Just make the requirement for the detachment based pts.  That way it’s fair across all armies.

  4. 20 minutes ago, paxmiles said:

    Wow. I mostly really like that knight, but I absolutely hate the infantry mounted on the exterior of the titan. Bugs me for the same reason the exposed crew on that TAU Stormsurge.

    Still, pretty easy to fix. And that cannon looks really cool.

    You realize there are void shields

    protecting them though?

  5. 1 minute ago, WestRider said:

    I do miss my Drop Pod Armies. Other than that, yeah, I'm fine with going back to no Reserves coming in Turn 1. It would be kind of nice to let them wait until Turn 4 in exchange, tho, so there are still three Turns worth of possible arrival times.

    I agree with this

    • Like 2
  6. 5 minutes ago, Ish said:

    They’re not going to be very useful capturing objectives (which has always been my primary use for them) if they must arrive by Turn Three.

    They're not going to be very effective at disrupting enemy positioning and maneuver if the enemy knows exactly when they’re going to arrive.

    By turn 3 your opponent shouldn’t  have the abilty to shoot you off a objective you drop in on and take on your main force.

    And if your opponent is making adjustments to positioning or maneuvers because you have troops in reserves.... then you are effecting his decision making without being on the board, use your ground forces to take advantage of that.  

    • Like 1
  7. Don’t know about you guys, but I never drop in on turn one.  Let the field spread out a bit, look for weaknesses as game progresses. Or reinforce a weak spot in my own line. Nothing as funny as when my death bubble of Hellblasters is almost finished off to only have a squad of Plasma Inceptors drop in to reinforce the bubble of plasma death.  

    Hell I love waiting till Turn 3, half the time my opponent forgets about them and there’s holes in his line.

    use your reserves more tactically, don’t think of them as a sledge hammer force.

    • Like 1
  8. 19 hours ago, DisruptiveConduct said:

    These changes make my Genestealer Cult very very sad.

    I find zero reason to play them now. They were already a "win turn 1 or lose turn 2" army.

    Now they are an "always lose" army.

    Well they said GSC not to worry we got you covered in the new Codex.... so don’t fret yet

    • Like 1
×
×
  • Create New...