My only feedback is I'm not sure the Sybarite+Haywire Grenades upgrades are worth it on your warrior squads. 15-20pts a squad (can't remember exactly off hand) is a little much. My 5 man squads rarely get out of their venoms, and when they do they usually die shortly after.
The haywire grenades on the sybarites are a just-in-case ranged weapon for occasions when vehicles get too close (most likely because I'm bad a positioning), or for those awful times I'm in CC with a vehicle, like if I get charged by a dreadnought.
The haywire upgrade can be tempting, but it is 10+5pts added to a 55pt squad. A little much to protect so little IMO.
Just something to keep in mind though, maybe if you need to scrape 30pts for something.
The Armor of Misery + leadership mod from a Coven Formation is a lot of fun. I'm finding a lot of armies are immune to fear, but the -3 to leadership can still cause your opponent issues.
Spirit Probe + Nightmare Doll Haemonculus in a Dark Artisian formation can be great too. I use that Haemonculus as my Warlord and he can take a beating!
Sternguard Veterans x10
-8 Meltas
-2 Heavy Flamers
-Drop Pod w/ Locator Beacon
Assault Terminators x5
-5 Storm Shield and Thunder Hammers
Fast Attack
Land Speeder x3
-2 Multi-Melta's each
The two pods with Locator Beacons come in first. Combat Squading all Marines to focus Bolters and Heavy Bolters together and then Meltas into another squad. Sternguard split 4 meltas + HF each. For the Landspeeders, I'm trying to decide if I should keep them all as one squad or if I should make each its own unit.
Sternguard Veterans x10
-8 Meltas
-2 Heavy Flamers
-Drop Pod w/ Locator Beacon
Assault Terminators x5
-5 Storm Shield and Thunder Hammers
Fast Attack
Land Speeder x3
-2 Multi-Melta's each
The two pods with Locator Beacons come in first. Combat Squading all Marines to focus Bolters and Heavy Bolters together and then Meltas into another squad. Sternguard split 4 meltas + HF each. For the Landspeeders, I'm trying to decide if I should keep them all as one squad or if I should make each its own unit.
I would say find points to put a Veteran Sergeant in both Tactical Squads and split the Land Speeders into two or three units. You'll get more board coverage that way and your opponents will have to waste shots targeting multiple groups just to deal with all of them.
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Halos Nach TariffCan you blame me?I'm too famous.Registered Userregular
Definitely split the land speeders, you don't really gain anything from keeping them together considering they're your only FA choice. Three separate speeders can hide more easily, are more maneuverable, waste more enemy units attention and can go after different targets if necessary, plus you still have the option of sending all three after a single threat when needed.
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VanguardBut now the dream is over. And the insect is awake.Registered User, __BANNED USERSregular
Definitely split the land speeders, you don't really gain anything from keeping them together considering they're your only FA choice. Three separate speeders can hide more easily, are more maneuverable, waste more enemy units attention and can go after different targets if necessary, plus you still have the option of sending all three after a single threat when needed.
That's what I was thinking. The only downside I saw is that they might be slow to come in, which is also true if they fail their reserve roll and are all grouped together.
I haven't bought more than the occasional model here or there in the last year or so, but holy crap Skitarii. My wallet. They have the added bonus of bringing my Grey Knights out of retirement.
I like the way their formations work together without making anything too cheesy.
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ExtreaminatusGo forth and amplify,the Noise Marines are here!Registered Userregular
My only feedback is I'm not sure the Sybarite+Haywire Grenades upgrades are worth it on your warrior squads. 15-20pts a squad (can't remember exactly off hand) is a little much. My 5 man squads rarely get out of their venoms, and when they do they usually die shortly after.
The haywire grenades on the sybarites are a just-in-case ranged weapon for occasions when vehicles get too close (most likely because I'm bad a positioning), or for those awful times I'm in CC with a vehicle, like if I get charged by a dreadnought.
The haywire upgrade can be tempting, but it is 10+5pts added to a 55pt squad. A little much to protect so little IMO.
Just something to keep in mind though, maybe if you need to scrape 30pts for something.
The Armor of Misery + leadership mod from a Coven Formation is a lot of fun. I'm finding a lot of armies are immune to fear, but the -3 to leadership can still cause your opponent issues.
Spirit Probe + Nightmare Doll Haemonculus in a Dark Artisian formation can be great too. I use that Haemonculus as my Warlord and he can take a beating!
Oh, if I need more points, those haywire Sybarites are getting the boot, but as it stands, I'm kinda having trouble finding things to actually spend points on. I don't really need a S3 power sword on a Reaver Arena Champion, the Scourges don't exactly require a +1 leadership Solarite.
I'm looking forward to trying some leadership shennanigans with the Armor of Misery and the Dark Artisan group. It should be a hoot. And I didn't even think about the Nightmare Doll/Cronos combo! I might have a different loadout for the Haemonculous in the future!
Does that Nightmare Doll / Cronos combo actually work? The Spirit Probe says that it can't improve a Feel No Pain past 4+. I guess it would depend on what order the rules got applied in. But damn, a 3+ Feel No Pain would rock if it did.
@Extreaminatus With 30 extra points you could put a heavier gun on the Talos, different missiles on the Razorwing, and a Demiklaive on the Klaivex (through you've said you're not big on that one anyway).
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ExtreaminatusGo forth and amplify,the Noise Marines are here!Registered Userregular
I don't think FNP can go past 4+, but with that combo, the Haemonculous has it from turn 1.
I've fiddled with some points, managed to put a heat lance on Talos, give my succubus an agonizer and an archite glaive and give my precious Reavers an Arena Champion. Monoscythe Missisles are probably my faviorte option for the Razorwing and Demiklaives are made by butts for butts (no +1 strength, no AP2).
Since were still talking dark eldar ( which is awesome as they dont get enough love) playing my buddy on tuesday and his khorne daemonkin, gonna bring a rediculous list.
Fast attack:
Razorwing Jetfighter
Splinter cannon
2x Neurotxin
2x shatterfield
5 Scourges
4x haywire blasters
Should be a rediculous game, he will have little to no shooting besides probly some bikes, last time he had a bloodthirster out but this time i think he is gonna try and summon one instead. My main goal of the game is to instant death a bloodthirster or demon prince. He doesnt often bring alot of vehicles in his daemonkin, but he just bought a soul grinder so i got some haywire to put a bit of hurt on it, but im not planning on alot of vehicles.
No rules or morals except those you choose to accept and live by.
Does that Nightmare Doll / Cronos combo actually work? The Spirit Probe says that it can't improve a Feel No Pain past 4+. I guess it would depend on what order the rules got applied in. But damn, a 3+ Feel No Pain would rock if it did.
Spirit Probe gives you FNP(4+). Nightmare Doll gives you +1 to FNP rolls.
So technically you can pass your FNP(4+) rolls on a 3+.
It is too bad the DA Warlord trait only lets the Talos/Chronos reroll FNP rolls of 1. Having that work on the Haemonculus would be amazing!
Does that Nightmare Doll / Cronos combo actually work? The Spirit Probe says that it can't improve a Feel No Pain past 4+. I guess it would depend on what order the rules got applied in. But damn, a 3+ Feel No Pain would rock if it did.
Spirit Probe gives you FNP(4+). Nightmare Doll gives you +1 to FNP rolls.
So technically you can pass your FNP(4+) rolls on a 3+.
It is too bad the DA Warlord trait only lets the Talos/Chronos reroll FNP rolls of 1. Having that work on the Haemonculus would be amazing!
Far as i can tell FNP doesnt have a cap like Reanimation protocols which has a 4+ cap built in.
Feel No Pain doesn't have a cap. My question was about the order in which those buffs get applied.
If the Spirit Probe takes effect first you get a 4+ FNP and the +1 from the Nightmare Doll for a 3+ FNP.
If the Nightmare doll takes effect first you get a +1 and then the Spirit Probe states that it cannot raise your FNP above 4+. So you'd be stuck at a 4+.
I'd love for that first one and a 3+ FNP.
Speaking of Dark Eldar games... The first and only one I've played so far (as I'm just getting into them) was a three-way, 500 point game versus Necron and summoning Demon armies. The Demon player summoned five Blood Thirsters and I still came in second and didn't feel way out classed. I killed one and a half of them and so did the Necron player. And I feel that I could have taken out at least one more if the game had went onto turn 7. It was crazy amounts of fun.
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ExtreaminatusGo forth and amplify,the Noise Marines are here!Registered Userregular
No no no! He asked and we both said bring the pain. Encouraged it in fact! At the end of the game I still had my Venom, three Incubi and a strength 6, unwounded Archon. I really felt I could have turned the tides if the game went one more turn.
If he had tried to pull that crap without his opponent's approval, yeah he'd be a big floppy dick.
So, in 1500 points I can probably fit a Combined arms detachemnt of Jain Zar and 2 man units of Dire avengers, an Aspect Warrior formation of some banshees, Spiders and Reapers AND a Dire Avenger Shrine of 30 Dire Avengers for about 1250 points. The Aspect Formation gets to reroll LD tests and get +1 WS or BS. The Dire Avengers get +1 BS and can make their catapults Assault 3 for one turn.
So, in 1500 points I can probably fit a Combined arms detachemnt of Jain Zar and 2 man units of Dire avengers, an Aspect Warrior formation of some banshees, Spiders and Reapers AND a Dire Avenger Shrine of 30 Dire Avengers for about 1250 points. The Aspect Formation gets to reroll LD tests and get +1 WS or BS. The Dire Avengers get +1 BS and can make their catapults Assault 3 for one turn.
It's good to be Biel-Tan right now.
God damnit. Now I want to run a Biel-Tan army now. I love the Aspects and didn't run an Eldar army because 1) The Scorpions and Fire Dragons look like butts and 2) none of their rules made taking a bunch of Aspects worth-while.
Nightmare Doll specifically says it is +1 to the d6 roll and not +1 your FnP rule. As they affect two different things, the order doesn't matter.
Spirit probe makes your FnP(5+) into FnP(4+) and Nightmare Doll makes your d6 roll of 2 into a 3, a 3 into a 4, a 4 into a 5, etc.
Same as the difference between a +1 to BS and a +1 to hit when shooting.
Wow, you are absolutely right! And looking at the warlord traits in the supplement... Master Artisan gives Talos and Cronos models re-roll 1's on Feel No Pain. The new plan is to take a Dark Artisan formation with a Nightmare Doll and get lucky enough to roll that trait. 3+, re-roll on 1's Feel No Pain all day every day. So even if they get hit with a weapon that ignores their armor you've got a 1/12 chance to take a wound. If the weapon doesn't bypass their armor you're never going to be taking wounds.
Nightmare Doll specifically says it is +1 to the d6 roll and not +1 your FnP rule. As they affect two different things, the order doesn't matter.
Spirit probe makes your FnP(5+) into FnP(4+) and Nightmare Doll makes your d6 roll of 2 into a 3, a 3 into a 4, a 4 into a 5, etc.
Same as the difference between a +1 to BS and a +1 to hit when shooting.
Wow, you are absolutely right! And looking at the warlord traits in the supplement... Master Artisan gives Talos and Cronos models re-roll 1's on Feel No Pain. The new plan is to take a Dark Artisan formation with a Nightmare Doll and get lucky enough to roll that trait. 3+, re-roll on 1's Feel No Pain all day every day. So even if they get hit with a weapon that ignores their armor you've got a 1/12 chance to take a wound. If the weapon doesn't bypass their armor you're never going to be taking wounds.
Note that if your Warlord is in the Dark Artisan formation he automatically gets the Master Artisan trait. You don't have to roll.
Also note that the Master Artisan trait doesn't let the Haemonculus himself doesn't get any rerolls, only any Talos and Chronos within 12" of the Haemonculus.
So the Talos/Chronos are FnP(4+) rerolling 1's and the Haemonculus is FnP(4+) with a +1 to his roll, ignoring the first Instant Death wound.
Nightmare Doll specifically says it is +1 to the d6 roll and not +1 your FnP rule. As they affect two different things, the order doesn't matter.
Spirit probe makes your FnP(5+) into FnP(4+) and Nightmare Doll makes your d6 roll of 2 into a 3, a 3 into a 4, a 4 into a 5, etc.
Same as the difference between a +1 to BS and a +1 to hit when shooting.
Wow, you are absolutely right! And looking at the warlord traits in the supplement... Master Artisan gives Talos and Cronos models re-roll 1's on Feel No Pain. The new plan is to take a Dark Artisan formation with a Nightmare Doll and get lucky enough to roll that trait. 3+, re-roll on 1's Feel No Pain all day every day. So even if they get hit with a weapon that ignores their armor you've got a 1/12 chance to take a wound. If the weapon doesn't bypass their armor you're never going to be taking wounds.
Note that if your Warlord is in the Dark Artisan formation he automatically gets the Master Artisan trait. You don't have to roll.
Also note that the Master Artisan trait doesn't let the Haemonculus himself doesn't get any rerolls, only any Talos and Chronos within 12" of the Haemonculus.
So the Talos/Chronos are FnP(4+) rerolling 1's and the Haemonculus is FnP(4+) with a +1 to his roll, ignoring the first Instant Death wound.
Not bad
Did I mention that I apparently can't actually read? Man, I need to learn these rules a bit better. That's still a crazy good combo.
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ExtreaminatusGo forth and amplify,the Noise Marines are here!Registered Userregular
It is pretty good. Certainly more defensive than Sindriq's Sump.
But I like the idea of giving my Haemy rampage and running him into a guardsman blob.
This is exactly the initial list I am building towards. My 1850 version has 2 units of haywire scourge, and another venom or two, but everything else is pretty much the same.
Mind providing more detail on how it has been performing for you?
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
Forge World Deimos pattern Vindicator Tank Hunter.
The gun is a Laser Destroyer Array, more commonly found on self-propelled track units called Rapiers. Here it takes advantage of having a large amount of extra space to load a bunch of capacitors that allow it to fire faster, up to three shots/turn.
This is exactly the initial list I am building towards. My 1850 version has 2 units of haywire scourge, and another venom or two, but everything else is pretty much the same.
Mind providing more detail on how it has been performing for you?
I've been having some problems but I'm still working things out. My local meta is a bit weird, but against most 'traditional' armies the list does just fine.
Problem is my group is composed of a lot of stuff that counters this army; Thousand Sons with dual Sicarians, Chaos with lots of walkers, Skitari with a Knight, Super Durable Necrons, Nids with lots of big bugs/Flying Tyrants, Psychic heavy Grey Knights with dual Dread Knights
The things I'm having the most trouble with are some of the current trends - Knights, FMCs, 16+ warp charge armies, etc. A lot of these armies I've only played once or twice as I make the rounds and tweak my list, and I'm getting better dealing with them, but some stuff I'm still working on. For example, I have no idea how to handle FMCs. The couple times I've played against the 12 shot flying Hive Tyrant he just shat on my army. Without a little luck, I'm just stumped. Then again, a lot of my real bad losses have come with terrible luck. Even against some of the stronger lists I tend to do ok and hold on mission/objective wise.
So the big things to watch out for: D weapons, shooty FMCs, force weapons/psy powers, massed mid-strength shooting, and av13 walkers.
As I said, the list works well against more 'traditional' armies but struggles against some of the fads of 7th. It is still very much a work in progress though and I'm getting better with it each game I play.
I'm building this army with Astronomi-con Toronto in mind later this year. Astro is a less-hard, more hobby focused tournament. I'm not sure the army would do very well in a more 'american' style tournament
Forge World Deimos pattern Vindicator Tank Hunter.
The gun is a Laser Destroyer Array, more commonly found on self-propelled track units called Rapiers. Here it takes advantage of having a large amount of extra space to load a bunch of capacitors that allow it to fire faster, up to three shots/turn.
I like its rules, and the gun is better than the ones on the rapiers since its ap1. Just its annoying since the guard destroyer tank hunter has terrible rules compared to it and wont get new ones till an IA one 3rd edition the way FW been going
I'll let you know when i actually get to play with it! Everything is 3 color minimum except the grotesques, which still need to be converted let alone painted. For now I'm playing with my 7 drop pod list.
I'll let you know when i actually get to play with it! Everything is 3 color minimum except the grotesques, which still need to be converted let alone painted. For now I'm playing with my 7 drop pod list.
Ah, you are strong
I've been working on this army since 5th edition, I dropped it when 6th hit because it didn't work any more, and I picked it up again when the new book hit. Nothing is painted yet as I've been trying to nail down a list. But I'm close now, almost everything it built. Next up, paint!
Yeah I have time to paint in the evenings far more often than I can actually get the 3-4 hours free to play a game.
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valhalla13013 Dark Shield Perceives the GodsRegistered Userregular
edited April 2015
I can't sit down long enough to paint. Since I'm gaming this evening, and leaving work at 6 to do that, I brought my stuff inside, so it wouldn't melt in the car. I lined all my models up and I have about 50 marine models and 4 bikes and an attack bike and the librarian to paint. But the end of the weekend, weather permitting, I'll have them all basecoated in Averland Sunset, but for now, they're at least primed. One tac squad and one bike is basecoated, and one bike and the terminators are painted. The land raider I'm proxying as a redeemer is painted in a completely different style.
Oh, and the list I posted earlier could definitely be improved, but those are the models I actually have built right now. I plan to get the Thunderfire Cannon and a Razorback built in the next week.
valhalla130 on
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VanguardBut now the dream is over. And the insect is awake.Registered User, __BANNED USERSregular
Yes. I just dug out an old second hand vindicator I had bought years ago, ripped off the dozershield and demolisher, and slapped on a bigass tank-cannon. Using the legacy of ruin that makes cultists within 12" fearless, and 4++ invuln at 1 hullpoint, this thing might be a nice little backfield tankhunter.
Plus it looks like a Stug, which is one of my faves.
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VanguardBut now the dream is over. And the insect is awake.Registered User, __BANNED USERSregular
I'm playing a game tonight! I've decided to bring this list:
Librarian in Termie armor (not sure what school to go with yet)
5 Thundernators w/ counts as LR Redeemer
3 tac squads with HB's (one melta, one plasma and one flamer)
Scout Squad with HB and bolters
Bike squad with 5 total bikes, combi-melta, 2 meltas, and attack bike with multi-melta.
1498 pts.
why no combi-gravs or gravs?
Oh, and the list I posted earlier could definitely be improved, but those are the models I actually have built right now.
I would drop the metlas and run as many grav guns as you can on your bikes. Aside from Centurions, they're the best way to take advantage of Salvo Weapons since you'll always fire max shots at max range. I would look at running meltas and combi-meltas in your tac squads instead.
Posts
The haywire upgrade can be tempting, but it is 10+5pts added to a 55pt squad. A little much to protect so little IMO.
Just something to keep in mind though, maybe if you need to scrape 30pts for something.
The Armor of Misery + leadership mod from a Coven Formation is a lot of fun. I'm finding a lot of armies are immune to fear, but the -3 to leadership can still cause your opponent issues.
Spirit Probe + Nightmare Doll Haemonculus in a Dark Artisian formation can be great too. I use that Haemonculus as my Warlord and he can take a beating!
HQ
Lysander
Troops
Tactical Marines x10
-Combi-Melta
-Melta
-Heavy Bolter
-Drop Pod w/ Locator Beacon
Tactical Marines x10
-Veteran Sergeant
-Combi-Melta
-Melta
-Heavy Bolter
-Drop Pod
Elites
Sternguard Veterans x10
-8 Meltas
-2 Heavy Flamers
-Drop Pod w/ Locator Beacon
Assault Terminators x5
-5 Storm Shield and Thunder Hammers
Fast Attack
Land Speeder x3
-2 Multi-Melta's each
The two pods with Locator Beacons come in first. Combat Squading all Marines to focus Bolters and Heavy Bolters together and then Meltas into another squad. Sternguard split 4 meltas + HF each. For the Landspeeders, I'm trying to decide if I should keep them all as one squad or if I should make each its own unit.
That's what I was thinking. The only downside I saw is that they might be slow to come in, which is also true if they fail their reserve roll and are all grouped together.
I like the way their formations work together without making anything too cheesy.
Oh, if I need more points, those haywire Sybarites are getting the boot, but as it stands, I'm kinda having trouble finding things to actually spend points on. I don't really need a S3 power sword on a Reaver Arena Champion, the Scourges don't exactly require a +1 leadership Solarite.
I'm looking forward to trying some leadership shennanigans with the Armor of Misery and the Dark Artisan group. It should be a hoot. And I didn't even think about the Nightmare Doll/Cronos combo! I might have a different loadout for the Haemonculous in the future!
@Extreaminatus With 30 extra points you could put a heavier gun on the Talos, different missiles on the Razorwing, and a Demiklaive on the Klaivex (through you've said you're not big on that one anyway).
I've fiddled with some points, managed to put a heat lance on Talos, give my succubus an agonizer and an archite glaive and give my precious Reavers an Arena Champion. Monoscythe Missisles are probably my faviorte option for the Razorwing and Demiklaives are made by butts for butts (no +1 strength, no AP2).
Formation: Grotesquerie
5 Grotesques
Raider
Urien Rakarth
4 groteques
Raider
Formation: Corpse Thief Claw
5 Talos pain engine
5 ichor injector
5 Splinter cannon
CAD:
HQ:
LHamaean
Troops:
10 warriors
Raider
Splinter Racks
5 warriors
Venom
Splinter cannon
Fast attack:
Razorwing Jetfighter
Splinter cannon
2x Neurotxin
2x shatterfield
5 Scourges
4x haywire blasters
Should be a rediculous game, he will have little to no shooting besides probly some bikes, last time he had a bloodthirster out but this time i think he is gonna try and summon one instead. My main goal of the game is to instant death a bloodthirster or demon prince. He doesnt often bring alot of vehicles in his daemonkin, but he just bought a soul grinder so i got some haywire to put a bit of hurt on it, but im not planning on alot of vehicles.
Spirit Probe gives you FNP(4+). Nightmare Doll gives you +1 to FNP rolls.
So technically you can pass your FNP(4+) rolls on a 3+.
It is too bad the DA Warlord trait only lets the Talos/Chronos reroll FNP rolls of 1. Having that work on the Haemonculus would be amazing!
If the Spirit Probe takes effect first you get a 4+ FNP and the +1 from the Nightmare Doll for a 3+ FNP.
If the Nightmare doll takes effect first you get a +1 and then the Spirit Probe states that it cannot raise your FNP above 4+. So you'd be stuck at a 4+.
I'd love for that first one and a 3+ FNP.
Speaking of Dark Eldar games... The first and only one I've played so far (as I'm just getting into them) was a three-way, 500 point game versus Necron and summoning Demon armies. The Demon player summoned five Blood Thirsters and I still came in second and didn't feel way out classed. I killed one and a half of them and so did the Necron player. And I feel that I could have taken out at least one more if the game had went onto turn 7. It was crazy amounts of fun.
If he had tried to pull that crap without his opponent's approval, yeah he'd be a big floppy dick.
Spirit probe makes your FnP(5+) into FnP(4+) and Nightmare Doll makes your d6 roll of 2 into a 3, a 3 into a 4, a 4 into a 5, etc.
Same as the difference between a +1 to BS and a +1 to hit when shooting.
It's good to be Biel-Tan right now.
I really like the look of this thing
God damnit. Now I want to run a Biel-Tan army now. I love the Aspects and didn't run an Eldar army because 1) The Scorpions and Fire Dragons look like butts and 2) none of their rules made taking a bunch of Aspects worth-while.
Wow, you are absolutely right! And looking at the warlord traits in the supplement... Master Artisan gives Talos and Cronos models re-roll 1's on Feel No Pain. The new plan is to take a Dark Artisan formation with a Nightmare Doll and get lucky enough to roll that trait. 3+, re-roll on 1's Feel No Pain all day every day. So even if they get hit with a weapon that ignores their armor you've got a 1/12 chance to take a wound. If the weapon doesn't bypass their armor you're never going to be taking wounds.
Note that if your Warlord is in the Dark Artisan formation he automatically gets the Master Artisan trait. You don't have to roll.
Also note that the Master Artisan trait doesn't let the Haemonculus himself doesn't get any rerolls, only any Talos and Chronos within 12" of the Haemonculus.
So the Talos/Chronos are FnP(4+) rerolling 1's and the Haemonculus is FnP(4+) with a +1 to his roll, ignoring the first Instant Death wound.
Not bad
Qu'est ce que c'est
But I like the idea of giving my Haemy rampage and running him into a guardsman blob.
Edit: This is the current list I've been running with mixed success.
Librarian in Termie armor (not sure what school to go with yet)
5 Thundernators w/ counts as LR Redeemer
3 tac squads with HB's (one melta, one plasma and one flamer)
Scout Squad with HB and bolters
Bike squad with 5 total bikes, combi-melta, 2 meltas, and attack bike with multi-melta.
1498 pts.
This is exactly the initial list I am building towards. My 1850 version has 2 units of haywire scourge, and another venom or two, but everything else is pretty much the same.
Mind providing more detail on how it has been performing for you?
Forge World Deimos pattern Vindicator Tank Hunter.
The gun is a Laser Destroyer Array, more commonly found on self-propelled track units called Rapiers. Here it takes advantage of having a large amount of extra space to load a bunch of capacitors that allow it to fire faster, up to three shots/turn.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
I've been having some problems but I'm still working things out. My local meta is a bit weird, but against most 'traditional' armies the list does just fine.
Problem is my group is composed of a lot of stuff that counters this army; Thousand Sons with dual Sicarians, Chaos with lots of walkers, Skitari with a Knight, Super Durable Necrons, Nids with lots of big bugs/Flying Tyrants, Psychic heavy Grey Knights with dual Dread Knights
The things I'm having the most trouble with are some of the current trends - Knights, FMCs, 16+ warp charge armies, etc. A lot of these armies I've only played once or twice as I make the rounds and tweak my list, and I'm getting better dealing with them, but some stuff I'm still working on. For example, I have no idea how to handle FMCs. The couple times I've played against the 12 shot flying Hive Tyrant he just shat on my army. Without a little luck, I'm just stumped. Then again, a lot of my real bad losses have come with terrible luck. Even against some of the stronger lists I tend to do ok and hold on mission/objective wise.
So the big things to watch out for: D weapons, shooty FMCs, force weapons/psy powers, massed mid-strength shooting, and av13 walkers.
As I said, the list works well against more 'traditional' armies but struggles against some of the fads of 7th. It is still very much a work in progress though and I'm getting better with it each game I play.
I'm building this army with Astronomi-con Toronto in mind later this year. Astro is a less-hard, more hobby focused tournament. I'm not sure the army would do very well in a more 'american' style tournament
How's your army doing so far?
I like its rules, and the gun is better than the ones on the rapiers since its ap1. Just its annoying since the guard destroyer tank hunter has terrible rules compared to it and wont get new ones till an IA one 3rd edition the way FW been going
I'll let you know when i actually get to play with it! Everything is 3 color minimum except the grotesques, which still need to be converted let alone painted. For now I'm playing with my 7 drop pod list.
Ah, you are strong
I've been working on this army since 5th edition, I dropped it when 6th hit because it didn't work any more, and I picked it up again when the new book hit. Nothing is painted yet as I've been trying to nail down a list. But I'm close now, almost everything it built. Next up, paint!
Oh, and the list I posted earlier could definitely be improved, but those are the models I actually have built right now. I plan to get the Thunderfire Cannon and a Razorback built in the next week.
why no combi-gravs or gravs?
Plus it looks like a Stug, which is one of my faves.
I would drop the metlas and run as many grav guns as you can on your bikes. Aside from Centurions, they're the best way to take advantage of Salvo Weapons since you'll always fire max shots at max range. I would look at running meltas and combi-meltas in your tac squads instead.