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Thursday, October 7, 2010

Potential 1750 Centurion lists (10 army lists)


Well I know Centurion is a long ways away. Like really long but it's never too early to start thinking about your army lists is it? Most certainly not since I need to get into training (having not played much lately) and painting as the only army I own which is finished is my Tyranids. Now unfortunately Centurion is 1750 and so often you just need that extra 50-100 points to make a list really work. fester, we hate you. So, this means a mildly different type of list mechanic (I'm unlikely to see double Raider lists for example but will versus every single one there, it's a fact). So what we have below are a lot of list musings I've been going through. None of them are finalised and I've added some comments beneath each and a poll to the left where you can choose multiple armies. The top 2 or 3 will narrow it down and I'll end up making the ultimate choice. Unless you guys piss me off with your choices then I'll just pick what I want.

A quick note though, my Tyranid army is very likely to be my back-up. Since it's pretty much painted and all I'd have to do are some touch-ups (bloody non-sealed, metal models) and do some more Gants, it's the least amount of work. And I can lol at Alex when I get a half-decent paint score. All of the Marine lists (unless noted) I've got all the models and bits for but will ultimately have to paint 30-40 Marines + however many tanks in the army. I've not included a Biker list (outside of Blood Rodeo) because I don't really want to have to paint 25+ bikes + the tanks needed. Knowing what I'm like with painting that would really put the pressure on... So here are 10 lists I'm considering or are templates for lists based upon their concepts.

List 1: Hybrid Tau

Shas'el w/Plasma Rifle, Missile Pod, Multi-tracker
3x Crisis Suits w/Plasma Rifle, Missile Pod, Multi-tracker
3x Crisis Suits w/Plasma Rifle, Missile Pod, Multi-tracker
2x Crisis Suits w/Plasma Rifle, Missile Pod, Multi-tracker
6x Fire Warriors
10x Kroot, 7x Hounds
10x Kroot, 1x Hound
8x Pathfinders w/Devilfish w/SMS, Targeting Array, Disruption Pods, Multi-tracker
Piranha w/Fusion Blaster, Targeting Array
Piranha w/Fusion Blaster, Targeting Array
2x Broadsides w/ASS, team-leader w/hard-wired target lock, hard-wired black sun filter, hard-wired drone controller, 2 shield drones
Hammerhead w/Railgun, SMS, Disruption Pods, Multi-tracker
Hammerhead w/Railgun, SMS, Disruption Pods, Multi-tracker

Totals: 1750 points
5 vehicles
55 infantry (including 11 suits)

Typical Tau list for 5th edition but I'm hesitant for a couple of reasons. Lack of recent experience with this army, I sold off the majority of my models quite some time ago and whilst fiddling around on Vassal keeps the experience there, it's not substitute. Added in I have to buy half of the suits and Hammerheads to have the models for this army and it's a lot more work than the others (though probably easier to paint). That being said, I also feel this army would suffer somewhat in the Centurion missions. 4 very easy KP in the Piranhas & drones makes them easy targets in the KP missions and limited mobility against certain armies hurts in 5 objective and table quarter missions. Add in a couple turns of lousy shooting and Tau can easily get that one loss which knocks you out of the running. Overall, I'd be fine running it if I could get the army together quickly but think I might prefer a more well-rounded list compared to "I shoot and you die and I win" list.

List 2: Jumper BA

Libby w/Jump Pack, Blood Lance, Shield of Sanguine
5x Honor Guard w/Jump Packs, 4x meltagun
Sanguinary Priest w/Jump Pack, Lightning Claw
Sanguinary Priest w/Jump Pack, Lightning Claw
5x Sanguinary Guard w/Power Fist, 2x infernous pistol
10x Assault Marines w/2x meltagun, Power Fist
10x Assault Marines w/2x meltagun, Power Fist
5x Vanguard w/glaive + SS, Power Fist + SS, 2 SS
5x Vanguard w/glaive + SS, Power Fist + SS, 2 SS

Totals: 1750 points
43 infantry

Based on GWvsJohn's modification of my original jumper list, this brings a more powerful assault unit to the table with the Sanguinary Guard whilst still maintaining ASM and VV. Little less scoring than I would like, even with Centurion missions (1/3 primary being objective based) and I'd love to double up the Sanguinary Guard but a lot of FNP Marines in your face which can beat you up in combat. Would need practice with this list though as only had a handful of games with BA foot style lists.

List 3: T6'R'Us Tyranids

Hive Tyrant w/LW, BS, HVC, Old-Adversary, Paroxysm, Leech Life
Tyrant Guard w/LW
2x Hive Guard
2x Hive Guard
2x Hive Guard
11x Termagant
11x Termagnat
Tervigon w/Adrenal Glands, Toxin Sacs, Onslaught, Catalyst
Tervigon w/Adrenal Glands, Toxin Sacs, Onslaught, Catalyst
3x Raveners w/Rending Claws
Tyrannofex w/Rupture Cannon
Tyrannofex w/Rupture Cannon

Totals: 1750
5 TMC
29 infantry + 3 beasts

Still need more training with this list but obviously used to it and virtually no modelling is required so this will most likely be my "Oh damn, I haven't painted nearly enough" army. I'd love to find a way to squeeze in another squad of Raveners but without dropping the Tyrant to a Prime, can't see that happening. Could always drop the Raveners for Regen and another Tyrant Guard though but Beasts are fun.

List 4: Mech Marines

Libby w/Null Zone, Avenger
Dreadnought w/2x TL-autocannons
Dreadnought w/2x TL-autocannons
Dreadnought w/2x TL-autocannons
10x Tacticals w/flamer, MM, Rhino
10x Tacticals w/flamer, MM, Rhino
5x Tacticals, Razorback w/LasPlas
5x Tacticals, Razorback w/LasPlas
2x Land Speeders w/MM, HF
2x Land Speeders w/MM, HF
Predator w/HB sponsons
Predator w/HB sponsons
Predator w/HB sponsons

Totals: 1750 points
14 vehicles
31 infantry

This is close to my standard SM build and one I am very familiar with, so points there. Good mix of mobility, disruption, ranged firepower and midfield stability the list is basically the ultimate generalist. Ability to play with points by dropping a speeder (3 squads of 1) to put combis on the Tacticals and perhaps some HKMs or upgrading the Dakka Preds to ACLC Preds though not too big a fan of doing that across the board (maybe 1?).

List 5: Hybrid Wolves

Rune Priest w/Chooser of the Slain, Living Lightning, Tempest
5x Wolf Scouts w/meltagun
5x Wolf Scouts w/meltagun
4x Wolf Guard w/combi-melta, Razorback w/LasPlas
5x Grey Hunter w/meltagun, Rhino
5x Grey Hunter w/meltagun, Rhino
5x Grey Hunter w/meltagun, Razorback w/LasPlas
5x Grey Hunter w/meltagun, Razorback w/LasPlas
TWC w/Wolf Claw
TWC w/Wolf Claw
TWC w/Wolf Claw
5x Long Fangs w/4 Missile Launchers, Razorback w/LasPlas
5x Long Fangs w/4 Missile Launchers, Razorback w/LasPlas
5x Long Fangs w/4 Missile Launchers, Razorback w/LasPlas

Totals: 1747 points
8 tanks
50 infantry + 3 beasts

Very much a MSU army. Wolf Guard are with Rhino GH and Wolf Scouts. Could drop all of the Troop transports to Rhinos to free up some points for combat weapons but think 3 TWC as counter-assault should be enough. Otherwise a fair amount of mobility and a lot of firepower with two disruptive units from the Wolf Scouts. Issues with the Scouts is they are obviously going to struggle killing things in combat and I'd also need to get one more tank chassis + convert the TWC. Similar mechanics to Mech SM so would be able to pick up the play style on tabletop fairly quickly.

List 6: Thunderbubble Marines

Libby w/Null Zone & Gate
Dreadnought w/2x TL-autocannons
Dreadnought w/2x TL-autocannons
5x TH/SS Terminators
5x Tacs w/LasPlas RBack, combi-flamer
5x Tacs w/LasPlas RBack, combi-flamer
5x Tacs w/LasPlas RBack, combi-flamer
5x Tacs w/LasPlas RBack, combi-flamer
MM/HF Speeder
MM/HF Speeder
MM/HF Speeder
Predator w/HB sponsons, HKM
Predator w/HB sponsons, HKM
Predator w/HB sponsons, HKM

Totals: 1745
Infantry: 26
Tanks: 12

I know a lot of you would prefer 10 TH/SS Terminators and that's certainly doable as well (drop Speeder + Pred + some upgrades) but think at 1750 I prefer a pure mech SM list. The Termies are nice and scary but knowing my 2+ save rolls... Alternatively could also do a very static list with ACLC Preds (drop some upgrades + Speeder) and whilst you get a lot of firepower, your backline is pretty static (especially in Dawn of War). Again though, would be pretty familiar with the list which is a plus.

List 7: Blood Hammer BA

Libby w/Jump Pack, Blood Lance, Shield of Sanguine
Sanguinary Priest w/Jump Pack, Lightning Claw
Sanguinary Priest w/Jump Pack, Lightning Claw
Sanguinary Priest
5x Sanguinary Guard w/Power Fist, infernous pistol
5x Sanguinary Guard w/Power Fist, 2x infernous pistols
10x Assault Marines w/2x meltagun, Power Fist
10x Assault Marines w/2x meltagun, Power Fist
5x Assault Marines w/meltagun, melta-bombs
5x Devastators w/3x Missile Launchers
5x Devastators w/3x Missile Launchers
5x Devastators w/3x Missile Launchers

Totals: 1750
54 infantry

I like this list. A lot *hint hint.* It's basically a scaled down Nipple/Sanguine Hammer without Dante. Only problem for me is deployment. The Devs aren't really big enough to deploy alone and survive incoming firepower and I wouldn't want to deploy just the Sanguinary Guard as well. Whilst both of these are possible, this most likely means deploying the full ASM squads and Sanguinary Guard with the Devs on table (5 man plays hard ball) and running at the enemy. This would be done a lot better by pure Sanguinary Guard but you need that extra 50 odd points to make that list work (or have no Libby which is a rather large trade-off IMO). Anyway, upgrades on this list are where the points can be changed around or dropping the small 5 man ASM squad for more bodies in the Devs. This might give me more flexibility in deployment but would likely detract from overall effectiveness of the army. Like the Jumper list, would need to get a lot of practice in.

List 8: Mechdar

Farseer w/Runes of Warding, Runes of Witnessing, Doom
Autarch w/Fusion Gun
5x Fire Dragons w/Wave Serpent, TL-shuriken cannons, shuriken cannon
5x Fire Dragons w/Wave Serpent, TL-shuriken cannons, shuriken cannon
5x Fire Dragons w/Wave Serpent, TL-shuriken cannons, shuriken cannon
5x Dire Avengers w/Wave Serpent, TL-Bright Lance, shuriken cannon
5x Dire Avengers w/Wave Serpent, TL-Bright Lance, shuriken cannon
5x Dire Avengers w/Wave Serpent, TL-Bright Lance, shuriken cannon
Fire Prism w/shuriken cannon
Fire Prism w/shuriken cannon
Fire Prism w/shuriken cannon

Totals: 1735 points
9 tanks
32 infantry

Well it's an Eldar list and a different one to my usual Eldar as there's no Falcon. I'd need to get another Eldar vehicle chassis (and Prism turret) for this list but it would basically be all about the missions. Pop transports with Dragons, Lances and S6 whilst controlling the board with mobility and tank survivability (+ reserve bonus). I'm used to running Eldar like this but would prefer not to at Centurion. It is an option though.

List 9: Blood Rodeo

Libby w/Bike, Sword, Shield
Libby w/Bike, Sword, Shield
5x TH/SS Terminators
Priest w/Jump Pack, Lightning Claw
Priest w/Jump Pack, Lightning Claw
10x Assault Marines w/2x meltagun, Power Fist
10x Assault Marines w/2x meltagun, Power Fist
5x Assault Marines w/meltagun, hand-flamer
8x Bikes w/meltagun, flamer, Power Fist, Attack Bike w/MM
4x Bikes w/meltagun, flamer, Attack Bike w/MM

I know you'd all like me to take this as it's my love-child (and some other dude. Curly or something *shrug*) but I just don't fall in love with it at 1750 nor the flexibility the other lists have in controlling objectives and table quarters (Blood Rodeo likes to stick together until contact is made and thus contact is made on its terms). That being said, if I felt inclined to go bikes I'd go this route as I'd only need to paint the 1.5 bike squads compared to 20+ bikes for a Marine one. Some changes could be made but that would be the basic template at 1750.
 
List 10: Flamestorm BA
 
Libby w/Shield of Sanguine, Sanguine Sword
5x Honor Guard w/2x meltagun, 2x Lightning Claw, Razorback w/TL-Heavy Flamer
5x Assault Marines w/meltagun, infernous pistol, Razorback w/TL-Heavy Flamer
5x Assault Marines w/meltagun, infernous pistol, Razorback w/TL-Heavy Flamer
5x Assault Marines w/meltagun, infernous pistol, Razorback w/TL-Heavy Flamer
5x Assault Marines w/meltagun, infernous pistol, Razorback w/TL-Heavy Flamer
5x Assault Marines w/meltagun, infernous pistol, Razorback w/TL-Heavy Flamer
Baal Predator
Baal Predator
Baal Predator
Dreadnought w/2x TL-autocannon
Dreadnought w/2x TL-autocannon
Dreadnought w/2x TL-autocannon

Totals: 1750 points
12 tanks
31 infantry

I'd love to try and do a BA Hybrid list like Koopa's but for 1750 it's hard to squeeze in. You're either looking at very little in terms of fire suppression (2 dreads, 2 baals), no upgrades on SG, single priest or no infernous pistols on ASM so I think a pure mech is better for this points level. Not sure if I should give 1 of the Baals a Flamestorm cannon (fire magnet woot lol) and perhaps drop the Honor Guard transport to a Rhino (top hatch fun) but there are options. Problem would be getting 2 more chassis (I'd buy the Baal ones) which is a pain and would only really be used for this type of list unless someone wants to buy some and I paint them and they get them after the tourney...lol. Anyway this is a cross between the BA Immo spam army and a BA mini-Eldar army. It has a very aggressive element with all of the TL-Heavy Flamers but also the ability to sit at arm's length and put some accurate medium strength shots into you + has the mobility to change the game dynamic rapidly.

------------------------------


And there you have it, ten lists I've considered for Centurion. Whilst I obviously prefer some over others, it's time for brainstorming. What are 'obvious' cross-offs or Pink Army favorites? I'm leaning towards one of the Marine lists (narrowing the field to 70%...) and as I said before, the Tyranid list will most likely be my back up. So let's work these lists over the coals and make them as perfect as possible (or simply ditch them) so by the time my thesis is handed in (3 weeks from now), I'll have some ideas on where to start painting and what to practice with.

Move pinkies! And vote for your favorite THREE (only 3 please) armies on the poll to the left.

Comments (51)

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Bloodhammer, Blood Rodeo, Tyranids

All under appreciated armies and ones you've put a lot of effort into showing how awesome they can be. Time to put your money where your mouth is.
2 replies · active 756 weeks ago
What money? lol
All the money you make from your internet fame. You mean you don't get random people giving you wads of cash every day?
Tyranids, tau, or jumper blood angels.
Armies the internet tells us are horrible.
Anything nipples.
The 'Nids list is really strong. I think the Tau list is too, but I've had poor luck with my Tau so far- I think it's something you want a lot of experience with before you run it in a big tourney, because you have very little room for error. Mechdar, Mech Marines, and Jumpers also seem like very solid lists, but if you're opposed to Elfs then they probably aren't in the running. (Personally, I find that list pretty terrifying, with a ton of 4+ rerollables and melta combined with long-range pew-pew.)

With that said, I think Nids, Mech, or Jumpers seem like the way to go. The other hybrid and themed lists don't feel quite as strong to me, but I'm not super-experienced with playing on the general's end of MEQs, so could be I'm wrong. But no matter how you roll it, playing something you're familiar with is really important- I mean, really, if you haven't gotten a dozen games in, you don't know the list at all. So take that as you will.
Honestly, with only 5 terminators, you're not going to "bubble" much of anything. I feel like that list would be better served swapping them out for regular terminators, dropping the HKMs, and giving them a CML and a chainfist. 5 TH/SS termies really aren't going to do a whole lot without mobility anyway, even with GoI.
5 replies · active 756 weeks ago
They're not there to do the damage, they're there to be a threat for anything that comes close. If they do nothing but scare your opponent, you should be happy.
Deathstars aren't what win games, it's blocking, mobility, and good use of firepower. Thunderbubble offers the first and third, as well as a psychological element, and if used well, it should be fine.
Right, but are 5 TH/SS terminators, which may or may not get the charge, really a threat for a lot of units out there? My point is that regular terminators can do the job almost as well, but also shoot things.
They're a threat if they get the charge. Not because they tear through squads, but because they can at least tie up any unit they wish. Regular terminators don't do the job because they get beaten down too easily. 3++>5++ (it IS the new black afterall).

Edit: I thought I'd editted this earlier... I meant to say that they're a threat even if they DON'T get the charge. I think AP has adressed this a little below so I'll leave it at that.
Even just five TH/SS will beat... well, most anything in the game.

Regular Terminators can't rely on their invuln; five of them will probably have at least two (and quite possibly more) cut down before they get to strike by a superior-init assault unit. That's the critical difference between the two.
I assume you have 3 riflemen for the mech list Kirbs?!

I agree with AP on Tau - you need a lot of perfecting with Tau and I think they're more unforgiving than many of the other lists.

I don't like the TH/SS in the Rodeo, I think they have a bit more place in a hybrid list.

That leaves Flamestorm, Blood Hammer, Nids, Wolves and Jumper BA. You've done nids, and I think you want to give something else a go. Out of the 3 BA lists I prefer Blood Hammer and although wolves are strong, I've never been as taken with them as BA (I get that's not a real reason :P).

Blood Hammer it is! Shame its not Nipple Hammer though! :(
5 replies · active 756 weeks ago
I've got parts for 4 lol but two made up, so yes.

I think I'd be fine with Tau re playstyle and expertise, more concerned about dice flopping. I've always preferred BA over SW, too. Don't worry, you're not alone lol. How come you didn't include Mech marines :O? They seem to be a common consensus at this points level but I do love Blood Hammer.
This is what I was talking about...

"Dreadnought w/2x TL-autocannons
autocannons
Dreadnought w/2x TL-autocannons"

Meh.... mech marines are boring. Who like's vanilla? Not me! You know we all like Raspberry Ripple more! Personally, lists that require more thought and work are far more 'fun'. I'm not saying SM are auto-win, I just like to mix-up shooting, deep-striking and CC. The Mech Marine game will be far more one-dimensional. I know how much you love your 'nids, so I don't believe you'd take mech marines for a minute. They're just far too chalk and cheese.
Ah woops. Will go fix that. I love Vanilla btw :P lol and people seem to forget when going on about Tau/Nids as underrated armies, so are Marines. The vast majority of the internet believes marines are just sub-par Space Wolves.

For me atm it's Vanilla Mech, Bloodhammer, Tyranids or Tau and whilst Bloodhammer/Nids mix up shooting/midfield/combat, Vanilla Mech are still a great army to play :P.
But I'm not the internet :P. SM are not under-powered, they're just under-exciting.

Tyranids and Tau are again not under-powered, they just require more thought and ability to play. I'm not saying you don't have it, it just depends how 'easy' you want things to be.
Either way, the event wont be easy :)
i think this post illustrates the main problem with games below 2000. Alot of the more fun competitive lists like Nipplehammer, Blood Rodeo and Thunderbubble don't work at smaller values. I'd eliminate those 3. I'm not impressed with the Eldar, Flamestorm or Hybrid wolves, let's eliminate them. I think the Mech Marine list is the scariest. 14 vehicles and you can't ignore any of them, sufficient troops to reliably hold 3 objectives, suppression fire, melta fire, dakka. It's nasty. I think you underestimate the Tau. Yeah they have easy KP but they also have the most ability to punish and weak KP your opponent bring. Still, you don't seem into them, so they're out. That leaves Nids and "my" Jumpers, which are oddly similar. They're both lightly regarded by the unwashed masses but touted by the 3++ family and both will catch some opponents off guard but may struggle vs certain lists. I'd say you Gould run marines if you want I win easily, Jumpers if you want or win in style and Nids if you want to win and be lazy.
3 replies · active 756 weeks ago
Very true re 1750. I'm surprised fester hasn't come in and said stfu yet lol. I think the Blood Hammer variant works quite well at 1750 but would need to playtest it against IG/Tau to see if it could withstand the shooting early turns. We know Mech Marines/Tau/Tyranids/Jumpers work though. Even Mech Marines is frowned upon by the masses because it's not Space Wolves, so I'd be happy with any of those 5 lists really. Again, tau comes down to a poor showing for me. Majority of the games lost by Tau (60%?) I feel are from bad dice rolling in early turns which is why I'm hesitant about them.

Curious to impressions on Flamestorm btw and the Hybrid Wolves?
stfu

Happy?

The reason its 1750 is that is the standard Aus amount, and most people who arent "crazy like kirbs" will stuggle to put together an impressive 1750 list, let alone increase that to 2k.
2012 will be 2k, i think
Not really :P.

Who cares what the standards are if they are wrong ^^. 1750 isn't nearly as bad as 1500 but some lists simply do not work at 1750 which is a disadvantage to some books (no it does not promote 'better' list building; they're just different lists). Prime example being the double raider list. I'm 'happy' for it to be 1750, I'm just going to jab you about it forever :P. Good lists can be built at 1750 (see above) but it limits good lists compared to 2000.

2012 is 2k. You promised k thanks :P.
Go with something in internets qq about. I'd love battle reports for Tau, but if you're not into them, it's not happening. Mech Marines, Nids, or anything else you're familiar with.
2 replies · active 756 weeks ago
The internet fails on more than half of those lists. They'd prob feel the Hybrid Wolves, Mech BA, Mechdar and to an extent the foot BA lists as 'fine' or 'good' but not the rest. Marines and Nids are what I'm most comfortable with but I do have 4+ months of playtesting so I can get in the 100 games I need for proficiency in any list (hopefully).
#3 Nidzilla
Personally I find Tyrants without armoured shell seem to suffer. Why the eleventh guant and not Talons on the Tervigons?

#4 Mech Marines
I would go with three single speeders and one AutoLaz Pred and some HK's.
3 replies · active 756 weeks ago
3) Why do they need a 2+ save? T-Fexes are screening and Old-Adversary is a much better investment of points. Extra gants because Tyrant has OA.

4) hesitant towards 3 single speeders because of the KP issues highlighted in Tau. Easy for an opponent to pick and drop 3 speeders but it does give me more flexibility and opens up the points for things like combis/HKs/ACLC (combis being the most important I think).
Nidzilla -
I have not tried double T-fex so that formation may work well. I usually run my T-fex and Tyrant on different flanks so he takes a lot of missile spam..

Marines
Its one extra kill point, and two speeders do not live much longer than one. I prefer to deep strike single speeders for the flexibility.
Nids - it does ^^
Marines - considering KP are picked in the missions here, that one extra easy KP is pretty big. single speeders are a lot less survivable than squads of 2 but you get more blocking potential and deepstriking ease.
Wheres the Footdar =(
List 1 - Hybrid Tau
I'm not feeling it. I like Tau, I own an army of them even, but they just struggle to cut the mustard especially at the high competitive no comp level.

List 2 - Jumper BA
Whilst I have no doubt that it will smash face, I see scoring units as a problem with this list. You have two nice big units of ASM's with FNP from the priest. But if you need three scoring units, then you have to combat squad at least one, and then you'll probably lose the benefit of FNP whilst still having a small unit. Just not tactically flexible enough for my liking.

List 3 - T6'R'Us Tyranids
I like this one and it has the benefit of you being familiar with it which is a big plus.

List 4 - Vanilla Mech
It's good and packs a lot of S7 shots, but not much higher than that. You could have difficulty dealing with someone who has a lot of tough armour.

List 5 - Hybrid Pups
Looks a strong build, could be kinda boring to play with all of the other wolf players though.

List 6 - Thunderbubble
I like it.

List 7 - Bloodhammer
I like it slightly less.

List 8 - Mechdar
If I was going to run this I'd drop the third prism for a night spinner. I wouldn't however run it. It might be effective but it will be fairly boring to play. Lots of sorting out traffic jams as you move around the table with nine skimmers.

List 9 - Blood Rodeo
Doesn't have enough umpf for my liking.

List 10 - Flamestorm BA
This list might smash face very effective. It also includes pretty much three different units and will be boring as hell to play after the first dozen games. You might win with it, but you won't have a lot of fun doing so.
1 reply · active 756 weeks ago
1) disagree with the assessment of them struggling at competitive events. If they roll poorly they cannot recover well like Marines but if they roll average, they are very hard to beat.
2) Agree with scoring.
4) 6 MMs + 2 LCs is generally enough to deal with high AV. If I dropped a Speeder would be getting some combis as well
10) Repetition doesn't bore me; Immo spam is one of my fav armies :P. Getting the extra tanks would be the annoying bit.
My picks are Tau and Nids.

We all love Marines armies but any chance to smash down their post-human faces is gold.
The internet ripples are worth it just for that :D

Then Mech Marines. For a similar reason that everyone says Wolves and Bloods are teh bom.

Yeah I like to stir, what can I say?
;)
Polymorphine's avatar

Polymorphine · 756 weeks ago

Go Tau. Winning with an unforgiving army that the internetz say sucks will shut some people up. Some, not all. :)
2 replies · active 756 weeks ago
He has to win first :)
The cheque bounce or something?
My vote, bloodhammer, mechmarines, nids.

not neccessarily that order
2 replies · active 756 weeks ago
Those are mine to! GTFO :)
Shows you how much I am learning lol.

Vote 1: Kan Wall
Vote 2: Battlewagon Blitz
My vote would go for Tau. I'd love to see such an underappreciated army do well
I would personally reccomend whatever you are most comfortable with/have the most experience with. I am one of those people who takes a new army to every tournament and I always regret it so I say go with what you know best!

If I had to suggest three lists I would go:
1) Eldar (just because I'd love to know more about how to play Ledar well - my Eldar army is embarassingly bad).
2) Tau (to prove a point).
3) Mech Marines (because I don't face enough Mech Vanilla SM armies locally and underestimate them).

Good luck mate! xx
1 reply · active 756 weeks ago
I've got plenty of time to practice :p lol.

Tau/Tyranids seem the most popular for "proving a point" so I'd be curious what the majority of people feel like if you removed that from the equation?
Pffft you can't take nilla marines everyone knows that BA are nilla marines +1 and everything nilla marines can do BA can do too, oh but don't forget to take meph cause he is just so overpowered/broken/cheese.

But seriously I think blood hammer would be the most fun to play and is a lot different to a lot of the lists you will most likey see.
Flamestorm BA would be sweet but, appears a little too heavy on the Heavy flamers. I'd say go Blood Hammer as well.
I would say play Footdar at 1750 if you want an underrated but powerful army :)

Other than that, I'm building a hybrid/flamestorm type of BA list so I like that playstyle as well. I'd use ACLC preds in place of riflemen but you already know that I suspect.

Overall, with model limitations to be considered, I'd go thunderbubble.
Also with list 10 (flamestorm), why go the anti infantry on the razorback and the anti tank on the squad? Then the squad has to disembark to kill the transport so the RB can hose the occupants. Surely better off nuking the tank from range then using a flamer from the squad inside to deal with whatever infantry gets through? Limits your requirement to disembark and thus minimises your vulnerability to anti infantry fire.
2 replies · active less than 1 minute ago
The whole point of the flamestorm list is to emulate a Immolator Spam list. Rhinos with Flamers, Troops with Melta.
While what you are suggesting will work and be effective, it is against the 'fluff' of the list.
Or if you know, I could take TL MM on my Razorbacks, I would. What this and Witchhunter Immo spam works around is mass mech in your face and being able to put flamers where you need them and protect the infantry with tank popping guns with tank chassis. Your infantry jump out but you've got them protected from your tons of tanks so can hit opposing tanks and yet be protected from reprisal. Anything which pops out is going to be hit by at least one template due to the number of templates out there.
I'd say Tau, Nids or Bloodhammer... I think non-MEQ would give you extra coolness points, given their rarity in this SW/BA world. I would prefer Blood hammer though if it included Dante, but that's probably a bit foolish at 1750 ;) . In terms of brute effectiveness though probably 4 or 6 just because of the sheer amount of hulls in there, 14 tanks sounds damn scary...
why the wave serpents over Falcons if you're running five elf squads?
1 reply · active less than 1 minute ago
There are only 3 heavy support slots?

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