
Hey Pinkerinos. So Centurion is fast closing in and I have a few armies that I would be keen to take... Thought I would post them up now to get a better idea of what the pink army likes/dislikes, etc.
So without furtherado, we have the following:
LIST 1 - 1750 Night Lords - using Blood Angels rules ^^
Blurb - An obvious choice to represent the NL legion is to use a BA Jumpers army. We could either go down the ASM and Devs path but the more NL thing to do is to go down the VVets and ASM path. Basically, the ASM are raptors, the Sang Priests are Apothecaries (Chaos have them too D:), the Honour Guard are Chosen and the VVets are either Chosen or Possessed. The Libby is a Sorceror (oh rly?) There are a few Infernus pistols that were either scavenged or are arcane weapons from heresy days... So the list:
HQ
Librarian - JP, Blood Lance, Shield 125
Honour Guard - 4 MGs, 1 Novitiate, JPs 205
Elites
Sanguinary Priest - JP, Lightning Claw 90
Sanguinary Priest - JP, Lightning Claw 90
Troops
10 ASM - 2 MGs, PF, Infernus Pistol 250
10 ASM - 2 MGs, PF, Infernus Pistol 250
10 ASM - 2 MGs, PF, Infernus Pistol 250
Fast Attack
5 VVets - PF, Lightning Claw & SS, Lightning Claw & SS 245
5 VVets - PF, Lightning Claw & SS, Lightning Claw & SS 245
Total: 1750 on the dot.
48 Jumpers.
3 FnP bubbles
10 MGs
3 Inf Pistols
So the list has some variations on Kirbs Jumpers list, mainly due to the differences between 2k and 1750. The SP have LCs for some punch and theres plenty of anti-tank there if we combat squad the ASM (5 guys with 2 MGs, 5 guys with Vet Sarge). The VVets loadout is kind of built for some survival and also some fighting ability. Im not too sold on the Glaive, so I took another Lightning Claw and a SS on the Vet Sarges. Maybe the Glaive is ok for wound allocation, etc. The Sang Guard didn't particularly strike me at 1750, especially because they don't score without Dante, and that would need to be a different list entirely. Perhaps an issue is when I deep strike near good/fast CC units, or even Ghey Hunters/CSMs I might be in some trouble getting charged, but that remains to be seen.
To build and buy: I have built 10 ASM and a Libby all with JPs. I would need to get 5 wings (perhaps from maxmini or somewhere similar) for the HG, would also need to get 3 CSM/Beserker boxes for the remaining ASM/VVets/SPs as well as ~35 more Jump Packs... Infernus pistols and also SS/Lightning Claws I would need to scavenge as well...
So LIST 2 - 1750 Iron Hands - using BA rules! - nah just kidding ;)
Blurb - Iron Hands, guys with a bionics and dreadnoughts fetish. One of the coolest legions ever. Nuff said.
HQ
Master of the Forge - Conversion Beamer 120
Elites
Dreadnought - 2 Twin Linked Autocannons 125
Dreadnought - 2 Twin Linked Autocannons 125
Dreadnought - 2 Twin Linked Autocannons 125
Troops
5 Tactical Marines - in Razorback with lascannon/plasma gun 165
5 Tactical Marines - in Razorback with lascannon/plasma gun 165
5 Tactical Marines - in Razorback with lascannon/plasma gun, Vet Sarge has Melta Bombs 170
5 Scouts - Sniper Rifles, Camo Cloaks, Heavy Bolter (hellfire) 100
Fast Attack
2 Speeders - Typhoon Missile Launcher, Heavy Bolter 180
2 Speeders - Typhoon Missile Launcher, Heavy Bolter 180
Heavy Support
Dreadnought - 2 Twin Linked Autocannons 125
Predator - Autocannon, Heavy Bolter Sponsons 85
Predator - Autocannon, Heavy Bolter Sponsons 85
Total: 1750 on the dot.
Foot: 21
Armour: 13
8 TLACs
4 TMLs
9 HBs
3 lascannons
3 plasmaguns
1 meltabombs lol!
So this one looks ok to me, perhaps a little light on Tac Marines. The Scouts go into ruins (hopefully) for the 2+ cover. The MotF goes with em. The rest shoots lots. Melta Bombs ftw because I had 5 points left and couldn't really find anything else.
To build and buy: I have all of the tac marines I need, but the rest I would have to buy. The dreads will hopefully be a mix of Ven Dreads and FW Dreads all with FW autocannon arms (sorry wallet!). The Iron Hands icons will be useful here, lots of vehicles to use them on :D So the preds, the dreads, the scouts, the MotF, the speeders I will have to purchase... Preferably not from GW oz...
LIST 3 - 1750 Armageddon Steel Legion
Blurb - We all know that the best IG are the Steel Legion. Steel Legion have been doing the mech thing before it was cool (5th ed). This list is one from YTTH so kudos to Stelek for this creation. Not much can outshoot this baby, it is really solid. Perhaps a bit reliant on ordinance to do the job but it usually doesn't let you down ;) PBS add some utility and the ability to send Nob Squads and the like fleeing for the hills. Lots of anti tank and lots of flamers and HFs will mean death to infantry. Anywho, heres the beast...
HQ
Company Command Squad: 4 Flamers, Astropath, Chimera: Multilaser, Heavy Flamer. 155
Elites
Psyker Battle Squad: 5 Psykers, Chimera: Multilaser, Heavy Flamer. 125
Psyker Battle Squad: 5 Psykers, Chimera: Multilaser, Heavy Flamer. 125
Troops
Veterans: 3 Flamers, Chimera: Multilaser, Heavy Flamer. 140
Veterans: 3 Flamers, Chimera: Multilaser, Heavy Flamer. 140
Veterans: 3 Flamers, Chimera: Multilaser, Heavy Flamer. 140
Fast Attack
Vendetta Gunship: 3 TL Lascannons, 2 Heavy Bolters. 140
Vendetta Gunship: 3 TL Lascannons, 2 Heavy Bolters. 140
2 Devil Dogs: Meltacannons, Heavy Flamers. 240
Heavy Support
Medusa: 135
Medusa: 135
Medusa: 135
1750 Total =)
47 Infantry
13 Vehicles
13 Flamers
6 Multilasers
8 Heavy Flamers
7 Heavy Bolters (but Dusas won't usually fire theirs)
3 Dusa Siege Cannons
2 Meltacannons
6 TLLCs
So the Astropath is there in case I need to reserve stuff. Perhaps a Master of the Fleet will be better to make the enemy come on piecemeal if they want to deep strike Speeders with MMs, etc. The Vets are solid and I don't think the list needs any more antitank, but if it does, a simple trade of the astropath for 6 meltas (making 2 squads of 3 melta Vets) can be done. The key to the list is to shield the Dusas with Chims and just pound away at the enemy. Dettas are good for their cost but 2 is enough, you probably do not want to go for 9 *wallet flees 2D6* Imo, this baby can reliably table armies. Enough of talking up the list though (in case I don't even make it to day 2 of Centurion lol!).
To build and buy: I have about 7 (7!) Steel Legionaires atm, I would need to get 3 more 10 man boxes. I also have a Chim for the CCS. The hard part will be converting flamers onto the metal Steel Legion troops (isn't it odd that Steel Legion were primarily Ork fighters, yet have no flamer models? The phuck?) I will also need a Commander (the Steel Legion one will do nicely!), 3 Forgeworld Medusas with the Armageddon pattern enclosed compartments (because they look so uber!), about 8 or so psykers (might have a go at converting Empire Flagellants), 2 DDogs, 2 Vendettas (easy to convert Valks with the amount of spare LCs I have), 5 Chimeras. Wowzers, sorry wallet ^^
So there we have it pinkies. 3 fairly different lists, a Jumpers mobile/CC list, a shooty dread marine list and a mech shootier IG list. I can see myself doing any one of these tbh, I should have the time to get one of them ready before March 2011, at the expense of my monies and my sanity. Perhaps Kirby can post up a poll for what armies people like, I'd like to get a good idea so I can start building one of them. If I had a preference, it would be the IG list, followed by the Jumpers list and the Iron Hands come in 3rd. The IG list just seems the most shooty and the Jumpers one has some CC ability, while the Marine one feels like it lacks in both compared to the other two lists respectively. Anywhoozle, comment away pinkies!!
Kirby 118p · 764 weeks ago
Oh that's okay Vincey.
Ass =p.
Vinsanity · 764 weeks ago
tzeentchling 76p · 764 weeks ago
I would be tempted to swap out one ASM squad for a SG squad, something to do some heavy hitting.
black_rose_00 29p · 764 weeks ago
I've seen a lot of people say the heavy bolters ont the vendettas are good and everything and I agree but I haven't seen a single vendetta make it past turn 3 were the heavy bolters would be helpful. If you had 20 ppoints to spare I would of done the same thing but I think you will need the meltaguns more then the heavybolters.
Polymorphine · 764 weeks ago
Gx1080 · 764 weeks ago
The second could use some changes.
a)Moving and shooting with the beamer is awesome. Get a bike instead of scouts.
b)You don't need so many typhoons, get 3.
c)Get more dreads. Speciffically, MM Dreads because 3 rifleman is all that you need and you are seriously lacking in melta.
If you feel low on scoring troops, you can condense the 3 Las/Plas squads in 2 rhino bunkers.
Scott · 764 weeks ago
GWvsJohn 44p · 764 weeks ago
Cool list though. It will give a lot of armies fits.
Auretious Taak · 764 weeks ago
Kirby 118p · 764 weeks ago
Iron hands needs melta. Drop the Typhoons to MM/HF as GWvsJohn suggested, maybe even to 3x1. Combi-meltas/flamers work great on the MSU tacs and you'll have over 100 points to play with (so you could keep 4x MMHF speeders) to upgrade Preds to Dreads, add HKM, Telion, etc.
IG is okay but melta in the Vet squads is important I feel. Your anti-tank is solid with Vendettas, Devildogs and Medusas but you're anti-infantry is even more solid with the Medusas, Chims, PBS, Devildogs. The Vets/Chim are all anti-infantry rather than a mix so adding in two meltas/HF (or normal flamer) per squad helps in that regard. This could be done with the HB on the Vendettas or Astropath from the CCS. All the Chim units can also take an AC if you want for more suppression fire but not necessary.
artemi7 78p · 764 weeks ago
I assume you'll be using Chaos models and such, right? I really wanna see that done right.
fester40k 73p · 764 weeks ago
Its gunna be good @ Centurion next year, yessum yessum it will.
Vinsanity · 764 weeks ago
So from what I gather, the Night Lords are the front runners. In fact, I'm painting some up right now :D The army would cost less than the other two and would be quite fun to use (no mass mech and all dat shiz). Not sure about SG tho, I quite like it as is. Should I change a LC/SS to glaive/SS on both VVets for would allocation? Should they also have meltabombs on perhaps 1 or 2 guys for the opportunity charge at static tanks, etc?
So the Iron Hands list appears low on melta, but I guess the easy change would be to go with 3 x 1 MM/HF speeders and then using the remaining 150ish points to either upgrade preds to MM dreads/ +1 speeder and HKMs and combi meltas on stuff or a mix of these...
The IG list could also use some melta I guess, we can drop the Astro for 2 x 3 meltas. I quite like the HBs on the detta, cheap for 2 HBs but I guess it will die before it gets to use em or it will be shooting at heavier tanks where the HBs do nothing. Maybe 2 more psykers (1 each unit) or 2 autocannons on the Vets for suppression or whatevers :p
Anywho, thanks for the comments, giving me some good feedback already! Keep em coming ;)
Kirby 118p · 764 weeks ago
You've hit the nail on the head with the Iron Hands. Issues there is I have it that at least 3 variations of my Mech Marines are coming to Centurion; this would make it 4 :P.
Going for duality on the Dettas is nice but you get better duality on the Vets. Make them duality first then go for the Dettas. I'd try and make each vet squad 2x melta/flamer or HF and an autocannon if you're feeling particularly fun. By dropping the Astro you can do the 2xmelta/flamer for all of the Vets but you'd need to drop the HBs for HF and autocannons.