...and by thoughts, I mean a possible army list I've been thinking about using for the Escalation Campaign.
1000 Pts - Ultramarines Roster - Escalation - CrusherJoe
HQ: Master of Sanctity (1#, 136 Pts)
1 Master of Sanctity @ 136 Pts
Bolt Pistol (x1); Crozius Arcanum; Rosarius
1 Jump Pack @ [20] Pts
1 Rosarius @ [0] Pts
1 Terminator Honors @ [15] Pts
Fast Attack: Assault Squad (10#, 276 Pts)
9 Assault Squad @ 276 Pts
Jump Packs; Frag Grenades; Bolt Pistol (x7); Close Combat Weapon (x9); Plasma Pistol (x2)
1 Sergeant @ [68] Pts
Jump Packs; Frag Grenades; Plasma Pistol (x1); Power Fist (x1); Terminator Honors
1 Combat Shield @ [5] Pts
Troops: Tactical Squad (6#, 106 Pts)
5 Tactical Squad @ 106 Pts
Bolter (x3); Flamer (x1); Missile Launcher (x1)
1 Sergeant @ [15] Pts
Bolt Pistol & CCW
Troops: Tactical Squad (6#, 145 Pts)
5 Tactical Squad @ 145 Pts
Bolter (x4); Lascannon (x1)
1 Sergeant @ [55] Pts
Plasma Pistol (x1); Power Fist (x1); Terminator Honors
Heavy Support: Devastator Squad (8#, 220 Pts)
7 Devastator Squad @ 220 Pts
Bolter (x3); Heavy Bolter (x2); Plasma Cannon (x2)
1 Sergeant @ [15] Pts
Bolt Pistol & CCW
Elite: Dreadnought (1#, 115 Pts)
1 Dreadnought @ 115 Pts
Missile Launcher; Assault Cannon
Total Roster Cost: 998
Thoughts?
I think the list looks very solid. I especially like the layouts on the Dread and Devs. An assault cannon/missle dread is very effective because both weapon are effective against armour aswell as massed infantry, so you won't be wasting any shots.
ReplyDeleteMy first instinct with the list was that you were taking too much wargear, especially on your squad leaders. Though this may still be true, I don't see the removal of wargear as buying you any new units without a large retooling of the list, which I don't necessarily think is needed.
Best of luck.
I'd say you're right about "taking too much wargear". But as you said, without scrapping the list and starting over (or something very close to it) I think it's pretty solid. I've mulled over this list for a while (amazing what happens when you remember you actually own a dreadnought you've never played with before) and I think I'm pretty pleased with it.
ReplyDeleteThanks for you comment, though, it's good to see someone I really respect think the list is solid. :)
This is a solid list. There are a few changes I would make to optimize this list. As a note this is all my preference and opinion and not how you “must” play your force.
ReplyDelete1. The Tac Squad with the Flamer and Missile Launcher needs to either have one or the other not both. The reason is that one of those weapons won’t be doing their job all game long. I would keep the flamer, but that is me. I explain what you can do with the Missile Launcher points later
2. The Tac Squad that has the veteran sergeant and las cannon is much like above. You either use the las cannon or the sergeant, but by doing either your losing value for the points you have used. I would swap the sergeant in this squad with the squad in my first point. This way you have a sergeant in a squad well tooled for a tactical assault, or assault support. Plus you will be able to use the las cannon every turn.
3. The dev squad is almost perfect. I like the dual purpose load out. I would, however, consider taking the two tac squads down to 5 man squads so you can add them to this squad to split this squad into two 5 man squads with two heavy weapons per squad. You will be able to be more surgical with your shooting, and add another scoring unit.
4. I like the Dreadnaught. Don’t change him.
5. The assault squad is fine leave it alone.
6. The 10 extra points from the missile launcher can be applied in the following manner, with your 2 unused points. Give your Chaplain frag grenades (1 point). Give the five man tac with flamer frag grenades (5 points). Give your Chaplain Melta Bombs (5 points). The Frag grenades will help your Chaplain/ tac marines strike simultaneous if they happen to assault into cover.
I hope this helps you out.
I have to respectfully disagree with you Psyberwolfe... although as you said it is preference.
ReplyDeleteYou have to remember that even numbered squads are much better for scoring purposes.
5 men lose scoring after 3 casualties
6 men lose scoring after 4 casualties
So 1 guy added is a whole casualty difference in scoring, even though scoring is 50%..... if that makes sense.
Also at this points size I would say your Chaplain plus assault squad can handle the assault duties and the tac squad should stick to having a heavy weapon. Just my .02dk
Good Point, Aventine, about the assault squad but then he should loose the flamer and the vet serg. Because then the Tac squads role should be fire support. Then again I have gotten so used to Dark Angels that I see the world through a different lens.
ReplyDeleteYeah, obviously if he had combat squads it would be a whole different kettle of fish. Bring on the redux...
ReplyDeleteThank you both for your comments and ideas.
ReplyDeleteMy whole purpose in having 6-man Tac Squads is because of the even-numbered scoring unit concept.
Since I'm going to miss the Escalation League game today I'm going to re-think this list a little anyway (plus I'll have 250 more points to play with -- provided they'll allow me to join the league next month, that is).
I have to agree with you both in that I definitely suffered from OAS (Over-Accessorizing Syndrome) and didn't adhere to the "just because you can take a power fist doesn't mean you should" maxim. I know units should be built for (more or less) a single purpose/function, but I kept thinking, "Well, it shouldn't happen, but if that unit gets assaulted, I'd like for them to at least take one guy down with them..." Which led to spending points that could have been better used somewhere else.
I'll do a little re-tooling and see what I come up with. Even though I won't be using it for the originally-intended purpose, at least it'll be a solid 1,000 point list -- and a good starting point for the 1,250 point turn next month.