Friday 19 November 2010

Incoming Mail - Badab War List


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As some ppl know i began a mantis warrior project back when the imperium was young due to my love of long hair and tattoos, this then branched out to a full 'evil' badab list, due to my night lords being incomplete till i can buy more forgeworld i picked them back up and would like to make them useable. this is what i have so far (p.s. feel free to use as a blog post)

(Lamenters secton)
Lamenters chapter master (forget his name) - 175

10 scouts + heavy bolter + camo cloaks (4 sniper, 4 bolter, bolt pistol + cc, heavy bolter) - 180

10 space marines + melta + missile launcher + power fist+ plasma pistol - 145
Rhino + extra armour - 65

(mantis warrior section)
6 sternguard + heavy flamer + power weapon - 175
razor back (free weapons) + extra armour - 70

(Astral claws)
6 sternguard + heavy flamer - 160
razor back (free weapons) + extra armour - 70

total= 1215

so far its all made from bitz (to a good standard :p) would like suggestions of ways to improve/ add to for 1500, 1750 and poss 2000

Reply :

Well first a few issues.

1) Scouts. Scouts are only really of use in a BA list to hang around Devastators as a scoring unit to sit on objectives.
2) Tactical Squad. If it's all sitting together at the back it only needs the long range weapon, If It's moving forward then the heavy weapon is wasted and if it's splitting up then the half moving forward is fulfilling a roll better done by Assault Marines while the half at the back is fulfilling a role better done by Devastators.
3) Sternguard. These are fine though I'd tool up a few with Combi-Meltas as your anti-tank is currently a single Missile Launcher...
4) Vehicles. Extra Armour is only useful on a Land Raider that absolutely has to make it to the enemy to unload it's cargo or on something that gets it for free (or possibly on a Chaos Dreadnought equipped solely with Close Combat weapons) everything else can do without it. Extra vehicles > extra armour on vehicles ;-)
Also Razorbacks with Heavy Bolters are not very useful. If your fisting your opponent in the throat with it you might as well take a weapon that works up close (like the Heavy Flamers which are also free) or just bite the bullet and pay the 35 points for either an Assault Cannon or Las/Plas Turret.
5) Though not as mandatory as BA players seem to think, a Sanguinary Priest (or 2) would nicely compliment the assault elements of the army as I think you would like to run it or could hang back with the Devastators and Scouts making them annoying to remove without getting up close. To this end your Scouts would need to be either Snipers or Close Combat or possibly a 50/50 mixture of the 2.

The following list I think is much better and keeps a fair amount of the units you originally wanted while making the overall army much more competitive without losing it's 'soul'. I've done it for 1750 as anything below that makes me sad...

That Tactical Squad isn't going to help us much though...

1750 Pts - Badab War Combined Assault Force - 1750

HQ: Malakim Phoros (IA) (1#, 175 pts)
1 Malakim Phoros (IA) @ 175 pts

Elite: Sanguinary Priest (1#, 65 pts)
1 Sanguinary Priest @ 65 pts (Sanguinary Priest in Power Armour)
1 Sanguinary Priest in Power Armour (Lightning Claw)

Elite: Sternguard Veteran Squad (6#, 205 pts)
4 Sternguard Veteran Squad @ 205 pts (Combi-Meltagun x3; Heavy Flamer x1; Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Twin Linked Heavy Flamer)

Elite: Sternguard Veteran Squad (6#, 205 pts)
4 Sternguard Veteran Squad @ 205 pts (Combi-Meltagun x3; Heavy Flamer x1; Razorback)
1 Sergeant (Bolt Pistol; Bolter)
1 Razorback (Twin Linked Heavy Flamer)

Troops: Scout Squad (10#, 180 pts)
1 Scout Squad @ 180 pts (Camo Cloaks; Scout)
9 Scout (Camo Cloaks; Sniper Rifle x8; Missile Launcher)
1 Sergeant (Camo Cloaks; Bolt Pistol; Sniper Rifle)

Troops: Assault Squad (6#, 175 pts)
3 Assault Squad @ 175 pts (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Hand Flamer x1)
1 Razorback (Twin Linked Assault Cannon)

Troops: Assault Squad (6#, 175 pts)
3 Assault Squad @ 175 pts (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Hand Flamer x1)
1 Razorback (Twin Linked Assault Cannon)

Troops: Assault Squad (6#, 175 pts)
3 Assault Squad @ 175 pts (Remove Jump Packs; Meltagun; Razorback)
1 Assault Marine with Meltagun (Remove Jump Packs)
1 Sergeant (Remove Jump Packs; Bolt Pistol; Hand Flamer x1)
1 Razorback (Twin Linked Assault Cannon)

Heavy Support: Devastator Squad (5#, 130 pts)
4 Devastator Squad @ 130 pts (Missile Launcher x4)
1 Sergeant (Bolt Pistol; Bolter)

Heavy Support: Devastator Squad (5#, 130 pts)
4 Devastator Squad @ 130 pts (Missile Launcher x4)
1 Sergeant (Bolt Pistol; Bolter)

Heavy Support: Devastator Squad (5#, 130 pts)
4 Devastator Squad @ 130 pts (Missile Launcher x4)
1 Sergeant (Bolt Pistol; Bolter)

Total Roster Cost: 1745

That's much better imo.

Plenty of light to medium anti-tank, excellent objective holding potential and a couple of units that can 'suicide' melta if you really need to stop something in it's tracks.
The Priest dishes out Feel no Pain to the Devastators and Scouts, with Furious Charge available should you need the Scouts to leap to the aid of the Dev's or he can jump in a Razorback and help out the forward elements as necessary. The Lightning Claw is a habit that I've got into because all of mine have them which you can ignore in favour of something else if you prefer.

Editors Note : You can drop the Lightning Claw and the Assault Squad Sergeants Hand Flamers and combined with the 5 points I didn't use add a 2nd un-upgraded Priest if you really want another one.

It's also not particularly kill point heavy at 16 and has 4-5 objective holding units.

Thoughts, Comments and essays on why I should have left the Tactical Squad in are (as usual) most welcome.

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