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Conscripts 400pt CP for meet up

PostPosted: Sun Jul 20, 2008 6:02 pm
by conscriptboris
Hi,

Please be mindful and helpful, ive never played Cp and never with points this small so its a first time thing :)

400pt - CP

Blood Angels:


Scout Squad

- Vet Scout (Sniper)
- 4 Scouts (3 Snipers 1 Missile Launcher)

120pts


Tactical Squad

- 1 Vet Sgt (Bolt Pistol & Chainsword)
- 4 Space Marines (Bolters)

115pts


Tactical Assault Squad & Rhino

- Vet Sgt (power sword & combat shield)
- 4 Space Marines (Bolt Pistol and Chainsword)
- Rhino

165pts

Total: 400pts

So any comments?

conscriptboris

Re: Conscripts 400pt CP for meet up

PostPosted: Sun Jul 20, 2008 6:50 pm
by LordMalekTheRedKnight
conscriptboris wrote:Please be mindful and helpful, ive never played Cp and never with points this small so its a first time thing :)

understood. :)

it seems like a tidy list. has some anti-tank, some mobility, some long range & some short, some CC power too. its got Transport, and Infiltration. its not even too short on numbers, thanks to the cheapness of the Scouts, and it doesnt have all its eggs in one basket. its got plenty of variety, and seems like it would be fun to play.

dont forget your Death Company though! could you spare some points to give them Jump Packs? maybe drop the Combat Shield? or a couple of Sniper Rifles (would also help for wound allocation in 5th)? i think it would make a big difference to the DCs effectiveness (and would give you some DS in 5th ed).

hope that helps :)

~ Tim

PostPosted: Sun Jul 20, 2008 9:07 pm
by conscriptboris
My understanding of DC (in 5th Ed) i can have one guy form each unit (not scouts) so that would give me 2, each extra one is 30pts and 5pts per one for jump packs,

I think this is too expensive for CP, do i have this right?

conscriptboris

PostPosted: Sun Jul 20, 2008 9:31 pm
by killmaimburn
If something is free (well actually your paying for it already) I say take it.. but I'm confused..do you have to buy extra? Can you just have 2 Death company (free-ish) whats the minimum squad size? I'd drop the combat shield for those 2 to take jump packs if that was viable.. (screen them behind the rhino and then follow up assualts from the assualt squad at weakened targets..even if they don't make it they've drawn a full units fire saving your other guys)
The other units BA has which is quite good for CP is the Attack bike squadron..50 points for 2 wounds of meq (30ish points) and a heavy bolter without all the insane weapon restrictions can be a good buy.
(I don't like 36ish points for a scout with missile launcher when thats more than half the cost of having a multimelta attack bike...but meh I can't finish my line of thought I'm afraid maybe someone else can round off my point helpfully :D

PostPosted: Sun Jul 20, 2008 9:50 pm
by LordMalekTheRedKnight
killmaimburn wrote:do you have to buy extra? Can you just have 2 Death company (free-ish) whats the minimum squad size?

yes, you can have just the 2 "free" ones (that you have already paid for as part of the relatively increased cost of your Marine squads).

if you dont take them, you may as well use the standard codex and save the pts. :lol:

killmaimburn wrote:I'd drop the combat shield for those 2 to take jump packs if that was viable.

yep. :twisted:

and in 4th, they would only be worth 10 VPs too. :P

~ Tim

PostPosted: Mon Jul 21, 2008 9:10 am
by killmaimburn
Another silly one..your taking 5 man squads..you have a rhino.. you want more guns.. 10 points more buys you a rhino with a twinlinked heavy bolter strapped on the roof (razorback).. that sounds like a big fat bargain to me.

So how about
1) drop combat shield to have those fly boy ninjas join in.
2) dropping the scouts and instead adding a (TL) heavy bolter to that rhino a multimelta attack bike (for your roaming anti tank of t5 2 meq wounds goodness) leaves you with 60ish points..I'd probably buy an attack bike with heavy bolter.. and then add a flamer to the basic tactical squad to use up the points...
ooh ^%&%&% its a free swap out. And you can't swap out for a razorback..pants!Ignore all of the above :cry:

PostPosted: Mon Jul 21, 2008 9:32 am
by LordMalekTheRedKnight
killmaimburn wrote:your taking 5 man squads..you have a rhino.. you want more guns.. 10 points more buys you a rhino with a twinlinked heavy bolter strapped on the roof (razorback).. that sounds like a big fat bargain to me.

the drawback being that you cant do "drive by's" using the roof hatch... (which of course only matters if you were planning on doing that in the first place)

killmaimburn wrote:1) drop combat shield to have those fly boy ninjas join in.

agreed.

killmaimburn wrote:2) dropping the scouts and instead adding a (TL) heavy bolter to that rhino a multimelta attack bike (for your roaming anti tank of t5 2 meq wounds goodness) leaves you with 60ish points..I'd probably buy an attack bike with heavy bolter.. and then add a flamer to the basic tactical squad to use up the points...

hmm. dropping the scouts would lessen his ranged anti-tank quite a bit (goes from 5 shots to 1 a turn), would drop his numbers, and would make him lose Infiltration (with few units on the table ive found Infiltrate to be quite useful in CP).

killmaimburn wrote:ooh ^%&%&% its a free swap out. And you can't swap out for a razorback..pants!Ignore all of the above :cry:

whoops! i missed that too... :oops:

~ Tim

PostPosted: Mon Jul 21, 2008 9:44 am
by killmaimburn
LordMalekTheRedKnight wrote:hmm. dropping the scouts would lessen his ranged anti-tank quite a bit (goes from 5 shots to 1 a turn), would drop his numbers, and would make him lose Infiltration (with few units on the table ive found Infiltrate to be quite useful in CP).

IF it had been possible he'd have lost 4 4+ save snipers and 1 with missile (who had to sit still the whole time..the tradeoff for infiltration)..IF the swap out had worked he'd have gained 4 3+s t5(and as you now accept T5 is the $h1tz in CP bolters etc bounce off) and 1 av *proper* tank. shooting out 6 st5 and 1 super anti tank (+1s everywhere).. and thats before we start factoring in all the twinlinking and extra bolters...It would have been a viable swap out for nearly all skimmer lists and would have only taken a very slight (Potential) hit against something with front armour 12 rear and side 10..and for that you gained mobility to get to its weak spots and the snipers advantage relied on 6s..and more but smaller units is very handy against all those tau and eldar when all meq are supposed to only bring two units to such a small and unbalanced game :P (If you like I could spend the day mathhammering to prove how right I am :wink: )
But as we agree unfortunately its not viable...you(boris) can use my variant against me if you want ..I think its much better and I will close my ears to the rules that prevent it :D

PostPosted: Mon Jul 21, 2008 12:23 pm
by Ben
It is viable if he goes from a Tactical Assault Squad to a Tactical Squad. He gives up the extra attack in CC but that heavy bolter will more than make up for that.

PostPosted: Mon Jul 21, 2008 2:24 pm
by conscriptboris
hmm, all points taken in! ill have another look, BTW i wanted to take some bikes, but they are all in scotland (i think i have scouts on bikes tho 8O )#

im in gibraltar...problem,


ill post a *revised* tonight.

conscriptboris

BTW thanks for the CC (think that means critism?!?)

PostPosted: Mon Jul 21, 2008 4:30 pm
by killmaimburn
conscriptboris wrote:BTW thanks for the CC (think that means critism?!?)
C+C= comments and criticism (putting yourself open to peer review which may include negative views being aired) C+C= command and conquer a computer game (basically whoever has the most defense towers built in X time wins :P ) C+C something to do with C++ computer programming, CC close combat also referred to as HTH (hand to hand)
:D
(The interwebs and its secret words)

PostPosted: Mon Jul 21, 2008 6:24 pm
by timewizard
CC phonetic shorthand for si si - yes yes in spanish. :tongue3