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soul drinkers - 2000pts

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soul drinkers - 2000pts

Postby moonis » Fri Nov 21, 2008 3:40 pm

HQ
captain - 2xLCS, aritficer armor, grenade launcher, melta bomb

ELITES
sternguard veterans - 10 marines, 2 melta guns, 2xCF, 2xCP,3xCM, seargent with combi melta and PF, drop pod

TROOPS
tactical 1 - 10 marines,plasma gun, plasma cannon, seargent with PW
tactical 2 - 10 marines,plasma gun, plasma cannon, seargent with PW
tactical 3 - 10 marines,melta gun, missle launcher, seargent with PW and melta bomb, drop pod


FAST
vanguard veterans- 5marines, 4xPW, 4xSS, seargent with relic blade and SS,jumpacks

HEAVY
devastator squad 1- 10 marines, 2 heavy bolters, 2 plasma cannons
devastator squad 2- 10 marines, 2 lascannons, 2 missle launchers

im open to any suggestion you guys have. plz comment.
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Postby Ljundhammer » Fri Nov 21, 2008 4:06 pm

Hi moonis, welcome to AoS!

I like your list, but there are a few tweaks I'd suggest:
1) Vanguard - that is a vaery easily neutered, small squad for the points. I always prefer quantity over quality - I'd try to get a large normal assault squad with a power fist in place of this. At the same time I'd give the lord a jump pack to let him go mental with his high I & number of attacks.

2) I don't like lascannons in devestator squads - it makes baby jesus cry salty tears of inadequacy. Check out the stearnguard again, 5 of them with 2 lascannons are cheaper than the devestators (I think!). Or swap the lascannons in the Dev squad with the tacticals' heavy weapons...

3) Manouverability. You are quite static when you hit the ground, but that's something you'll work out to see if that's how you like playing...

4) The weapon load out on the stearnguard looks - confused, I think is the word. KMB had a go with a similar tactic of 3 x CM and 3 x CF, which has potential. I'd definately not swap out their super guns for meltas though. You want to drop, take out a tank, then crack the nuts inside...

It's a good start. I'm sure you'll get some more responses to help you out more.
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Postby killmaimburn » Fri Nov 21, 2008 4:15 pm

Hiya and welcome to the site :)
You might get more responses if you include unit totals (only) so that folks can see the distribution and you include a brief paragraph on how on a good day the army is supposed to work (synergy/ combos/delivery systems etc) then if you want to stop folks like me wildly speculating maybe add something about which models you have (can have) and what your aiming to do (fluffmeisters really don't like what I end up pushing their lists into :) )
How will your captain get around? Its not often I see a CC HQ without a movement mode..presumably he'll join a drop pod?If not at 165 I'd think about the cheapish named HQs who give the whole thing a coating of direction/complement certain weapons or playstyles.
Is that vanguard squad around 300 points, yikes.(Yes its a lot of good attacks but its still at the same time or after a lot of other folks and your still mostly a 3+ armour save) I might prefer 2 Ironclads in drop pods.. or something? (but they would look pretty)
Not keen on the 2 Lascannons in the devastator squad- In fact taking a 5man dev with 2 krak rockets and a 5 man sternguard with 2 lascannons is only 5 points more (keeping the BS hike, the extra ammo and split ablative wounds,does add a whole other killpoint though) (or the 10 points for a lascannon in a basic squad..cheapest you can get taking all things into account)
The sternguard unit are kind of funny (I've started running one with 3 combi flamers and 3 combi meltas to do the same job but thats in an army with hestan in..so they will score their points back in their suicide dive) How will you get point for point goodness out of them in that config? (just intrigued)

Overall small amount of killpoints=Good, lack of manoeuvrability/speedy stuff =bad.
But would like to hear more
KMB

(edit gahhh sniped by my rival in arms :P )
Last edited by killmaimburn on Fri Nov 21, 2008 4:18 pm, edited 2 times in total.
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Postby KInG » Fri Nov 21, 2008 4:39 pm

I like it, but just to reiterate what KMB and Lh said, it lacks manouverability once the DPs hit.

Vanguard are tasty, and with that amount of special weaponry and Storm Shields should do well in their 1st round of combat, as they will no doubt choose their target. But after that it's 5 x 3+ saves, so they won't last long after the 1st assault. If you are going to use them tho, think about giving one of the DPs at least a locator beaconom the DP that comes down on turn 1, this allows them to land within 6" and not scatter, ensuring they are within assault range.

Personally i think you need a rhino or razorback or two in that list. :)

And welcome to our humble home, I se your a 1st time poster... hopefully we'll see some more of you as we try to help you develope your list ;)
Last edited by KInG on Fri Nov 21, 2008 4:43 pm, edited 2 times in total.
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Postby Ljundhammer » Fri Nov 21, 2008 4:46 pm

killmaimburn wrote:
(edit gahhh sniped by my rival in arms :P )


Crap, I think we got exactly the same points on the army list too.

We seriously need to start playing some other people...
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