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3000pt Codex Astartes - stress testing ideas

 Post subject: Re: 3000pt Codex Astartes - stress testing ideas
PostPosted: Sat Oct 11, 2014 5:50 am 
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Best to keep EpicUK out of this discussion as the games will be played in Australia using NetEA lists (mostly).

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 Post subject: Re: 3000pt Codex Astartes - stress testing ideas
PostPosted: Sun Oct 12, 2014 6:41 am 
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Yeah I'm using NetEA so as cool as the UK rule of switching up transport options I wont be using it.

I am leaning more towards Landspeeder Tornadoes the longer I think about even though they lose the MW it is only a 5+ and its shorter range reduces my chances of tagging something at range with a BM, with the tornadoes I have a 100cm threat range. Landspeeders in general I see as great for screening initially and reducing teleporting locations against armies who like to do that plus good late game objective grabbers.

I have been tweaking things a little and as much as I would like to keep the Whirlwinds in there I think I prefer the Supreme Commander and the speeders or the second thunderhawk.

Chaplains in the terminator formations are to me almost essential force multipliers and really help them do their job better


TACTICAL [550] [BTS]
6 Tacticals, Razorback, Land Raider, Hunter, Rhinos, Supreme Commander

DEVASTATOR [350]
4 Devastators, 2 Dreadnought, Drop Pods

SCOUT [175]
4 Scouts, Razorback, Rhinos

TERMINATOR [400]
4 Terminators, Chaplain

TERMINATOR [400]
4 Terminators, Chaplain

LAND SPEEDER [200]
5 Tornado

PREDATOR [325]
4 Annihilator, Hunter

THUNDERHAWK [200]

THUNDERHAWK [200]

STRIKE CRUISER [200]


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 Post subject: Re: 3000pt Codex Astartes - stress testing ideas
PostPosted: Sun Oct 12, 2014 12:55 pm 
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Watching this thread with interest Osoi (One Second Of Insanity) as I'm in the same boat, figuring out my first 3000 point Space Marine list for the same tournament.

It didn't feel right to hijack the thread and post up what I have and where I need help, so I'll create a new thread.


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 Post subject: Re: 3000pt Codex Astartes - stress testing ideas
PostPosted: Sun Oct 12, 2014 6:39 pm 
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My impression was that it's more a clarification of how the "plus transport" notation works in the context of multiple games using the same list, which is not exactly specified otherwise.

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 Post subject: Re: 3000pt Codex Astartes - stress testing ideas
PostPosted: Wed Nov 26, 2014 9:02 pm 
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I like 1 tornado in a formation of melta speeder - allows you to 'stretch' fire if nothing else!


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 Post subject: Re: 3000pt Codex Astartes - stress testing ideas
PostPosted: Wed Nov 26, 2014 9:29 pm 
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The_Real_Chris wrote:
I like 1 tornado in a formation of melta speeder - allows you to 'stretch' fire if nothing else!

AP and AT shots do not allow you to 'stretch' MW shots.

From 1.9.6 Allocate Hits & Make Saving Throws
Quote:
If an attacking formation scores hits both with normal weapons and weapons with the macroweapon ability, then the opposing player must allocate and make any saves for the normal hits first, and then allocate and make any saves for the macro-weapon hits. Hits from macro-weapons can only be applied to units that are in a position to be hit by a macro-weapon.


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 Post subject: Re: 3000pt Codex Astartes - stress testing ideas
PostPosted: Wed Nov 26, 2014 11:03 pm 
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Foiled :( , I really should go and read the rules again, has been a few years since I last looked :)


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 Post subject: Re: 3000pt Codex Astartes - stress testing ideas
PostPosted: Thu Nov 27, 2014 5:20 am 
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Well I ran the list above at a Tourney on the weekend and it pretty well performed how I wanted it to go, in 3 games 1 won 2 and lost 1. The loss was 2-1 in turn 4 against titan legion which was the only potential matchup I was worried about for the entire day. I had a plan for everyone else. The other games were a 2-1 win against marines and then a 5-0 win against Iron Warriors (very lucky with one)

For me its a pretty good list that is very aggressive, I will be looking at a couple of tweaks to get a Warhound or 2 in and some Thunderbolts


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 Post subject: Re: 3000pt Codex Astartes - stress testing ideas
PostPosted: Thu Nov 27, 2014 11:10 pm 
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The thinking behind the Tonrnados was to have a little extra range in placing the blast marker plus a few more AP shots in the list. Generally support for my air assaults was handled by my orbital bombardment, using those targets as assault targets.


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