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6th ed army - Need advice

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Post by Newtpow Fri Jul 13, 2012 3:07 am

Hi brothers

I played a few games in 6th at 1000 points. Now i m building a new 1850-2000 point army.

i m nor sure about some choices and thought that maybe one of you got an idea or a tip i didnt come up with yet Smile
unique characters are not allowed in my gaming club so no coteaz and stuff Rolling Eyes

Want to field:

10 Terminators - psyammo, at least 2 hammers, banner, 2 psycannons ( they re just good Smile )
Dreadknight - 2 fists, flamer, teleporter ( turned out to be very good in 6th and also is good for scoring and killing supportteams )

730 points so far

Maybe:

Cybot - psyrifle (is good firesupport, good gainst light vehicles and has good range for GK Surprised )
GM - psycannon, nades, sword (so damn expensive but i like him so much Very Happy , with him i ll not take another HQ so i got no shinny new psypowers Neutral )

Have in stock: (can always buy new stuff but maybe a helper Razz )

SR
2 Razorbacks/Rhinos
5 GKIS
10 GKSS (Marines with swords+ 2 psycannons + 2 hammers)
10 Terminators/Paladins / also possible IOM
Libby

I want a good allround army. As you see at my modells i like terminators but also armys with many different units.
Generally i m a defensive player. Using our good midrange fire to thin down the enemy and then engage in CC. LR would help to play more aggresive but its so expensive .. Shocked
2* 5 man SS with RB would work for holding obj near my edge but they re so squishy. 10 man without vehicle for holding my side maybe?! Rolling Eyes
All in all i think i miss bodys on my side Rolling Eyes

So any ideas or tips?
Newtpow
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Post by Newtpow Fri Jul 13, 2012 4:21 am

- GM - Psycannon, sword, nades

- Vindicare Assasine

- 10 Terminators - 3 hammers, 2 psycannons, 5 halerds, (sadly no points for psyammo Sad )
- 10 GKSS - 2 psycannons
+ 1 Rb with HB and psyammo

- SR - Multimelter + Lascannon
- 10 GKIS - 1 psycannon, 1 flamer, 1 hammer, Justicar with halberd

- Dreadknight - flamer, 2 fists, teleporter
- Psyrifle dread


Dread + SS + vindicare holding. Dreadknight with IS pushing one flank while GM with terminators walk mid. Maybe DSing 5 Terminators?!
idk if ~ 30 bodys is enough with 20 of them beeing marines but its so hard to field more if u also want our nice shinny toys Rolling Eyes

any suggestions?
Newtpow
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Post by Newtpow Fri Jul 20, 2012 2:38 am

Well i ll post my current 1900 list anyway Razz

Had a game yesterday gainst Nids. Was a nice 6-1 Victory with this list:

IOM Termi, psycannon, psyker
IOM Termi, psycannon, psyker

10 Terminators, 2 Psycannons, 2 Hammers, Banner, psyammo, 6 halberds
10 Terminators, 2 Psycannons, 2 Hammers, psyammo, 6 halberds
5 GKSS, 1 psycannons + Rb with HB with psyammo
5 GKSS, 1 psycannons + Rb with twl. Lascannon

Psyfelmendread
DK, fists, flamer, teleporter


Has really impresive mid range firepower. The rerolls are so nice Smile
GKSS for Objective taking and RB give long range support. Psyfelmen was really nice with imp. aegis. Covered most of my Units.
DK... what to say Razz . Hes so good in 6th. Its a set slot in any of my lists. Twisted Evil
Killing Troops or squishy supportunits who hide in cover. And in CC he can nearly take everything. So mobile and flexible. Soo great!! cheers
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Post by Slind Fri Jul 20, 2012 3:54 am

Just a few comments, from looking over your list(s).

I would drop the Vindicare in favor of heavy dakka. While he is good, "Look out sir" has made him hard to use effeciently vs. infantry. Along the same lines, in todays scene i would rather put my money on multiple glaces to take down tanks instead of one penetrating hit.

Second I would merge the two GKSS squads into one unit and use "Combat Squads" to split them if needed. MSUs are just too fragile under 6th.

I like that you have gone for the Inquisitors as HQ - they are just soooo good right now.

One thing I miss in your list is something to back up the DK. Without interceptors (or some other unit who can keep up with him), I feel that you are waisting the teleporter. Either hen will stay back with the rest of the "slow moving" army or he will venture out alone being plasma'ed/lass'ed to death.

As an alternative to the Psyfledread I have with great success been using Purguators for the last couple of games. When an inquisitor let them reroll, those 5 PsyCanons, it make things go "puff"!... and there is nowhere to hide Very Happy

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Post by bigbri Fri Jul 20, 2012 4:21 am

Slind wrote:As an alternative to the Psyfledread I have with great success been using Purguators for the last couple of games. When an inquisitor let them reroll, those 5 PsyCanons, it make things go "puff"!... and there is nowhere to hide Very Happy
I tried a Purgation squad in place of my dreadknight for the first time last night. You know what's really funny? Getting perfect timing and prescience on coteaz, then astral aiming out of a ruin where you can't get hit back. You give them a 4+ cover, which you then ignore Twisted Evil

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Post by Slind Fri Jul 20, 2012 4:34 am

@Bigbri: Now, that is just mean! I am however pretty sure I would get banned for life from my gaming club, if I played that combo. People are still shell-shocked from the 5 psycanons/re-roll combo pale .

What makes this combo extra good, is that, unlike a devestator squad, these guys can actually pack a punch in cc (if a full squad is used). Last time i played they mobbed up a BA-assault squad... I'd like to se a devestator squad do the same.

Speaking of Coteaz, his shrouding ability is also nice for giving these guys 2+ cover save when deployed behind Aegis Fortification

Slind
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Post by Newtpow Fri Jul 20, 2012 4:46 am

Hm i agree with u Slind that the "lonely" DK might be a problem gainst heavy shooty lists. I m thinking about that Smile

Purgation Squads:

Well, i thought about them a few times but its like an devastator squad with 24" range. They re not that tough so you can bring them to the front line. But they dont have the range to stay back.

I place them in cover but still, they re only marines (3+). You cant find a ruin with no LOS every game to shoot through Razz.
Behind a Tank maybe. Drive them with RB/Rhino with coteaz or Inqui. Then jump out behind of it and fire. But in 6th the RB/rhino wont last long Smile
Another place to put them is behind an aegis defence line. Justicar fires the flakcannon and the other 4 fire psycannons. Add coteaz/inqui. That would be a more reliable cover exactly at the edge of your deployment zone. but +100 points... bounce

To sum it up: You get 5 Marines with 4 psycannons for 180 points. That is good firepower but to much points spend on 5* 1 LP ( 3+ ) Marines Rolling Eyes
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Post by bigbri Fri Jul 20, 2012 12:06 pm

Newtpow wrote:

Purgation Squads:

Well, i thought about them a few times but its like an devastator squad with 24" range.
In the words of Adam Savage "Well there's your problem!" You ever heard the saying if it looks like a duck and quacks like a duck it's probably a duck? Well in this case the saying is wrong. Purgators might look like Devs but they aren't. Devs are supposed to stay back and offer long range fire, popping transports and the like ready for the rest of the guys. Purgators are supposed to advance up the board firing and then hold the midground. equipped with psycannons they offer a 24" bubble few enemies will want to try and enter.
It's true you won't always have LoS blocking terrain to shoot through but their are other ways to use Astral Aim. Remember now you can't kill models in units unless you can draw LoS to them, unless of course you have AA on. As for vehicles, so what if it gets wrecked? You know what happens then? It stays right there happily screwing with LoS, which you don't need but your opponent probably will Razz
I'm not sure the price argument holds up, plenty of people take combat squadded purifiers for 4x psycannons, and they're only a few points cheaper. 16 str 7 ap 4 rending shots can be a great threat, either in terms of actual damage, or psychologically by having your opponent worry about taking them out.

*Edit* Also remember they are one of the few places to take teleport homers. Getting them quickly into the midfield in rhinos and then dropping in some termies can be difficult to counter.

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Post by Newtpow Fri Jul 20, 2012 4:27 pm

I think u might be right with their role in combat. Rolling Eyes
They just dont play with my regular tactics, where i WANT to push them in Razz

I ll try them sometimes (need more psycannons on marines.. lol Embarassed )
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