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1850 battle company

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Post  dusktiger Mon Jun 15, 2015 1:21 am

so this time around, this is a list trying to fit in the Gladius Strike force to gain the bonuses it gives the list. because there's 2 demi companies, that means any Drop Pods, Rhinos, and Razorbacks they take are free for the base cost; you only pay for optional wargear on the transports.  Everything in the companies gains objective secured, and can each activate Tactical Doctrines once on themselves. being part of the Gladius Strike Force means i also get to cast Tactical, Assault, and Devastator Doctrines on the entire list once each.

1850 Pts - IA: Red Scorpions Roster

Gladius Strike Force (81#, 1847 pts)
Battle Demi-Company, 875 pts
      Captain (Storm Shield; Tears of the Scorpion (Axe); Warlord)
      Tactical Squad(5) (Flamer; Veteran Sergeant with Narthecium, Bolt Pistol, Power Sword)
      Tactical Squad(10) (Plasma gun; Plasma Cannon; Sergeant with Narthecium, Bolt Pistol, Combi-Plasma)
      Tactical Squad(10) (Meltagun; Multi-melta; Sergeant with Narthecium, Bolt Pistol, Combi-Melta)
      Assault Squad(5) (Jump Packs; Flamer x2; Veteran Sergeant with Dual Lightning Claws)
      Devastator Squad(5) (Lascannon x4)

Battle Demi-Company, 730 pts
      Chaplain
      Tactical Squad(10) (Grav-gun; Grav-cannon; Sergeant with Narthecium, Bolt Pistol, Combi-Grav)
      Tactical Squad(5) (Missile Launcher; Sergeant with Narthecium)
      Tactical Squad(5) (Flamer; Sergeant with Narthecium)
      Assault Squad(5) (Plasma Pistol x2; Eviscerator; Veteran Sergeant with Combat Shield, Power Sword, Plasma Pistol)
      Devastator Squad(5) (Heavy Bolter x4)

10th Company Task Force, 242 pts
      Scout Squad(5) (Sniper Rifle x4; Missile Launcher)
      Scout Bike Squad(3) (Cluster Mines; Astartes Grenade Launcher x2; Shotgun x3)
      Scout Bike Squad(3) (Cluster Mines; Astartes Grenade Launcher x2; Shotgun x3)

The 5-man Tacticals and Devastators would get 5 Razorbacks for free, and the 5-man Assault Squad in the 2nd demi-company would get a free Drop Pod. 3 free Rhinos for the full size Tactical Squads.

all together, 9 free transports.  the Scouts with snipers gain Stealth so long as they never move from where i deploy/infiltrate them. And during turn one, all of the scouts have precision shots.
dusktiger
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1850 battle company Empty Re: 1850 battle company

Post  Paz Mon Jun 15, 2015 9:29 am

Do tacticals now let u take 1 heavy for 5 guys? It was one special at 5, and 1 special, 1 heavy for 10 before?

Also, has FW updated its chapter tactics to fit with the new marine codex?
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Post  ShadowDisco Mon Jun 15, 2015 11:16 am

So each unit it the company can activate the docs on them selves so I can go all tacsbare going with the tactical doctorine and all debs will use devastator doctrine in the same turn?
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Post  Roland Mon Jun 15, 2015 11:48 am

Tacts may take 1 special or 1 heavy if more than 5. If 10, 1 special and one heavy.

FW hasn't issued a FAQ yet, but has repeatedly responded to emails with "should work, as long as everyone is cool with it." (The relic lists have explicitly replaced a MotF with a techmarine.

Each Demi Company activates the tactical doctime on its own and it affects all units in the demi-company.

Side note: multiple Dreadnaught taken as a single choice are a vehicle squadron. No special wording like with Dread talons.

Few side notes. Dreads are a lot better. 2 (one with both arms gone) held off 2x3 DW sqds.

Highlight of the match. DW sarge w/ LC holds off the captain listed above for 2 rounds, dropping him to one wound.

Belial performs glorious intervention, is promptly slain on 3 swings.
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Post  dusktiger Mon Jun 15, 2015 11:59 am

@paz;  since the 6th edition codex, all marine books have had the choice of either the special or the heavy @5, and then the other weapon @10.  The changes to the new codex wont affect the current FW chapter tactics; they still interact same as before. In fact, they're using that point as a sales tactic to make people aware that Sentinels of Terra and Clan Raukaan are still relevant and work with the new book.

@shadow;  the way it'll work is if you field just a demi company formation, that formation gets to use Tactical Doctrine once per game.  when you activate that one, all of the models in the demi company that's activating it will re-roll 1s when rolling to hit in the shooting and assaulting phases that turn.  But the Tactical Squads will get to re-roll all failed to hit rolls, instead of just 1s.

the Devastator Doctrine does the same thing, but in the shooting phase only, and instead of tactical squads getting the better re-roll bonus, its Devastators and Centurion Devastators.

lastly, the Assault Doctrine, just focuses the re-rolls on the assault phase, and the better re-roll bonus affects Assault Squads, Bikers, Attack Bikers, and Centurion Assault Squads.

Demi Companies get to cast Tactical Doctrine.

but if you field a Gladius Strike Force, which is 1 demi company, plus 1 or more of the other formations in the book, then the Gladius Strike Force gets to activate Tactical, Devastator, and Assault once per game on all of the models in the Gladius.

the doctrines can also stack; if you have one or more of a certain one, you can cast it more than once per game.

here's how it would affect this list i made:
i created a Gladius Strike Force using 2 demi companies, and a 10th Company Strike Force.  so i have 1 Tactical, 1 Devastator, and 1 Assault doctrine for every model in my list.
i have a demi company lead by a captain; this demi company, and only this one, has 1 Tactical doctrine it can cast on itself and no one else.
i have another demi company, lead by a chaplain; this demi company, and only this one, has 1 Tactical doctrine it can cast on itself and no one else.

in total, i can cast Tactical Doctrine 3 times throughout the game, Devastator once, and Assault once. BUT, the 2nd and 3rd tactical card do not affect the entire army; just their own respective demi companies. 
In the end, that means 1 of everything army-wide, 2 Tactical activations in the captain's demi company, and 2 Tactical activations in the chaplain company.

edit: also, you can only activate one card per game turn.  so you cant do the demi-company's tactical AND the gladius' devastator one in the same turn.

that was a little wordy, but does that make sense?
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1850 battle company Empty Re: 1850 battle company

Post  Roland Mon Jun 15, 2015 2:20 pm

You can do a lot of interesting things with 1850 points

+++ SM 1st Co & Armoured Spearhead 1750 (1900pts) +++

++ Space Marines: Codex (2013) (Unbound Army (Faction)) ++

+ No Battle Role (Elites) +

Terminator Assault Squad
··Terminator Sergeant [Pair of Lightning Claws]
··Terminators [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]

Terminator Assault Squad
··Terminator Sergeant [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]

Terminator Assault Squad
··Terminator Sergeant [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]
··Terminators [Thunderhammer and Storm Shield]

Terminator Squad [Cyclone Missile Launcher, 4x Power Fist, 4x Terminator, Terminator Sergeant]

Terminator Squad [Cyclone Missile Launcher, 4x Power Fist, 4x Terminator, Terminator Sergeant]

+ No Battle Role (Heavy Support) +

Land Raider [Multi-Melta]

Land Raider Crusader [Multi-Melta]

Land Raider Crusader [Multi-Melta]

The Termies have Fear and Fearless, and get to pick one unit they all have preceded enemy on.
The LR basically ignore the damage table.
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