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1750 Possible Dragonis List **UPDATED**

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1750 Possible Dragonis List **UPDATED** Empty 1750 Possible Dragonis List **UPDATED**

Post  Matthew G Sun Jun 15, 2014 10:19 pm

1750 Blood Angels Dragonis Strike Force.

Reclusiarch Castiel - 130pts

Brother Cletus - Frag Cannon, Heavy Flamer, Magna Grapple - 150pts
Drop Pod - 35pts

Brother Roy - Frag Cannon, Heavy Flamer - 135pts
Drop Pod - 35pts

Brother Corbulo - 105pts

Death Company Squad "Crimson Hammers" x7 - 210pts
-PF/Bolter, TH/Bolter, PS/BP, Bolters x4
Sanguine Will **Land Raider** - 250pts
-Twin-linked Heavy Bolter, Sponson Twin-linked Lascannons

Brother Moriar "The Chosen", Death Company Dreadnought - 135pts
-Blood Fists x2 (Built in Meltagun, Built in Heavy Flamer)
Drop Pod - 35pts

Assault Squad "Thinking of a Good name" x5 - 120pts
-Sargeant "Looking for name", Power Sword-Bolt Pistol
-Flamer
Razorback "Looking for name" - 55pts
-Lascannon, Twin-linked Plasmagun Pattern.

'Looking for name' **Vindicator** - 155pts
Heavens Fury **Stormraven Gunship** - TL-MM; TL-AC - 200pts

Total 1750pts.

In case you are wondering about my dreadnoughts, 2 were given "red neck" names as they are my Shotgun dreads "get off my lawn" style, lol
In the 5th edition codex, they removed Brother Moriar, The Chosen.... He was a death company furioso back in the 3-4th edition era, not sure why they removed him but thought it neat to bring him back at least in name for this tournament.


Last edited by Matthew G on Thu Jul 10, 2014 9:28 am; edited 3 times in total
Matthew G
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Post  Aegwymourn Mon Jun 16, 2014 8:37 am

The first thing I'd think about is replacing the Devastator squad's weapon. Missile Launchers are one of the least desirable heavy weapons. With how AP effects your rolls on the vehicle damage chart they will have to glance armor to death. Also there are a lot of monstrous creatures running around these days (riptides/dreadknights) that have a 2+ armor save.

The rest of the list is pretty decent. You have a lot of answers to current "good" choices. Lots of templates (frag cannons are rending correct) for horde armies, or just forcing saves. Drop pods for mobility and if you drop them on an objective they have to be destroyed or contested. Transports are important if you come up against helldrakes. If you come up against a psyker heavy army (or one that relies on invis) you can either attempt to alpha strike it or with your mobility from transports/drop pods just avoid it.
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Post  Matthew G Mon Jun 16, 2014 9:14 am

Aegwymourn wrote:The first thing I'd think about is replacing the Devastator squad's weapon. Missile Launchers are one of the least desirable heavy weapons. With how AP effects your rolls on the vehicle damage chart they will have to glance armor to death. Also there are a lot of monstrous creatures running around these days (riptides/dreadknights) that have a 2+ armor save.

The rest of the list is pretty decent. You have a lot of answers to current "good" choices. Lots of templates (frag cannons are rending correct) for horde armies, or just forcing saves. Drop pods for mobility and if you drop them on an objective they have to be destroyed or contested. Transports are important if you come up against helldrakes. If you come up against a psyker heavy army (or one that relies on invis) you can either attempt to alpha strike it or with your mobility from transports/drop pods just avoid it.

You know, I can agree with that.
Reason I chose the missile launchers is that in a BA list, a 4 missile Dev squad chimes in at 130pts, a steal of a price. But good call on the 2+ saves and the new damage tables. Hmmm, Think a 4 Multi-melta dev squad placed more mid field would be better?

Alternatively I could remove them all together and actually get Corbulo, or 2 other priests into the list, else a psyker...

Wish Angels could actually take a stormtalon of their own :S That would sure be nice.

Other possibilities to take instead of Dev's include:
-5 man assault squad in bare bones razorback. A sqd with PW+flamer+razorback with HBs or HF is about 140pts.
-Librarian lvl2 is 125pts
-Corbulo is 105 then I could add a thunder hammer to death company squad for 135pts

Not much else I have the ability to take... I'd even have to pick up 4 Multi melta marines to do the 4 MM dev squad....
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Post  Aegwymourn Mon Jun 16, 2014 10:14 am

The problem with 4 MM is that without relentless or S&P a clever opponent will stay outside that magic 12" bubble. Sure maybe the terrain/mission will force them into it, but to many maybes for me.

Well a single level 2 psyker is a crap shoot. Way to dependent on: opponent, powers, terrain, mission. With the three games I've had with GK psychic powers didn't effect the game terribly. Offensive powers are much harder to get off (especially if you don't have perils protection). Even blessings are a bit of a pain in the ass to get going now. And mind you that is with 13 dice average and I had an ML3 librarian with pyromancy/psychic scream.

Corbulo plays well in 7th because how tanky he is. 2+ FNP is good. And dumping anything str 8+ onto the squad is a good idea.

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Post  Matthew G Mon Jun 16, 2014 10:31 am

Aegwymourn wrote:The problem with 4 MM is that without relentless or S&P a clever opponent will stay outside that magic 12" bubble. Sure maybe the terrain/mission will force them into it, but to many maybes for me.

Well a single level 2 psyker is a crap shoot. Way to dependent on: opponent, powers, terrain, mission. With the three games I've had with GK psychic powers didn't effect the game terribly. Offensive powers are much harder to get off (especially if you don't have perils protection). Even blessings are a bit of a pain in the ass to get going now. And mind you that is with 13 dice average and I had an ML3 librarian with pyromancy/psychic scream.

Corbulo plays well in 7th because how tanky he is. 2+ FNP is good. And dumping anything str 8+ onto the squad is a good idea.


Yeah, I really like Corbulo. 6th and 7th so far he is just as good. Get hit by a str8+, just LoS to a no name and sigh a relief. Only prob with this list is, do I dump a DC marine to take corbulo and place him with the Chappy/DC in the land raider, or place him with the assault squad in razorback... Gives the Assault squad some staying power as I'll likely camp objectives, or adds a little extra oomph (in way of furious charge and FnP to the chappy [the DC already have it]) plus the staying power as I can have Corb up front of the DC absorbing low str fire, and then LoS to death company any hits he can't tank... Plus he is WS5, Str5-rending, with 4atks (5atks on charge then Str 6 on charge as well).

Favoring Corbulo out of the possible options.

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Post  Aegwymourn Mon Jun 16, 2014 11:44 am

Well I'd say where you would put him is totally dependant on what you are playing against. There will be times the DC dont need the help.

Unless you are building stacking USRs for a deathstar I never make a specific plan for ic.
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Post  Matthew G Mon Jun 16, 2014 11:54 am

Aegwymourn wrote:Well I'd say where you would put him is totally dependant on what you are playing against. There will be times the DC dont need the help.

Unless you are building stacking USRs for a deathstar I never make a specific plan for ic.

I usually have to.
Like for this list the Reclusiarch has to go with the DC, there is no other logical place for him.
But to make the list work with Corby Im down 1 DC marine, so really he could go in either spot... I'll edit my post to show my (new) plan
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