So, without further ado* - the list.
HQ:
CCS;
4 Flamers, Astropath, OotF. - 130
This unit is obviously largely there for the benefit that you get from the 2 Advisors. Note, I will use 2 Astros, because it is critical to this list to get all of the reserve units ASAP, it's just a shame such a thing is expensive. :( Especially since, a lot of the time, the Scout move would be FAR more valuable. Flamers are to provide the anti-horde that will be somewhat lacking in the rest of the list, necessitated by swapping Valks for Vendettas. Vendettas are so much more cost-effective that it isn't even funny. Though, I imagine it isn't a joke.
CCS;
4 Flamers, Astropath, Straken. - 195
This unit really only has Flamers to keep the cost down, having put in t5he CC beatstick that is Iron Man. 2d6 Pen with a S of 6/7 and 3/4 A makes Tony ideal for taking out immobile vehicles, and you should be making them immobile with other things, so the lack of Melta is less of an issue. If insecure at the lack of Melta, swap out 3 Flamers for MGs, and take a HF. Hopefully, though, that won't be necessary, as you honestly want at least one of this kind of unit to deal with Foot armies, or irritating FnP granting 1W/2W models that are otherwise next to impossible to torrent out of a unit.
Fast Attack
The meat and bones of the army. Sadly, we are limited by only having the three choices here. Bad times. :(
Vendetta Gunship Squadron;
2 Vendettas w/ Heavy Bolters - 280
Vendetta Gunship Squadron;
2 Vendettas w/ Heavy Bolters - 280
Vendetta Gunship Squadron;
2 Vendettas w/ Heavy Bolters - 280
At this point we have a load of rides, but nothing in them. Bear in mind, the squadron rules seriously hurt you, as does only being AV12. Still, could be worse.
TROOPS
Veteran Squad;
Demolitions, 3 Meltaguns - 140
Veteran Squad;
Demolitions, 3 Meltaguns - 140
These two units are the Alpha Strikers. Get them right up in the face, and blow something away with Melta. Multi-charge stationary vehicles if possible - even without AP1, a succession of MB hits will wreck most things in fairly short order. Shotguns are optional - without testing, I cannot say if they are worth the conversion work here. Given that they permit Assaults, probably - but if you are assaulting it, S3 shooting probably won't do much anyway. Because it is a vehicle. Duh. ;)
Veteran Squad;
2 Meltaguns, Heavy Flamer, Shotguns - 100
Veteran Squad;
2 Meltaguns, Heavy Flamer, Shotguns - 100
These are the utility squads that are versatile enough to plug the inevitable gaps in the line. Bear in mind, this list is quite fragile, and won't be easy to use. Realistically, get some practice in with Vassal first, as the army is quite expensive, and most of us simply cannot drop a grand on toy soldiers on a whim.
So far, we have spent a lot of points. Let's tot them up...1645, according to my Laptop's calculator. Hrmm. We see know emphasised the inherent fragility of the list. Really, we have 3 units deploying (or not, lol) and yet we have a mere 105 points to spend. :(
At this stage, we have 3 options:
1) Compromise the list, reducing Vet units, and Vendettas. Maybe even go down to just one CCS. This is an unhappy situation, but allows us to fit in Hydras, or Chimera squads. As you said you don't want Chimeras, this will not be explored further without a comment below requesting as much.
2) Take the solid, dependable, expendable Stormtroopers. A squad of 5, with 2 Meltaguns, neatly takes all 105 points we have available. Almost like I planned it, huh? ;)
3) Take the more rentsy route, and utilise Marbo. Taking him, along with a 4-strong unit of Ratling Snipers, to prevent enemy Scout moves Alpha-ing your ass, is also exactly 105 points. 4 Ratlings is not optimal, but will do.
Well, it's up to yourself. Note, this list would be far better with 2000 points, as it can take 2/3 ST units, and some tank support too. That said, I don't think it's a BAD list - just not a really GOOD one either.
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* - You wouldn't know it, but there was a 9 hour gap between the preceding paragraph and this one. I literally went to work, and came back to the article. I am so awesome.
6 comments:
Pure AirCav compromises itself by relying on 3 squadrons of AV12 skimmers. Vendettas are awesome, but if it's all you have you may run into problems.
I think it's a sweet list, but a hybrid incorporating other IG elements so you* don't have all your eggs in one basket would be better all around methinks*
Love to test it out though, get on vassal!
*are awesome.
I honestly don't think a pure air cav list can be properly done with the codex. the squadron rules kill you. 3 AV 12 squadroned targets comprise all of your vehicles as chumby mentioned. they will die super hard. Also not a huge fan of relying on vendettas to actually carry troops, lol. they're a long range weapon and needing to drop kids off at soccer practice encourages you to get close to the enemy. moving (cruising or higher) will also reduce your firepower drastically.
Now if only there were a way to take flying dedicated transports you would have something. then you wouldn't have squadrons to worry about and you have ALL of your FA open. IA8 will do it. As it's a FW list it's not exactly official, but it fixes a lot of things that will help you build an air cav list while making a few changes to the list to keep it from being completely broken.
Hey King,
Cheers for this, if you do play it on Vassal (some simulation software I'm guessing) as you can prolly guess I wouldn't mind hearing.
I agree entirely. It would be quite fun to use, but it needs more points, and more elements, to be anything like top-tier.
My friend Mike uses a Flying Circus list at 1500 points that works much better now he's swapped out some Vendettas for Valkyries with Rocket Pods and Heavy Bolters.
It's the 2nd list down in this Blog Post if anyone's interested.
http://gmortschaotica.blogspot.com/2010/05/1500-point-mini-tournament.html
It just don't seem killy enough... Now if you're running the IA8 variety of Elesians, and can take them as dedicated transports (ie, no squadron rules) then that would be another issue...
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