Post by gigasnail on Nov 7, 2012 9:19:32 GMT
game tomorrow, wanted to try BA for the first time in 6th. this is only my 2nd stab at a BA list ever really, and 2nd game with them too. dave is bringing his orks again, but a different list. he beat my CSM last time (due to insane rolling w/ lootas and actually using tactis aside from 'drive forward till i hit something, then kill it.' hats off to him it was a great game!), so i'm happy to have to step my game up.
still getting used to power armor costs again after 2 years with nids. makes my eyes bleed, it does. anyway, here is the list:
1500 BA
hq
libby, jump pack, force sword
elites
X7 sternguard, sgt w/ combiflamer, drop pod
X7 sternguard, sgt w/ combiflamer, drop pod
X2 sanguinary priests, each with a power sword
troops
X10 assault marines, sgt w/ melta bombs
X10 assault marines
stormraven gunship, TL heavy bolter, TL plasma cannon, extra armor
stormraven gunship, TL heavy bolter, TL plasma cannon, extra armor
deployment options, to avoid the tabling from the very sad reserve rules first turn, can combat squad the assault marines to have up to 4 jump pack units on the ground, embarked on the stormchikkens, or some combination thereof, possibly with the sang priests providing FNP for the guys on the ground if i feel it's needed. if facing a strong shooting army could deploy the birds empty and have both units full 10 man strong with a priest each. 23 power armor guys with FNP should be difficult to dislodge in one round.
the sternguard are there to pod in and destroy heavy weapons units with a combination of ignores cover ammo and combiflamers; after that deal with the next priority of fire.
ideal deployment would be to have the priests with them but this is going to depend on opposing army deployment, force composition/first turn threat, and available cover.
gun ships come in to wreck enemy armor (heavy armor with missiles, light vehicles with plasma/HB fire) then mop up what's left.
still not pleased with only 2 troops; but at least have the option for 4 with combat squad. also have the two heavies for big guns.
will post batrep tomorrow night.
still getting used to power armor costs again after 2 years with nids. makes my eyes bleed, it does. anyway, here is the list:
1500 BA
hq
libby, jump pack, force sword
elites
X7 sternguard, sgt w/ combiflamer, drop pod
X7 sternguard, sgt w/ combiflamer, drop pod
X2 sanguinary priests, each with a power sword
troops
X10 assault marines, sgt w/ melta bombs
X10 assault marines
stormraven gunship, TL heavy bolter, TL plasma cannon, extra armor
stormraven gunship, TL heavy bolter, TL plasma cannon, extra armor
deployment options, to avoid the tabling from the very sad reserve rules first turn, can combat squad the assault marines to have up to 4 jump pack units on the ground, embarked on the stormchikkens, or some combination thereof, possibly with the sang priests providing FNP for the guys on the ground if i feel it's needed. if facing a strong shooting army could deploy the birds empty and have both units full 10 man strong with a priest each. 23 power armor guys with FNP should be difficult to dislodge in one round.
the sternguard are there to pod in and destroy heavy weapons units with a combination of ignores cover ammo and combiflamers; after that deal with the next priority of fire.
ideal deployment would be to have the priests with them but this is going to depend on opposing army deployment, force composition/first turn threat, and available cover.
gun ships come in to wreck enemy armor (heavy armor with missiles, light vehicles with plasma/HB fire) then mop up what's left.
still not pleased with only 2 troops; but at least have the option for 4 with combat squad. also have the two heavies for big guns.
will post batrep tomorrow night.