Tuesday, December 7, 2010

Conquest NW....

Hey all... been pretty quiet here lately.... whats going on guys??? Personally, i've been all over the place and haven't had alot of time to do much of anything hobby related. Still chugging away at my AdMech Guard and I know scott has some newly painted daemons coming up soon, so stay tuned! In the meantime... thought i would post my list for the upcoming Conquest NW 2000 point 40k tournament and try and get some comments/thoughts/suggestions. Planning on adding 2 units i haven't used at all, and hoping to actually find someone to game with so i can test em out... Here we go,

HQ
Master Of The Forge
Conversion Beamer, Bike

Pedro Kantor
Honor Guard x5
3x Relic Blades, RazorBack (Heavy Bolter)

TROOPS
Tactical Squad x10
PowerFist, MeltaGun, Missile Launcher, Rhino

Tactical Squad x10
PowerFist, MeltaGun, Missile Launcher, Rhino

ELITE
Assault Terminators x5
x3 ThunderHammer/StormShield
LandRaider Crusader MultiMelta

SternGuard x6
x3 CombiMelta, Powerfist, RazorBack (Heavy Bolter)

HEAVY
Thunderfire Cannon

Devastator Squad x5
x3 Missile Launcher


The two units i haven't played are the Master of the Forge (MotF) and the Thunderfire Cannon.. My plan is to keep the MotF out of way and as far away (>48 inches if possible) from everything and try and pound away with those Strength 10 Blast shots from the beamer. Probably put the Cannon in some cover and do the same. Also not sure if i should ditch the Dev squad and add another Termie and maybe a sternguard or two... Also, Pedro with the honor guard is a great hard hitting unit that alot of people seem to ignore as i usually keep them back any let them support any troops that get in trouble.... Thoughts?

1 comment:

GDMNW said...

Thunderfire cannons are brilliant. They get a bucket load of stick from the internet because they are AV10 and any penetrating hit destroys them.

But they have huge range so you park them in cover in a corner someplace and then drop bucket loads of templates on any unit in view. It's like being able to rapidfire a unit from turn one. They're great for slowing down uber-units too with the earth shaking rules.

You have to play with them though. Working out how to use them is really important. Much like vindicators I guess.