1850 Light Mech Review

1850 Light Mech v1

Ahh, spring break.  Let’s see if I can’t get this critique knocked out.

I’m constantly tweaking lists (I use Google Docs spreadsheets which I can access with my Droid at the LGS, very convenient) and haven’t quite had that “Ok, this is a list I can field long term” feeling… until this list.

Well, the basics of it anyways.

Here’s a photo of the list:

The Vindicators are the core of this list.  Vindicators make their money by nuking units of infantry, particularly the heavily armored kind.  Enemy armor should be its secondary target.  So unless your nuking infantry, they aren’t worth fielding.  For that reason, they need to be supported by other ranged AT weaponry.  The Laserbacks and Typhoons fill this role.  PotMS increases both the offensive and defensive capabilities of the Vindi.  The offensive improvements consist of increased effective ranged, immunity to shaken and stunned, and improved accuracy.  The defensive improvements are just as important but aren’t as easy to see.  Because of the ability to move 12″ and shoot the Vindi can find better angles to maximize the usage of it’s front armor.  This makes the Vindi more survivable, and since the Vindi is a fire-magnet, this makes my entire army more survivable.  Add to that suppression immunity and you have a vehicle that’s taking a lot of fire away from lighter armor.  The speed also helps defend against assaulters.  While I’ve still lost vehicles to assault since equipping PotMS, that number is waaaay down.

Next are the Typhoons.  Multi-melta Landspeeders are deadly, but they’re usually one shot weapons that are either fielded first turn and go flat out as fire-magnets, or they deep strike and attempt to take out heavy armor.  Typhoons are versatile versus both vehicles and infantry and they’re effecting the battlefield on the first turn.  These things are golden and as soon as my third Tempest models comes in I will be fielding a third.  Which, speaking of a third Typhoon, should have been what I added to the 1750 list.

Typhoons alone are not enough ranged AT, so I went with four Laserbacks.  The PotMS was a last minute upgrade, and for the most part it’s worth it.  The downside is obviously cost (and Victory Point scenarios, ugh!).  At 120pts it’s as expensive as a Wave Serpent but far less durable.  However, they do provide solid AT fire.  The nice thing is, again, their speed.  I have two load outs for the Crusaders inside.  The first fields just a meltagun.  Combined with PotMS on the Laserback, this unit can speed forward 12″ and shoot both the TL-Lascannon and the dismounted meltagun, and at separate targets if need be.  The second load out is AI.  In my opinion, power weapons are better for 5-man squads.  The flamers were a last minute change as well and they were worth it.

Why have 5-man squads equipped for close combat?  Well, I just can’t bring myself to field all heavy weapons.  I really enjoy close combat and I think it’s a powerful aspect of the game.  Yea, I know, 5 Crusaders in close combat are not powerful, but they have a little bit of bite.  To be honest, if Sword Brethren were scoring, I would field them with lightning claws and a meltagun instead of Crusaders.  I also think heavy weapons are out of place for this more mobile list.  In terms of pure speed this list doesn’t compare to others, like Blood Angels or Dark/Eldar.  However, when you consider moving while shooting this list is just as effective as those armies.

Then, of course, I field a Venerable Dread, which isn’t mobile.  A drop pod would kind of increase it’s mobility, but it’s also an easy KP, which I want to avoid since I have plenty of them already.  However, the Venerable is great for counter-assault and protecting Crusaders on objectives.  He’s also a pain in the ass to kill, which is just fun.

So, after some changes, the current 1850pt list:

1850 Light Mech

The big question is still, how will this list do versus multiple Landraiders?  I changed the Venerable to a tank hunting TL-Lascannon.  Though the multi-melta is nice to have, a S10 Lascannon is just so reliable.

And since I’m planning on attending NOVA this summer, a 2000pt version:

2000 Light Mech

I’ll be play testing this one over the next few months, but I’m liking what I see.  Again, can I deal with heavy armor?  I think I’ll be alright, but if need be I’ll put a multi-melta on a Typhoon or two.

And lastly, a 2500pt version for ‘Ard Boyz:

2500 Light Mech

~ by BigDunc on March 14, 2011.

4 Responses to “1850 Light Mech Review”

  1. Cool writeup! I like the idea of shooty Black Templars, since their counter-charge packs a fair punch as well. Those are some damn expensive Razors though :-p

    So you’re going to the Nova? I’ll be there too, hopefully with the Dark Eldar list I’ve been working on. Going to any other big events this summer?

  2. Yep, signed up for NOVA and I’m really looking forward to it. No other tournaments though. I considered Adepticon but decided against it. Instead I’m trying to build up the tournament scene here in Albuquerque and it’s looking promising!

  3. I admit that this is quite late in coming, but I can’t see why you have Searchlights on your Rhinos for your current 1850 and 2000 lists. In each one you have your Emperor’s Champion in a Rhino with a Searchlight on it while there is a Laserback without a Searchlight. You want to give your opponent as little chance to shoot at your Rhino as possible, but putting a Searchlight on it will either give him the option to shoot it or you will never use it.

    This is a very small change and quite late after you posted this but I just thought of it and, since this seems to be the list you are using I thought that it could be improved. Unless, of course, you were going for unique transports for each squad.

    • The short answer is: to have that option.

      The most common scenario for Night Fight is Dawn of War. In DoW, depending on the opponent, the specifics of their list, their play style, who’s going first, or what the terrain provides, it might be better to field a Laserback with passengers, or two Laserbacks empty, or nothing, or no vehicles but two Crusader Squads…. or the Rhino with the EC and CS. There are so many variables that to have a DoW SOP just isn’t effective.

      Against Gunlines I think it might be better to get the Rhino as far forward as possible. It’s likely to get destroyed that first turn, but at least it’s not destroyed in the backfield where my opponent can ignore its contents for most of the game. And, hopefully it can spotlight something juicy that the rest of my ranged firepower can take out.

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