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musical-fool
04-22-2010, 01:51 AM
This is my first Lamenter list with the new BA codex (yes, I know Lamenters are more C:SM bound than BA but what the hell, for once I'm jumping on the band wagon!)

HQ: 475
Dante
Mephiston - both count as (obviously)

Elite 430
Furioso Dread: Blood claws, HF, extra armour
Furioso Dread: Magna Grapple, Drop Pod
Corbulo

Troops 955
Sagnuinary guard: full masks, banner, plasma pistol
Sanguinary guard: Powerfist, 2x infernus pistols
Assault squad: Fusion bombs
Assault squad
Dukes(counts as death company): + 3 troopers, 2x power weapons
DC Dread: Blood claws

Fast attack 145
Baal Pred: Twl Assault canons, Heavy bolters

As I said this is just a first list so it is likely to change maybe swapping out Mephiston with a normal librarian.

I want this army to be as faithful to the fluff as possible so I am thinking of taking out the DC since they aren't active anyway but that means I can't have a dread that can hold an objective...

Any thoughts on this would be appreciated, as always :D

Tynskel
04-22-2010, 10:46 AM
hmmm

the Lamenters like to tout that they have 'cured' the flaw---- I would stay away from Death Company for that reason.

replace with vanguard

Norseman
04-22-2010, 01:59 PM
The strongest part of BA is the Sang. Priests. I wouldn't run a BA list without them.

I also play Lamenters... I just fluff out my Death company as Cursed Knights.

I play
HQ
1Reclusiarch Jump MB

Elite
1 Chaplin Jump MB
5 Sang Guard
3 Sang Priest PW Jump

Troop
10 Death Company 3PF 3PW Jump (Cursed Knights)
1 Lamartes (Athaloc)
1 DC Dred Magna BC
3 Assault Squad Melta 2LC Jump

Fast Attack
2 Baal Pred. HB Sponsons

2500

The point of this list is to re-roll almost EVERYTHING. I was surprised at how powerful the re-rolls made this army.

It won our Ard Boys Prelims.

musical-fool
04-22-2010, 02:42 PM
Interesting points you both have made.

The thing about not going for the DC is that you'd no longer have a Dreadnought capable of holding an objective, that is why I was going to use their rules but replace them with the Cursed Knights (Sternguard or other Veteran figs (cursed knights maybe GK or DA Vets?)).

Maybe I haven't grasped the rules but why are the Sang priests so important?

I was ideally going for a 2000pt army since that seems to be the maximum people play in my area without going into Apoc games.

I was also thinking of using an assault squad on foot and giving thm a drop pod for free to drop them on /near enough to an objective and have the assualt squad take out any occupying forces while the drop pod takes the objective. Is this a viable option/tactic?

Tynskel
04-22-2010, 03:25 PM
Vehicles can never claim objectives: p. 90 Rulebook

Tynskel
04-22-2010, 03:30 PM
The strongest part of BA is the Sang. Priests. I wouldn't run a BA list without them.

I also play Lamenters... I just fluff out my Death company as Cursed Knights.

I play
HQ
1Reclusiarch Jump MB

Elite
1 Chaplin Jump MB
5 Sang Guard
3 Sang Priest PW Jump

Troop
10 Death Company 3PF 3PW Jump (Cursed Knights)
1 Lamartes (Athaloc)
1 DC Dred Magna BC
3 Assault Squad Melta 2LC Jump

Fast Attack
2 Baal Pred. HB Sponsons

2500

The point of this list is to re-roll almost EVERYTHING. I was surprised at how powerful the re-rolls made this army.

It won our Ard Boys Prelims.

Flying Chaplain Army of Dooooooooooom!



As for Sanguinary Priests:
Furious Charge is greats: +1 Str, +1 Init on the Charge
Feel No Pain: 4+ save after failed armor saves (with some restrictions)

They grant this as an area effect to units. Which is Awesome!