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Army List Posting/Review Thread Goto Page: [] [<] 1 2 3 ... 8 9 10 11 12 13 ... 70 71 72 73 [>] [>>] [»|]

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King Kento

PostPosted: Thu Mar 29, 2007 3:16 pm


Well one, what is the dread equipped with?

As for numbers, I say its fine, thats the way the kill teams are. The Deathwatch is a small elite force, so this fits that. Im assuming though that youll change the preffered alien for the force youre against.

If you are worried about numbers, perhaps drop the assault sqaud, and maybe the devestators, I don know their points, but perhaps that would give you enough to throw in a contingent of gaurd, maybe just some storm troopers or something.

Also, painting wise, how crazy are you going to go with the chapter variety. You going to pull these guys from all over, and even make up some chapters? Or is there some theme to the chapters youll be using?
PostPosted: Thu Mar 29, 2007 5:50 pm


King Kento
Well one, what is the dread equipped with?

As for numbers, I say its fine, thats the way the kill teams are. The Deathwatch is a small elite force, so this fits that. Im assuming though that youll change the preffered alien for the force youre against.

If you are worried about numbers, perhaps drop the assault sqaud, and maybe the devestators, I don know their points, but perhaps that would give you enough to throw in a contingent of gaurd, maybe just some storm troopers or something.

Also, painting wise, how crazy are you going to go with the chapter variety. You going to pull these guys from all over, and even make up some chapters? Or is there some theme to the chapters youll be using?


As is in the codex,Dreadnought close combat weapon with storm bolter, and assault cannon.

And yes I was thinking the same thing on the Devastators and the Assault squad, only issue with the Devi's is the fact they are good for armored companies and the like, so it depends there.

I am going for a variety of chapters, but I won't mix say, Space Wolf with Dark Angels, they wouldn't work well together in a lore sense.

LightningLord


noonnonon

PostPosted: Fri Apr 20, 2007 11:58 am


Iron Warriors Army, 800 points.
Suggestions please, but just changes, since I'm using this in a league and the point limit is 800. Help please, because last time I only barely won sweatdrop

[EDIT] I re-checked it, and found I have 10 points spare!

HQ
Chaos Lord
Power Weapon
Servo Arm
Combi-melta
Daemonic Armour
Spiky Bits
Bolter
Teleport Homer
187 pts

Retinue of Chosen
3x Chosen
Chosen Aspiring Champion
Power Fist
80 pts

Troop 1
5x Chaos Space Marines w/ bolter
Meltagun
80 pts
Troop 2
5x Chaos Space Marines w/bolt pistol and close combat weapon
Flamer
76 pts

Rhino
50 pts

Elites
2x Obliterators
140 pts

Heavy Support
Vindicator
Mutated Hull
155 pts

Total 791 pts
PostPosted: Fri Apr 20, 2007 3:08 pm


I don't actually play chaos, but almost all of my friends do, one of which uses Iron Warriors.
Black Templars for the win!

First off, for your lord and chosen, it may be better to make them useful for shredding infantry in assault, as the rest of your army should be able to handle armor, so some weapons that go at initiative, rather than powerfists, also the minimum number is 4 for a chosen retinue.
Going along with the anti-infantry theme, use a pistol on your lord, rather than a combi-melta, plus you can't and don't need to buy both the bolter and the combi-weapon, as they are both 2handed weapons and the combi already has the bolter in it.

As far as troops go, it may be better to give the bolter squad a longer ranged weapon, like a plasma gun, lascannon, autocannon, or missile launcher and the melta to the close-combat squad. Powerfists in squads, are almost a necessity, the ranged squad may be able to get away with not having one, but your close combat one should have it.

Vehicles usually are iffy prospects, sometimes they do good, sometimes not. I don't like them too much, because it just takes one lucky shot to pop them, if you are dead set on using them, I would say use longer ranged ones like a defiler with indirect fire or a preadator, the vindicator and the rhino aren't especially good investments to me.
Rhinos - unless you're going to put two special weapons in them, forget about it, 50 points for a combi-bolter the goes pop at the sight of heavy bolters

Vindicator - decent in cityfight, however not too useful in normal games, as the short range is a disadvantage for vehicles, plus as it is 14 armor front (i think) you really shouldn't use mutated hull on it, daemonic or parasitic possesion would be a better investment if you must have a vindicator.

Defiler - with indirect fire you get the same effect as the vindicator, but with some distinct advantages, enemies can't see you and longer range.
Also it can fight in close combat, so pesky jump troops don't smash it with powerfists

Predator - decent choice as far as direct firing vehichles go, give it all lascannons, 48' range, and mutated hull, 14 front armor, it'll be able to take and deal out hits to vehicles and marine squads.

If you do manage to free up some points, get another obliterator, but if you're going to use even numbers, split them into squads for this list, makes them harder to target, assault, and gives you more shooting freedom. Also, a few words of caution on deep-striking them, as i think you're doing with that teleport homer, most normal boards have 25% coverage with terrain, and obliterators die nice and easy when teleported too close to anything

Breuger


Breuger

PostPosted: Fri Apr 20, 2007 3:23 pm


Whee, I'm trying chaos, so heres a 1000 point list
For the leauge the constraints are 1-HQ 1-Elites 3-Troops 1-Fast Attack 1-Heavy Support and one "Floating" choice, so i can have one extra slot on any of the above

Alpha Leigion - All have Mark of Chaos Undivided - Infiltrate costs 5/1 for Alpha Leigion

HQ -
Chaos Lord - 136
Dark Blade
Bolt Pistol
Daemonic Strength, Mutation, and Speed
Infiltrate

Troops -
Chaos Marine Squad - 6 Man - 150
Plasma Gun
Meltagun
Bolters
Aspiring Champion - Powerfist
Infiltrate
Move Through Cover

Chaos Marine Squad - 6 Man - 150
Plasma Gun
Meltagun
Bolters
Aspiring Champion - Powerfist
Infiltrate
Move Through Cover

Chaos Marine Squad - 6 Man - 150
Plasma Gun
Meltagun
Bolters
Aspiring Champion - Powerfist
Infiltrate
Move Through Cover

Heavy Support - Has the floating Choice
Havocs - 7 Man - 207
3x Plasma Guns
Meltagun
Bolters
Aspiring Champion - Powerfist
Infiltrate
Move Through Cover

Havocs - 7 Man - 207
3x Plasma Guns
Meltagun
Bolters
Aspiring Champion - Powerfist
Infiltrate
Move Through Cover

Total: 1000 Points

Edit: It's a team tournament, so I'll have one other player with me
PostPosted: Sat Apr 21, 2007 1:20 pm


Breuger
I don't actually play chaos, but almost all of my friends do, one of which uses Iron Warriors.
Black Templars for the win!

First off, for your lord and chosen, it may be better to make them useful for shredding infantry in assault, as the rest of your army should be able to handle armor, so some weapons that go at initiative, rather than powerfists, also the minimum number is 4 for a chosen retinue.
Going along with the anti-infantry theme, use a pistol on your lord, rather than a combi-melta, plus you can't and don't need to buy both the bolter and the combi-weapon, as they are both 2handed weapons and the combi already has the bolter in it.

As far as troops go, it may be better to give the bolter squad a longer ranged weapon, like a plasma gun, lascannon, autocannon, or missile launcher and the melta to the close-combat squad. Powerfists in squads, are almost a necessity, the ranged squad may be able to get away with not having one, but your close combat one should have it.

Vehicles usually are iffy prospects, sometimes they do good, sometimes not. I don't like them too much, because it just takes one lucky shot to pop them, if you are dead set on using them, I would say use longer ranged ones like a defiler with indirect fire or a preadator, the vindicator and the rhino aren't especially good investments to me.
Rhinos - unless you're going to put two special weapons in them, forget about it, 50 points for a combi-bolter the goes pop at the sight of heavy bolters

Vindicator - decent in cityfight, however not too useful in normal games, as the short range is a disadvantage for vehicles, plus as it is 14 armor front (i think) you really shouldn't use mutated hull on it, daemonic or parasitic possesion would be a better investment if you must have a vindicator.

Defiler - with indirect fire you get the same effect as the vindicator, but with some distinct advantages, enemies can't see you and longer range.
Also it can fight in close combat, so pesky jump troops don't smash it with powerfists

Predator - decent choice as far as direct firing vehichles go, give it all lascannons, 48' range, and mutated hull, 14 front armor, it'll be able to take and deal out hits to vehicles and marine squads.

If you do manage to free up some points, get another obliterator, but if you're going to use even numbers, split them into squads for this list, makes them harder to target, assault, and gives you more shooting freedom. Also, a few words of caution on deep-striking them, as i think you're doing with that teleport homer, most normal boards have 25% coverage with terrain, and obliterators die nice and easy when teleported too close to anything

My last victory was all because my Chaos Lord and his Retinue, Lord took a huge chunk out of the huge mutant squads and killed the other Lord in the first turn of combat. Also, dosen't a Chosen Aspiring Champion count in the unit count for the Retinue?
Thanks for the tips anyways.

noonnonon


Breuger

PostPosted: Sat Apr 21, 2007 8:27 pm


nope, the aspiring champion is an upgrade that each chosen can take, it replaces, if you will, the model with the aspiring champion version
PostPosted: Sun Apr 22, 2007 8:57 am


Breuger
nope, the aspiring champion is an upgrade that each chosen can take, it replaces, if you will, the model with the aspiring champion version
Ohhhh thanks for that, fills in another gap in my head. xd I don't really know much, since I haven't been playing for that long.

noonnonon


Tactical Error

PostPosted: Tue Apr 24, 2007 7:30 pm


So I got ahold of my friend's IG Codex and made this list:

HQ
Command Squad: JO, 4 Guardsmen: 40 Points
Sentinel Support: Mars Pattern Sentinel (Multi-laser): 45 Points

Infantry
Platoon Command: JO, 4 Guardsmen: 40 Points
Squad 1: Sergeant, 9 Guardsmen (Plasma Gun, Lascannon): 95 Points
Squad 2: Sergeant, 9 Guardsmen (Plasma Gun, Lascannon): 95 Points
Armored Fist
Armored Fist Squad: Sergeant, 9 Guardsmen (Plasma Gun, Meltagun): 90 Points
Chimera: (Multi-Laser, Heavy Bolter): 85 Points

Maybe I should put some Plasmas in the Command Squads.
PostPosted: Sat Apr 28, 2007 4:34 am


Theme over ability to not lose.

Sharpshooter's Doctrine
Carapace Armour Doctrine
Something else to fit in with the Korp's feeling.

1 x Command HQ Squad
1 x Stormtrooper Squad - Deep Strike if possible.
2 x Infantry Squad
3 x Heavy Weapon Teams with stubbers because they look.. evil for one HS choice
3 x Sentinels


It's supposed to be Death Korps of Krieg proxying as standard Cadians. I haven't played much since the badly painted space marines hidden somewhere..

..Anyway, is the above army able to take on space marines? I might change the stubbers to autocannons because they too conform to the theme of gritty-ness. If the above works, I might add some Death Riders or some more Infantry Squads.

Raven Eraendal


Breuger

PostPosted: Sun Apr 29, 2007 11:20 am


Raven Eraendal
Theme over ability to not lose.

Sharpshooter's Doctrine
Carapace Armour Doctrine
Something else to fit in with the Korp's feeling.

1 x Command HQ Squad
1 x Stormtrooper Squad - Deep Strike if possible.
2 x Infantry Squad
3 x Heavy Weapon Teams with stubbers because they look.. evil for one HS choice
3 x Sentinels


It's supposed to be Death Korps of Krieg proxying as standard Cadians. I haven't played much since the badly painted space marines hidden somewhere..

..Anyway, is the above army able to take on space marines? I might change the stubbers to autocannons because they too conform to the theme of gritty-ness. If the above works, I might add some Death Riders or some more Infantry Squads.

well, if the squads have things with AP 3 or less, then it should be able to.
Like lascannon, meltaguns, plasma weaponry, or krak missiles.
power weaponry for close combat is good too
PostPosted: Sun Apr 29, 2007 8:01 pm


Heres the list i was going to take to adepticon, but i didnt get to go, so it has yet to be play tested.

1000 Guard

Command squad (87)
Junior Officer
Honorifica Imperialis
Power Weapon
Veteran
Medic
Veteran

Support Squads

Anti Tank (205)
Las Cannons
3 Las Cannons

Missiles
3 Missiles

Special Weapons (126)
Demo/Flamer
Demo Charge
2 x Flamer

Demo/Flamer
Demo Charge
2 x Flamer

Infantry Platoon (177)

Squad 1
Grenade

Squad 2
Grenade

Junior Officer
Shotgun

50 Conscripts (255)
Commissar (Elite choice)
Power Weapon

Tank Hunter Destroyer 160

Doctrines
Conscripts
Close Order Drill
Drop Troops
Independent commissars

*edit* wow i waisted all this time spacing all these things out to be nice and orderly and they all just get left aligned sad

Serriphine


Breuger

PostPosted: Mon Apr 30, 2007 1:22 pm


Serriphine
Heres the list i was going to take to adepticon, but i didnt get to go, so it has yet to be play tested.

1000 Guard

Command squad (87)
Junior Officer
Honorifica Imperialis
Power Weapon
Veteran
Medic
Veteran

Support Squads

Anti Tank (205)
Las Cannons
3 Las Cannons

Missiles
3 Missiles

Special Weapons (126)
Demo/Flamer
Demo Charge
2 x Flamer

Demo/Flamer
Demo Charge
2 x Flamer

Infantry Platoon (177)

Squad 1
Grenade

Squad 2
Grenade

Junior Officer
Shotgun

50 Conscripts (255)
Commissar (Elite choice)
Power Weapon

Tank Hunter Destroyer 160

Doctrines
Conscripts
Close Order Drill
Drop Troops
Independent commissars

*edit* wow i waisted all this time spacing all these things out to be nice and orderly and they all just get left aligned sad

well, since it's a 1000 point list, i assume you're using it on the team tourney. Let a close combat specialist army use the short range weaponry, focus on being the anti-armor in your pairing, autocannons and missile launchers are good multi-purpose things to have, as missile launchers can penetrate marine armor, kill tanks, and use the template, while autocannons kill light vehicles quite effectively.
This is just my opinion, but close order drill just isn't worth it, if an army that can out assault you gets into CC then you're probably going to die, and since your models have to be right next to each other, it makes them good template targets.
PostPosted: Wed May 02, 2007 3:49 pm


I just started Chaos Space marines ( I know, I'm lacking a heavy support + Fast attack, I plan on getting them this weekend or next, depending on when I get paid)

HQ
Chaos Lord
-Mark of Chaos Undivided
-Daemonic essence
-Terminator armor
-Chainfist
-Combi-Melta

Fast Attack

Chaos Space Marine Bikers
-Plasma gun

Troops
Chaos Space Marine Squad 1 (8 marines)
-Missile launcher

Chaos Space Marine Squad 2 (8 Marines)
-Frag Grenades
-Krak Grenades
-Heavy bolter

Rhino Transport
- Mutated Hull
- Smoke Launchers

Chaos Space Marine Squad 3 (Khorne Beserkers) (12)
- Counterattack
- Furious Charge

Tell me what you think.

PS. (Due to some miscounting errors, I've decided to take off all point values for now, Until A later time when I figure some things out n' stuff, as well as made a few modifications

Freeman_Gordon


Van Evok

Dangerous Hunter

8,550 Points
  • Forum Sophomore 300
  • Signature Look 250
  • Person of Interest 200
PostPosted: Wed May 02, 2007 11:56 pm


I dont think Terminator armor can use pistol...
tip: give MoCU to squads to keep them from running away, it's really cheap for the effect...
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