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Posted: 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?
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Posted: 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.
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Posted: 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
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Posted: 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
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Posted: 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
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Posted: 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.
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Posted: 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
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Posted: 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.
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Posted: 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.
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Posted: 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.
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Posted: 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 SentinelsIt'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
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Posted: 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
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Posted: 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.
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Posted: 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
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Posted: 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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