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FlashbackJon

PostPosted: Thu May 03, 2007 12:31 am


Van Evok
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...

Seconded on both counts.

The heavy weapon selections seem odd for the CSMs, but that's up to you. *shrug*

Also, your Berzerkers are waaaay off. 12 Berzerkers with 2x Plasma Pistols and Counterattack is 272 points. And strictly speaking they're Elites in this army, but that doesn't actually affect anything since you have two other Troops.

Also worth noting that even at the point values you have listed, your army totals 819 points. (It appears as though you didn't count the Rhino, or added it later.)

Honestly, for Chaos, you really didn't soup up much of anything! wink
PostPosted: Thu May 03, 2007 6:15 pm


Hey!
Thats true >.>
Well, you cant blame me. I havent gotten paid from my stupid job in over a month, and all I've got is a Battleforce.
Now looking back, I realise that I DID forget calculations for my beserkers, and I'm fairly sure I forgot it for the rhino. God damn Im not smrt >.>

Anyways, I've got a question.
What would be better for my heavy support choice?
Obliterators (1-2) or Havoc squad?

And On a sidenote, I'm thinking of getting chosen terminators. Suggestions?

And now that I think about it, I meant to put Dual lighting claws for my HQ choice. I can do that, right?
Actually, I havent assembled my HQ yet >.>. what SHOULD I give him?

Freeman_Gordon


Tactical Error

PostPosted: Thu May 03, 2007 8:10 pm


All of you respond to everybody's list posting, except for me.
PostPosted: Fri May 04, 2007 12:59 am


William - I dont have an IG codex, so I have nothing to add.

Freeman - Why counter attack for your one vet skill on the bezesrkers? Theyd probably be better with move through cover, or hell furiouse charge stacked on top of what they already have (unless this isnt possible, I have never realy read up on Khorne amries).

King Kento


Freeman_Gordon

PostPosted: Fri May 04, 2007 1:06 pm


King Kento

Freeman - Why counter attack for your one vet skill on the bezesrkers? Theyd probably be better with move through cover, or hell furiouse charge stacked on top of what they already have (unless this isnt possible, I have never realy read up on Khorne amries).


A good question deserves a good answer.
My answer is that I'm still really a "noob".
I've barely played any games, and I'm afraid that If i start WAYYY too big, That I'll lose alot and get really discouraged.
Then again, I was also thinking of getting move through cover for them, which seems like a good idea. And I think you can put furious charge on them, I have to read up on it.
Any other suggestions for my army, though?
(Sidenote : I was thinking of getting a smoke launcher for my rhino. Should I or not? On another sidenote, what do smoke launchers do again? razz )
PostPosted: Fri May 04, 2007 6:45 pm


Freeman_Gordon
King Kento

Freeman - Why counter attack for your one vet skill on the bezesrkers? Theyd probably be better with move through cover, or hell furiouse charge stacked on top of what they already have (unless this isnt possible, I have never realy read up on Khorne amries).


A good question deserves a good answer.
My answer is that I'm still really a "noob".
I've barely played any games, and I'm afraid that If i start WAYYY too big, That I'll lose alot and get really discouraged.
Then again, I was also thinking of getting move through cover for them, which seems like a good idea. And I think you can put furious charge on them, I have to read up on it.
Any other suggestions for my army, though?
(Sidenote : I was thinking of getting a smoke launcher for my rhino. Should I or not? On another sidenote, what do smoke launchers do again? razz )


Yes, yes, yes.

Khorne only uses their Rhino's to be a shield from fire. Move 12" (Which, if you have a talisman of Burning blood on the squads, is what you'll usually be doing), face the enemy with the side armor, pop smoke, and wait out the turn. Enemy can only destroy the Rhino, so it blocks LoS to your berzerkers behind it. If it lives and is still mobile, move it foward again for a final screen. If immobile, run around. If destroyed, even assuming wiffage, your squad now has a cover save to go along with it.

More Wargear on the lord may be prefered, you only used 40 Wargear points.

Bikers? Three of 'em, right? Either scrap 'em, or add on to them. Right now, they're just something you can use to attempt and distract a squad for one turn. The 112 points can net you either 8 Unupgraded CSM (8 x 14 = 112), or 4 Khorne Berzerkers with a 3pt vet skill, Frags, and Chain Axes. Either way, more models with the same save.

Do you intend to charge foward with either the missile or heavy bolter squads? If not, dropping the 'nades is 24 free points (Another Berz or CSM with special weapon).

Mutated hull isn't needed on a rhino, smoke launcher and extra armor do well enough for a better cost. 22 points freed there.

Drop the plasma's on the Khorne guys. They ain't going to be firing much. Also, 12 Berz is 228 before anything other then marks.

Problem, you say? Wait! With those simple point cuts, 158 points have been freed. Enough to add Chainaxes to the Berzerkers (130 points left), give them a champ (117), give them frags and some veteran skill (69-93 left) and then add on to other things.

Minimal of 2 more models capable of being added, max of 6.

Also, about the lords P-Pistol: If you want it for light anti-tank work, replace it with a Combi-Melta. 2+ to hit with a re-roll, S8, AP1, and, if in 6", 2D6 pen. Plus, if the shot fails, you can charge in with the chain fist. Sure, only one shot, but the rest of the time you can be jumping back and firing from 24" with the Combi-Bolter. If you want CC, count it as a CC weapon and buy mutation (only takes 1 point from the freed amount). Gives you 3 base, termi, x2, and mutation for a total of 6 base, 7 on the charge. If you just wanted it due to modeling, well, a Kai Gun is 10 points more (Not too bad with the freed points). Sure, it's only S6, though AP3 and 2 shots make it quite decent.

Resilience may also be good for the lord. Why?

Watch a guard players face in 750 points when you tell him your 160 point lord has 4 T5 wounds, along with a 2+ save. They'll be mightly pissed.

Drachyench


Drachyench

PostPosted: Fri May 04, 2007 6:59 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
Good move on the Honorific to save points. However, replacing a Vet with a Standard is a MUST. Re-rolling Ld saves is quite good for guard, and the Command squad should always be in the back-center of the army.

Quote:
Support Squads

Anti Tank (205)
Las Cannons
3 Las Cannons

Missiles
3 Missiles
Keep the lascannons, replace the missiles with either Autocannons or Lascannons (Autocannons better for AV13 or less, Las for anything).

Also, either drop the drop-troop choice, or this unit. Why? No firing the turn they come down. Replacing them with a squad of Hardened Vets w/ 3 Melta's is a good choice.
Quote:
Special Weapons (126)
Demo/Flamer
Demo Charge
2 x Flamer

Demo/Flamer
Demo Charge
2 x Flamer
Okay, though Melta's may be better for Anti-Tank. Keep one as is, other with melta's.
Quote:
Infantry Platoon (177)

Squad 1
Grenade

Squad 2
Grenade

Junior Officer
Shotgun
Fine. Though a 3rd squad may be prefered.

Quote:
50 Conscripts (255)
Commissar (Elite choice)
Power Weapon
Okay, though their points in guard would be prefered. Also, Meltagunners following both JO's would be a good bet. Never too much Anti-Tank.

Quote:
Tank Hunter Destroyer 160
Only thing on board turn one, against enemy army. Bad idea, either drop, or do something to make it defendable and out of sight.

Quote:
Doctrines
Conscripts
Close Order Drill
Drop Troops
Independent commissars
Independent Commissars are usually a waste. Use it for something better. Everything else is okay...
PostPosted: Sat May 05, 2007 1:40 am


Freeman_Gordon
King Kento

Freeman - Why counter attack for your one vet skill on the bezesrkers? Theyd probably be better with move through cover, or hell furiouse charge stacked on top of what they already have (unless this isnt possible, I have never realy read up on Khorne amries).


A good question deserves a good answer.
My answer is that I'm still really a "noob".
I've barely played any games, and I'm afraid that If i start WAYYY too big, That I'll lose alot and get really discouraged.
Then again, I was also thinking of getting move through cover for them, which seems like a good idea. And I think you can put furious charge on them, I have to read up on it.
Any other suggestions for my army, though?
(Sidenote : I was thinking of getting a smoke launcher for my rhino. Should I or not? On another sidenote, what do smoke launchers do again? razz )


The way i view it is, counter attack is better for forces thatll be doing close range firing, such as those that are using infiltrate or nurgle marines. You only have one vet skill to add on if youre giving the mark of khorne. So Furiouse charge would make them even more kick a** in CC, wheras move through cover would allow them to use the rougher terrain on the board to move up with less chances of being shot at. Once again though Khornate armies are what i know the least about in regards to chaos.

King Kento


Van Evok

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PostPosted: Sat May 05, 2007 6:41 pm


Drachyench_The_Eternal
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
Good move on the Honorific to save points. However, replacing a Vet with a Standard is a MUST. Re-rolling Ld saves is quite good for guard, and the Command squad should always be in the back-center of the army.

Quote:
Support Squads

Anti Tank (205)
Las Cannons
3 Las Cannons

Missiles
3 Missiles
Keep the lascannons, replace the missiles with either Autocannons or Lascannons (Autocannons better for AV13 or less, Las for anything).

Also, either drop the drop-troop choice, or this unit. Why? No firing the turn they come down. Replacing them with a squad of Hardened Vets w/ 3 Melta's is a good choice.
Quote:
Special Weapons (126)
Demo/Flamer
Demo Charge
2 x Flamer

Demo/Flamer
Demo Charge
2 x Flamer
Okay, though Melta's may be better for Anti-Tank. Keep one as is, other with melta's.
Quote:
Infantry Platoon (177)

Squad 1
Grenade

Squad 2
Grenade

Junior Officer
Shotgun
Fine. Though a 3rd squad may be prefered.

Quote:
50 Conscripts (255)
Commissar (Elite choice)
Power Weapon
Okay, though their points in guard would be prefered. Also, Meltagunners following both JO's would be a good bet. Never too much Anti-Tank.

Quote:
Tank Hunter Destroyer 160
Only thing on board turn one, against enemy army. Bad idea, either drop, or do something to make it defendable and out of sight.

Quote:
Doctrines
Conscripts
Close Order Drill
Drop Troops
Independent commissars
Independent Commissars are usually a waste. Use it for something better. Everything else is okay...




well, independent comissars with conscripts give you ultimate sponge unit, capable of stopping even craziest hth unit for a few turns...
consider 12 berzerkers, they kill average of 10 GEQ/turn , slightly more on the charge, it will take them 5 turns of hth to kill off his conscripts...
and monstrous creatures/characters are tied up permanently. think greater demon or Abbadon killing 4pts conscripts for the whole game...
PostPosted: Sun May 06, 2007 7:26 am


Van Evok
well, independent comissars with conscripts give you ultimate sponge unit, capable of stopping even craziest hth unit for a few turns...
You're a drop army. Your goal is to blow everything up that could harm you in HtH in one turn of Rapid Firing, whilst a hidden powerfist in the squads deals with anything that does get it. Leadership 9 (Heroic is 9, correct?), with re-roll, for your leadership goes quite far. Conscripts also don't benifit from Sharpshooters. Sure, they're a 200 point shield unit.... that's only a 200 point shield unit.

If you need them to fill up points, though, that's okay. Though when in return you could get something like 2 Squads of 5 Storm Troopers, each with 2 Melta's, which does more damage overall?


Quote:
and monstrous creatures/characters are tied up permanently. think greater demon or Abbadon killing 4pts conscripts for the whole game...
And they would charge the conscripts? xP Unlikely. More then likely, GD would jump over the conscripts to reach something behind them, and Abbaddon could shoot 'em up with his Chosen.

Sure, they may be a combat sink, but considering the enemy only need avoid them, you need to work to get into combat. Though I will admit, against things like Tau and Necrons, they are useful. Why? Drop a PF on the Commissar. Hits 'Crons on 4's, kills on 2's. For Tau? Impossible (Almost) to bring them below 10 in one turn of shooting, so the next round you can charge his fancy FW squad with something that is, although as skilled as them, charging, I3, and led by a character likely to get 2-3 kills a turn.

Hint though with Commissars: Never put them in command squads. If the officer fails, he's killed. 55-triple-digit point drop due to one poor dice roll.

Conscripts and Commissars can be useful. What enemy does she commonly play, though?

'Nids? They'll last long[/sarcasm]. Tau? They'll last long[/none]. Armored company? Dear god, the lack of Anti-Tank is painful....

Drachyench


Tactical Error

PostPosted: Tue May 08, 2007 9:45 pm


Well, here's my updated list, with some extras to it.

HQ Section

Command Squad: Junior Officer, 4 Guardsmen (Plasma Gun) - 50 Points

Troops

Infantry Platoon
Platoon Command Squad: Junior Officer, 4 Guardsmen (Plasma Gun) - 50 Points
Squad 1: Sergeant, 9 Guardsmen (Plasma Gun, Autocannon) - 85 Points
Squad 2: Sergeant, 9 Guardsmen (Plasma Gun, Autocannon) - 85 Points

Armoured Fist Squad: Sergeant, 9 Guardsmen (Missile Launcher, Meltagun) - 85 Points
Chimera: (Multi-Laser, Hull-Mounted Heavy Bolter, Extra Armor) - 90 Points

Fast Attack:

Sentinel Support Squadron: 1 Mars Pattern Sentinel (Multi-Laser) - 45 Points

Doctrines:

Iron Discipline - 10 Points (Both Officers)

Total: 500 Points
PostPosted: Wed May 09, 2007 12:26 pm


Quite nice balance, some mobility with the chimera, plasma guns rarely go wrong in the marine-dominated universe, autocannons are strong enough to take on light vehicles and have goodr rate of fire, slim on doctrines, officers provide stable Ld thru iron discipline. Good work, cadet, youre promoted to command platoon! ^_-

Van Evok

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Freeman_Gordon

PostPosted: Wed May 09, 2007 3:07 pm


Okay, I've got a question.
I own a chaos army, but am lacking any strong vehicles yet. (Havent been paid at work in a while, so I havent been able to buy anything) I was wondering, what would you guys suggest for me? (A few pages up is my army list. I realise some values are off, and I AM adding and removing a few things from that list.
So, what do you guys suggest?

Personnaly, I think either a defiler or a Dreadnaught would be good to have, as well as (Possibly), a Predator tank.

Suggesitons? Comments? Anything?
PostPosted: Thu May 10, 2007 1:18 am


Freeman_Gordon
Okay, I've got a question.
I own a chaos army, but am lacking any strong vehicles yet. (Havent been paid at work in a while, so I havent been able to buy anything) I was wondering, what would you guys suggest for me? (A few pages up is my army list. I realise some values are off, and I AM adding and removing a few things from that list.
So, what do you guys suggest?

Personnaly, I think either a defiler or a Dreadnaught would be good to have, as well as (Possibly), a Predator tank.

Suggesitons? Comments? Anything?


Im not a fan of the dreads due to their unpredictability, Ill leave that for the orks. Defiler's are nice for having some artillery backing you up, as are predators. Id have to reread your list though, which i havent.

So rather, what niche are you looking to fill?

King Kento


Van Evok

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PostPosted: Thu May 10, 2007 4:37 am


predator w/lascannons and mutated armor is one badass tank killer
defiler is good for throwing pie-plates of doom at enemy MEQs
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