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Caleidah

Eloquent Lunatic

PostPosted: Tue Jul 08, 2008 10:50 am


DarkElf27
Caleidah
DarkElf27
Caleidah
PyroXTech
Kuroda Ryuzaki
NOOOO not smurfs the world would be a better place without smurfs the list looks good except theyre smurfs XD

I think the list looks good as well, but why does everyone hate the smurfs. They are just evened out Space Marines with like a five special charecters/ squads. Nobody ever complains about Dark Angels or Blood Angels...



We complain about the Smurfs because that's what all the noobs tend to play. That and the Smurfs are the definition of 'Nilla Marines.
Still, I kinda want to use Tyrannic War Veterans...



Then use the rules for them in your Xeno Hunters. I doubt that anyone will cry foul on you for it.
"Tyrannic War Veterans are an Elite choice that can only be used in Ultramarine armies."


Bah. Just clear it with you opponent before hand. I know that I'd be cool with it. Just don't try to use them in a tourney.
PostPosted: Sun Jul 13, 2008 1:09 pm


Here is a list I'm working on for Fifth Edition. I have most of it, and some of it is painted. My trait is be swift as the wind, and my drawback is Death before Dishonour.
1 HQ (425) Company Master w/ Terminator Armour, Combi-Flamer, Power Fist, and Terminator Honours
With--
Five Terminators w/ Two Heavy Flamers, Four Chainfists, Combi-Flamer, Power Fist, and Terminator Honours
These will Deep Strike near my Techmarine on bike, and will flame any infantry near them. They will then carve up infantry and vehicles alike with their chain/power fists.

1 HQ (180) Company Master w/ Artificer Armour, Iron Halo, Plasma Pistol, Thunder Hammer, and Terminator Honours.
He will go in the LR Crusader with the Combat Terminator Squad.

1 Elite (490) Five Combat Terminators (Thunder Hammers and Storm Shields)
In-
Land Raider Crusader w/ Storm Bolter and Hunter Killer Missile.
The Crusader will transport the Terminators and Master to the enemy's heavy infantry, where they will jump out and slaughter the enemy. The crusader will then go around shooting at lighter infantry elements.

1 Elite (200) Techmarine w/ Full Servo Harness, Bike, Plasma Pistol, Thunder Hammer, Terminator Honours, Teleport Homer, and Combat Shield.
He will position himself for best effect with his teleport homer for th flame-terminator squad to deep strike near him. He will then go around assaulting the enemy. He has seven strength eight attacks on the charge, so is not to be trifled with.

1 Troop (205) Five Bikes w/ Two Plasma Guns, Terminator Honours, and Power Weapon.
These will be my objective securers, and will shoot/assault enemy infantry/heavy infantry.

1 Troop (205) Five Bikes w/ Two Plasma Guns, Terminator Honours, and Power Weapon.
These will be my objective securers, and will shoot/assault enemy infantry/heavy infantry.

1 Troop (205) Five Bikes w/ Two Melta Guns, Terminator Honours, and Power Weapon.
These will be my objective securers, and will shoot/assault enemy tanks/heavy infantry.

1 Troop (90) Five Scouts w/ Five Sniper Rifles.
These will pick off enemy characters, and give me another unit to capture objectives.

Heroic Senior Officer


explodeyFox

PostPosted: Tue Jul 15, 2008 11:02 pm


1500 point ork army.

HQ:
Warboss
- Twin-Linked Shoota +5
- 'eavy armor +5
(70 points)

Big Mek
Shokk Attack Gun +60
(95 points)


Troops:
Ork Boyz Mob (30)
- All shootas (0)
- 3 bigg shootas +15
- Nob with Power Klaw and bosspole
(235 points)


Ork Boyz Mob (30)
- All shootas (0)
- 3 bigg shootas +15
- Nob with Power Klaw and bosspole
(235 points)

Ork Boyz Mob (30)
- All shootas (0)
- 3 bigg shootas +15
- Nob with Power Klaw and bosspole
(235 points)

Trukk
(35 points)

Trukk
(35 points)

Elites:
Lootas (10)
150 points

Meganobz (10)
400 points

-1490 points

110 guns and 2 trukks for transport.
PostPosted: Wed Jul 16, 2008 2:32 pm


Trukks go where? Yes you can give other units a transport, but you need to buy it for a unit first. None of the units qualify for a Trukk as the Boy mobs are too large, same with the Mega Nob Mob, who count as two models for the purpose of transports.

Hoxtalicious

Greedy Partner


Caleidah

Eloquent Lunatic

PostPosted: Wed Jul 16, 2008 3:51 pm


Lt. Brookman
Trukks go where? Yes you can give other units a transport, but you need to buy it for a unit first. None of the units qualify for a Trukk as the Boy mobs are too large, same with the Mega Nob Mob, who count as two models for the purpose of transports.


From everything that I've seen in regards to FAQs, you can buy a transport even if a squad can't fit inside. It just applies as a mobile weapons platform for if/when they take enough casualties to fit.
PostPosted: Wed Jul 16, 2008 4:50 pm


I'll have to build up a 2000 points army to show people. I rarely use the same army twice, but I can give you some ideas over what I would do with one. Maybe you guys can give me a few of your own thoughts, I've honestly never met another IG player before.

Alexi Terianis


Shinobi_8745

PostPosted: Wed Jul 16, 2008 6:01 pm


Caleidah
Lt. Brookman
Trukks go where? Yes you can give other units a transport, but you need to buy it for a unit first. None of the units qualify for a Trukk as the Boy mobs are too large, same with the Mega Nob Mob, who count as two models for the purpose of transports.


From everything that I've seen in regards to FAQs, you can buy a transport even if a squad can't fit inside. It just applies as a mobile weapons platform for if/when they take enough casualties to fit.
That's only for Chaos, in the Ork codex it states that they can buy one if the mob is 12 models or less, sorry to break the bubble there.
PostPosted: Thu Jul 17, 2008 7:35 pm


Lt. Brookman
Trukks go where? Yes you can give other units a transport, but you need to buy it for a unit first. None of the units qualify for a Trukk as the Boy mobs are too large, same with the Mega Nob Mob, who count as two models for the purpose of transports.

Not very creative are you?

I never, in my post, said my meganobz were in a Mob together.

Note:

Ork Boyz Mob (30)

versus

Meganobz (10).

I keep them separated in game to buy a trukk, but together on my sheets to save room and calculation ease.

I'll post them in mobs next time though.

After all, I field 337 Ork Bikers in an apocalypse match.

explodeyFox


Heroic Senior Officer

PostPosted: Fri Jul 18, 2008 7:28 am


Alexi, I have 3K points of IG.
Which army do you play, like Cadians, or what?
PostPosted: Sun Jul 20, 2008 7:23 pm


Here's my Grey Knight force, as a work in progress but here's my a rough plan for a slightly-less-than 1500 point army. I realize it suffers from a lack and am caught between dropping a HQ choice for that ability but figured since I want most of my force to remain together that I'd opt out of it for the time being. Still, I know I'll need one so where do you think I could shave some points in order to accommodate a Land Raider? Also, I included my rational for including a particular item in my force to save the trouble of "Why did you put x in your army?"

HQ Choices


Here I figured that I'd make use of both special HQ choices for my Daemonhunter force. With his Retinue, Coteaz is able to take a lot of punishment and can re-allocate it to his Acolytes which have a 2+ save anyway. Gun-Servitors will keep the enemy and their light to medium armor at bay with their Multi-Meltas while Coteaz can bonk anyway with his Anointed Daemonhammer who tries to assault. The two sages let me re-roll any missed to hit rolls, ensuring high accuracy.

1x Inquisitor Lord Torquemada Coteaz 185
2x Gun-Servitors with Multi-Meltas 60
2x Acolytes with Artificer Armor 46
2x Sages 20

I really wanted to incorporate Stern and a bunch of Terminators, but they were very expensive for my small army and made do with two. Even if both terminators died, I'd still have a medium-cost independent unit with 2+ save with two psychic powers and various pieces of wargear.

Brother-Captain Stern 141
Terminator Bodyguard Squad x 2 122



Elites and Assassin


Death-Cults seem to be good area denial units, and as independent choices with the ability to infiltrate and a invulnerable save I decided to just purchase the maximum amount of three. Basically the hack and slash units to get rid of other less fortunate units and distract the main and elite force.

Death-Cult Assassins x 3 120

With such a small army, I decided to use a Vindicare Assassin. His marksman ability makes it so that hidden powerfists aren't hidden anymore. The special ammo is also fantastic for one-hitting a two-wound model, those with invulnerability save, and it's hellfire more-or-less ensures I hit on the first turn which can make my enemy think twice before continuing his advance.

Vindicare Temple Assassin 110

For my troop choice, I included two squads of eight Grey Knights each, their Justicar included. I threw in an Incinerator to help deal with mobs and a Psycannon for anything my Storm Bolters have a problem with.

Troops


Grey Knights x 7 with Justicar with Incinerator, Psycannon 260
Grey Knights x 7 with Justicar with Incinerator, Psycannon 260

Lastly I included a Grey Knight Dreadnought as a Tank Killer. I opted not to give it an incinerator as it's main roll is hunting heavy units and it isn't intended to get into a scrap, but it still has it's Storm Bolter if I need to assist in infantry removal.

Heavy Support


Grey Knight Dreadnought with CQC Arm with Storm Bolter , Twin-Linked Lascannon 130


Total: 1454, leaving me little room to purchase wargear.

Elegant Egotism


Caleidah

Eloquent Lunatic

PostPosted: Mon Jul 21, 2008 1:07 pm



Hm...Just a few things on personal choice:

If you're not going to take advantage of Coteaz's ability to take up to 4 of any Henchman choice, don't take him. He's a point sink. Use a standard Inquisitor Lord and kit them out the same way, and it'll save you points.

As far as Stern goes, the biggest boon from him would be his ability to re-roll things with his "The Strands of Fate" special rule. Otherwise, go the route of a non-SC. A Grey Knight Grand Master can do just as well.

No complaints on your Elites, just be sure that you use your Deathcult Assassins well or they'll be quick fodder. Hell, they'll be quick fodder anyway. Make good use of their Infiltration and see if you can get them tied into combat with an HQ or Heavy Weapon team.

The troops look good by me, as does your Dreadnought.
PostPosted: Mon Jul 21, 2008 7:40 pm


On the note of Coteaz, I couldn't think of what to buff him up with other than two more Gun-Servitors and Acolytes to allocate wounds to. Anything else seemed sort of frivolous since he can't receive a Servo-Skull bonus because of his Eagle and a mystic only seemed useful in very few situations.

What I was pondering is if I should remove my Death-Cults in favor of a vehicle or Inducted Cadian Snipers to back up my Vindicare. Picking your targets carefully seems to be the name of the game with Grey Knights and what better units to do it with than snipers?

Elegant Egotism


Caleidah

Eloquent Lunatic

PostPosted: Mon Jul 21, 2008 8:23 pm



He can take four Acolytes, and so you should. That's four additional wounds that you can put on him that pack in additional shots and attacks. Also, remember that the Sages only bestow one re-roll for the squad. You should pack a Plasma Cannon into your Warriors, then shoot that first of the squad. If it fails, you use the re-roll. If not, you have it to use elsewhere.
PostPosted: Mon Jul 21, 2008 10:41 pm


Fair reasoning, but where do you sugest I shave points off? Death-Cult assassins seem to be an obvious choice for their so-so stats. Sure, they can start infiltrated - but can they do anything once they get there?

I'm contemplating the use of a Mystic now, realizing how many armies like to use Deepstrike, Tau being one of them. 6 points for an additional wound and a chance at a freeshot up to 24 inches away isn't all that bad.

Elegant Egotism


Caleidah

Eloquent Lunatic

PostPosted: Tue Jul 22, 2008 10:20 am


Serebrate
Fair reasoning, but where do you sugest I shave points off? Death-Cult assassins seem to be an obvious choice for their so-so stats. Sure, they can start infiltrated - but can they do anything once they get there?

I'm contemplating the use of a Mystic now, realizing how many armies like to use Deepstrike, Tau being one of them. 6 points for an additional wound and a chance at a freeshot up to 24 inches away isn't all that bad.



Yeah. I'd personally say to drop the Death-Cult assassins. I've not found them to be worthwhile at all. Sho yeah...Acolytes and a Mystic...and a Plasma Cannon, if you can scrape the points up somewhere.
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