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Army List Posting/Review Thread Goto Page: [] [<<] [<] 1 2 3 ... 22 23 24 25 26 27 ... 70 71 72 73 [>] [>>] [»|]

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Caleidah

Eloquent Lunatic

PostPosted: Mon Oct 13, 2008 7:13 pm



*redirects off to the Daemons thread*
PostPosted: Thu Oct 23, 2008 1:44 pm


Dark Angels army list – 1520 Points

HQ x 1
Company Master
With Power Armour, Bolt Pistol, Frag & Krak Grenades, Iron Halo and a Chainsword
Cost of HQ = 100

Troops x 3 – All squads split into 2x5 man squads with Special Weapon + Sergeant in a different squad from the Heavy weapon

Tactial Squad 1
7 Marines with Bolters
1 Sergeant with Chainsword and Bolt pistol
1 Marine with Lascannon
1 Marine with Melta Gun
Cost of squad = 195

Tactial Squad 2
7 Marines with Bolters
1 Sergeant with Powerfist and Plasma pistol
1 Marine with Plasma Cannon
1 Marine with Flamer
Cost of squad = 225

Tactical Squad 3
7 Marines with Bolters
1 Sergeant with Power Sword and Plasma pistol
1 Marine with Heavy Bolter
1 Marine with Plasma Gun
Cost of squad = 220

Cost of Troops = 640

Heavy Support x 3 – All squads split into 2x5 man squads with 2 Heavy weapons per 5 men
Devastator Squad 1
5 Normal marines with Bolters
1 Sergeant with bolter
2 Marines with Lascannons
2 Marines with Plasma Cannons
Cost of squad = 285


Devastator Squad 2
5 Normal marines with Bolters
1 Sergeant with bolter
2 Marines with Heavy Bolters
2 Marines with Missile Launchers
Cost of squad = 235

Devastator Squad 3
5 Normal marines with Bolters
1 Sergeant with bolter
1 Marine with Missile Launcher
1 Marine with Plasma Cannon
1 Marine with Lascannon
1 Marine with Heavy Bolter
Cost of squad = 260

Cost of Heavy Support = 780

Chucked this up earlier while thinking how to get a really shooty Space marine army going. You might look at it and think there's not much depth there, but if deployed as above you have;
3 Devastator squads split into
2x Lascannon Squad
2x Plasma Cannon Squad
2x Heavy Bolter Squad
2x Missile Launcher Squad
2x Mixed Squad

While the troops broken down into 5 man squads also.

When this happens you have NINE different heavy weapon squads to pick your targets with. Pairing the weapons up this way into separate squads means you don't have to waste firepower when your Lascannon takes out the target and your other 3 Devastators are left with nothing to fire at. By breaking them into smaller squads you can maximise your shooting. Also you have the pairings for the same type of troop i.e. your 2x heavy bolter squad only having to shoot at troops.

This army wouldn't do too well in Cityfight as the majority of the army would be stationary. 1500 is a small battle in my eyes, that means there's only a certain amount a player can field against you, with the ability to pick more targets effectively and also present more targets, it could put you at an advantage in a small battle.
The army is also quite weak in close combat, but i've played 1500 pointers with similar builds as above and while 5 man squads may be quite weak, the fact that you have so many means they can't all be charged the same time. You almost always get to charge one or two units into a combat if one of your other squads is in danger.
You could say that you only have 3x5 man troop squads that are manouverable, this is fair enough, but you have to rely on your big guns to pulverise. What you could do is keep the heavy weapon devastators in a squad of 5, and 5 normal marines in a combat squad, giving you 6 manouverable combat squads which would leave you with 6 squads with heavy weapons in them which is still respectable.

I have yet to see how this particular list will work, but of the 1500 pointers i've played I reckon it won't do too bad.

For a 3000 point army i'd take out the Company master, Add Belial + Sammael, 3 Deathwing squads and 3 Ravenwing attack squads with 6 bikes + attack bike and speeder each.
With the Ravenwing having the Scouts special rule it means they can move a free 12" just before the first turn, then on the first turn you can turbo boost them ready for turn 2, and by the time turn 2 comes round you will have moved 36" in the first turn and set up a thin line across your opponent where you can choose where to drop 3 terminator squads which will land where you want them thanks to the homing devices on the Ravenwing. If you were close enough you might even get to assault on the first turn! Having 3x 6 man Ravenwing squads means you have a LOT of options of where to strike with the Deathwing. Speeders + Attack bikes are bought as part of the unit, but move independantly after that so that gives you 12 different squads to manouvere.

The beauty about 5 man squads is that you can just leave them in the original number if you think before the battle that your army will be spread thin. I personally love having loads of small units so that I can pick what units I want to tie up, while the rest of my army gets on with the objective.

Urian


billsabob

PostPosted: Tue Nov 04, 2008 2:15 pm


Im still working on my SM army, and I need a bunch of advice. I can only play 1500 games for the time being because the guy I play with only has a 1500 army sad
Anyway, heres the list I played last, seemed okay against him:

HQ:
Captain with Relic Blade and Artificer armour
Command squad with the Champion, Standard Bearer, and a melta gun

Jump pack Chaplain

415 points total HQ

Elite:
5 Assualt Terminators

200 points total Elites

Troops:
3 squads of 10 Tactical marines with a melta and heavy bolter each

560 points total Troops

Fast Attack:
Vanguard Veterans(5) with jump packs, 2 plas pistols, 4 power weps, and a powerfist

256 points total Fast Attack

Heavy Support:
Whirlwind

85 points total heavy support

total points: 1516
PostPosted: Tue Nov 04, 2008 3:04 pm


Im also trying to make an Ork army for my friend, because Im giving him all my ork peices, and getting him some new ones too, tell me what you think, its my first time with orks really

HQ:160
Warboss w/ PowerKlaw and Eavy Armour
Warboss w/Big Choppa and Eavy Armour

Elites:300
10 Nobz w/ eavy armour and stikbombz
Trukk Transport w/ boarding plank

Troops:515
29 ard boyz and 1 ard boy nob, 3 w/ big shootas
15 boyz 1 w/ big shoota
15 boys 1 w/ big shoota

Fast Attack:200
5 DeffKoptas w/Kustom Mega Blastas

Heavy Support:325
Battlewagon: Killcannon, ard case, deff rolla, boarding plank, wrecking ball,kannon, 4 big shootas
Deff Dred W/Kustom Mega Blasta & Skorcha

Total Army points: 1500 exactly

billsabob


Elegant Egotism

PostPosted: Thu Nov 13, 2008 9:27 pm


User Image


Just finished my fully mechanized steel legion army. 51 infantry models, 9 Vehicle Models. Kurov aka Gaunt will be attached to the Squadron with the Flamer.

Edit

Whoopsy. Missing a Junior Officer for the Platoon. I guess I'll lop off the sentinel and add him in somewhere....
PostPosted: Fri Nov 14, 2008 6:15 am



You and I already talked quite a bit about this one. With four missile launchers bearing down (potentially five if you drop the hellhound/Sentinel and put one in with your Junior Officer in his command squad) and the two Lemans, you shouldn't have any trouble blasting away swarmy armies before they get close enough to maul your lines. Then, if you give one to your Junior Officer once he comes in, you'll have six Chimera to use and harry as you please. 3 shots on the move, 6 shots sitting still, still pretty deadly.

I figured out a decent kit for your JO that cleanly uses up the points that you had on the Fast Attacks so you don't have any straggly points left over.

Junior Officer
---Storm Bolter, Power Weapon, Carapace Armor, Refractor Field, Iron Discipline, Sharpshooter
Guardsman Escort
---Missile Launcher, Sharpshooter
Chimera Transport
---Multilaser, Heavy Bolter, Extra Armor
Total Cost
---190 pts

Decent squad that fully fits the theme of your army so far and allows another mobile firing point with the Chimera.

Caleidah

Eloquent Lunatic


Shy Feio

PostPosted: Mon Dec 29, 2008 8:19 pm


Tau Empire!

I don't will give point cost because I use many configuration, other for each enemy.

HQ:
Commandor with body guard
Etheral

Troops:

Fire warriors 10, Devilfish, 2 drones (shield, gun or marked)
Fire warriors 10, Devilfish, 2 drones (shield, gun or marked)
Fire warriors Honorable 10, 1 Etheral, 1 Drone
Kroot 10, 5 Hound, 2 Krootox
Kroot 10, 5 Hound

Elites:
3 Battle suits Crisis with plasma (anti heavy troops) for orcs, imperial guards i use missile pod
3 Battle suits Crisis with Fusion blaster (anti tanks, heavy troop)
5 Stealth Suit with marked drone

Fast attack:
Pathfinders with Devilfish

Heavy Support:
Hammerhead Rail gun
Hammerhead Rail gun
Broadsides 3


I got also farsight commandor but i don't use him...


Note:
Well i played with mine army a lot time and i must say i didn't yet lose...
Orcs i kill as many as i can from distance and then they come close i block way with devilfish, but truly i hate necrons...sweet god they piss me off >< Those sick teleport is just SICK! I remember when i fought with chaos that had demon prince ^^ sweet prince....he died in first turn xD
Or when in first turn I immobilized chaos troop transporter (with berserkers inside), destroyed other troop transported (berserkers inside 3died of explode xD), and i destroyed chaos landrider in FIRST turn xD jeez i LUV tau =3
PostPosted: Thu Feb 26, 2009 7:15 pm


Well, got my models all sorted out, used a spreadsheet, and this is what I got.
Hoping for some tough words here...
Going for a Fists Chapter
HQ
-Chapter master (counts as Pedro Kantor)
Relic Storm-bolter glaive
Iron halo, Artificier armour, Meltabomb, Digital Weapons, auxiliary grenade launcher
-Honor Guard x 5
champion with digital Weapons
Chapter banner + bolt pistol
Combi-Melta
Combi-Plasma
Powersword-Bolt pistol
Troops
-Tactical x 10
sergeant- Plasma pistol-Chainsword
1 plasma cannon, 1 flamer
-Tactical x 10
sergeant- Plasma pistol-Chainsword
1 plasma cannon, 1 flamer
Fast Attack
-Assault x 5
Sergeant- Lightning claws + plasma pistol and melta bomb
1 plasma pistol upgrade
Heavy
-Devastator x 5
Sergeant- powerfist-plasma pistol
1 heavy bolter, 1 rocketier, 2 lascannons
-Vindicator
Dozer, Storm bolter
Transports
-Rhino - Assault Squad
Storm bolter
-Rhino - Devastator Squad
Storm bolter
1303 points
Alot of foot slogging, but hopefully the rhinos live long enough to get everyone where they need to be.
If anything, I can use the vindicator as a living tank-shield of sorts.
Suggestions? concerns?
and @ billsabob: how do your termies do? I mean as an assault force? and whats your opinion on lightning claws?

bjs.09-00


billsabob

PostPosted: Thu Mar 05, 2009 11:52 am


bjs.09-00, youve got a good solid army there, I dont know if you like flamers or not, but depending on who you play most often, plasma guns are a good way to go, more shots and longer range, especially good because of the ap2, kills things pretty quick, unless you fight nids and orks.
Another thing is the assault squad in the rhino, I dont really see how that helps, it goes just as fast as jump packs, but you can assault after jump packing. Also with jump packs you can deep strike if needed (with the same consequence, no assault)
If you get a sternguard veteran squad, even if its only 5 guys, you get the special ammo and you have hold the line because of kantor, and equip them with some good weapons.



I find my assault terminators pretty good, they are a good stopping force, just deepstrike them behind a rock and wait for them to walk next to the rock. It just really sucks when I cant roll high or when they get lost in the warp, 200 points down the drain.

I like the claws, they give you the extra attack and they re-roll missed wounds, but the hammers also work great against shooty armies because with the shield, you get the 3+ invuln save with is crucial when facing plasma weapons or lascannons
PostPosted: Thu Mar 05, 2009 2:54 pm


billsabob
...

Alright...
I've had to re-write my list due to rules conflicts (bleh)
Should be more like...
HQ
-Company Captain (counts as Lysander, minus wargear)
Lightning Claw, Storm bolter
Iron halo, Artificier armour, Meltabomb, Digital Weapons, auxiliary grenade launcher
-Command Squad x 5
champion with digital Weapons, power sword/Shield
Chapter banner + bolt pistol
Combi-Melta
Combi-Plasma
Apothecary- plasma pistol
Troops
-Tactical x 10
sergeant- Plasma pistol-Chainsword
1 plasma cannon, 1 flamer
-Tactical x 10
sergeant- Plasma pistol-Chainsword
1 plasma cannon, 1 flamer
-Tactical x10
Assault on black reach tactical
Fast Attack
-Assault (jumpacks) x 5
Sergeant- Lightning claw + plasma pistol and melta bomb
1 plasma pistol upgrade
Elites
Assault on black reach termies (deep strike)
Heavy
-Devastator x 5
Sergeant- powerfist-plasma pistol
1 heavy bolter, 1 rocketier, 2 lascannons
-Dreadnaught
Assault on black reach Dreadnaught
-Vindicator
Dozer, Storm bolter
Transports
-Rhino - Command/Devastator
Storm bolter
-Rhino - Tacticals
Storm bolter
This is taking into account what I will have available to me within the next few weeks. What would you suggest? Me, I like the plasma cannon, as even if it does get hot, it should act as a better missile launcher, and the flamers are to prevent those swarmy armies from..well, swarming me. I have no clue who or what I will face, so the key in my list is to try and get into the good positions and handle every differing threat thrown at me.

bjs.09-00


billsabob

PostPosted: Thu Mar 05, 2009 5:17 pm


So you shifted from crimson fists to imperial fists? Cool. Yeah, my army is based off of some sort of nurgle corruption of a crimson fist company.

Im not sure if you could do that, changing lysanders gear, and if you are just making another captain, I dont think you could just count him as lysander, well, thats probably just in tournaments with friends its probably cool.

I see your point about the flamers against the swarmy armies, but the thing is, if you are able to fire off your flamer you are the one trying to swarm, you see, you have to almost be in assault range to use it. but with a rapid fire weapon, such as a plasma gun, just sit back and knock off as many as you can before they reach you. Flamers are good for crowd control, yeah, but I only use them because they are free, but you still have some space in your list. I suggest just not gluing stuff down so that you have more options, just switch between weapons depending on who you are facing... same with the plasma cannon, if you are fighting someone with a lot of vehicles, you probably want a lascannon
PostPosted: Thu Mar 05, 2009 5:42 pm


billsabob
...

I see what you mean about lysander. I think I may just drop using pre made characters altogether really..too many strings for my tastes.
My plan is for a fists chapter, but specifically a very much later founding. you know, DIY chapter lol
I now understand and can see your point in the flamers. I will probably go plasma cannon/ plasma rifle, seeing as my lascannons are reserved for my devastator squads...Everything right now, except the black reach bits are bitz-n-bags, so alot of options are yet open...
and what about meltas? any use for them...at all?
I understand the tank-hunting aspect of tem, however I am a little peckish about that range issue....
Sorry, but I have only you all as my expierence base....
hopefully the black reach set allows me to bring the game to my remote location....

bjs.09-00


billsabob

PostPosted: Thu Mar 05, 2009 6:16 pm


My new list:

HQ

Captain w/ power fist and plasma pistol
Command squad
standard bearer, company champion, 1 fist 1 melta

Troops

Tactical Squad
Flamer and Missile Launcher
Scout Squad
1 Sergeant w/ bolt pistol & chainsword, 1 Missile Launcher 3 Snipers

Elites

Assault Terminators
5 sets of lightning claws
Land Raider Crusader
Sternguard Veterans
2 plasma guns

Heavy Support

Devastator Squad
10 marines 1 Lascannon 1 Plasma Cannon 2 Heavy Bolters
Whirlwind

Total: 1505 points


Meltas are good to an extent, they are assault weapons, so you can shoot them off and assault, which you cant do with plasma guns being rapid fire, and of course the ap1 and the melta rule. yeah, range is an issue, I dont utilize them that much, I prefer plasma because I normally play my friend who is also marines who has a bunch of terminators he likes to rape me with, and now that I have the land raider, I do really well against chaos and their damn swarmy berserkers.

I guess with the black reach set you dont get a whole lotta options, Im actually about to pitch in with one of my ork lovin friends just for the terminators and the dreadnought. It does kinda suck, but what I think you could do is alot of conversion, just glue a couple hands to some plasma guns, then just cut the flamers at the wrist and go buy some rare earth magnets and drill and glue them in, then you can swap out pretty easily
PostPosted: Thu Mar 05, 2009 6:49 pm


billsabob
My new list:

HQ

Captain w/ power fist and plasma pistol
Command squad
standard bearer, company champion, 1 fist 1 melta

Troops

Tactical Squad
Flamer and Missile Launcher
Scout Squad
1 Sergeant w/ bolt pistol & chainsword, 1 Missile Launcher 3 Snipers

Elites

Assault Terminators
5 sets of lightning claws
Land Raider Crusader
Sternguard Veterans
2 plasma guns

Heavy Support

Devastator Squad
10 marines 1 Lascannon 1 Plasma Cannon 2 Heavy Bolters
Whirlwind

Total: 1505 points



hmm...
Probably put a melta possibly in a later 'tank hunta' sqaud..
I'll work on the vets. Probably need to wait until I can better afford them sweatdrop
But I have to agree on the universal plasma, ah plasma! But, overheating is an issue I'd like to avoid..decisions decisions. I like your list, though I find that I will need scouts explained to me. are they worth taking? or do they merely function as cheap point fodder...
Would have grabbed some for fluff purpose, but I saw them as a liability.

bjs.09-00


billsabob

PostPosted: Fri Mar 06, 2009 4:23 pm


Yeah, overheating does suck, but its outweighed by the sheer power.
Scouts I do use for cheap troops choices, and when I can, I put a homing beacon on them so that my terminators dont have to scatter. Also, just the fact of having snipers is pretty cool
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