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Posted: Tue Apr 21, 2009 6:30 am
my first boxes of Space Wolves arrived yesterday. I built and base coated most of a dred then I started to do the main color but my headache grew to much for me to handle
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Posted: Tue Apr 21, 2009 8:10 am
good luck wolf marines ftw!
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Posted: Tue Apr 21, 2009 8:34 am
billsabob So, in the 40k league at my store, Im in second place, yet still undefeated, I am 6 wins behind the leader who is at 10 wins. I want to play him this coming friday for bragging rights. But the thing is, I need a well made list. I was thinking, since I play SM and he plays Chaos Daemons, I would field some Grey Knights. So my options are: not to play any, a 5 man of grey knights, or a 6 man of grey knight terminators, one of course with the incinerator and the brother captain with psybolts in each. However, I am not sure which to choose, so I figured I would ask my fellow Gaians, which is you, so, input please! But you forgot one thing for the G-Knight termies. They scare the s**t out of nearly any infantry/heavy infantry enemy, and can slash through monsters and medium armoured vehicles. While I do love the Librarian, with Null Zone and the Vortex of Doom, I believe that the Brother Captain with Destroy Daemon or Scourging is good enough.
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Posted: Tue Apr 21, 2009 8:48 am
gk termies have big advantage of nemesis being s6 pw on them instead just s6 for normal gk squad. as for the psyker remember you need to have marine hq so librarian is pretty obvious choice
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Posted: Tue Apr 21, 2009 9:31 am
Or you can just take the Grand Master or Brother Captain and stick him in a termie squad and thats your HQ, or you can keep the Hero separate, and take the 5 termies as elites with a Brother-Captain leading them, which comes with the squad.
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Posted: Tue Apr 21, 2009 10:20 am
with gk as allies gk gm is a 2nd hq, too costly for this battle size imho, gk -termie leader brother captain saves a hq slot and much points
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Posted: Tue Apr 21, 2009 12:30 pm
Van Evok gk termies have big advantage of nemesis being s6 pw on them instead just s6 for normal gk squad. as for the psyker remember you need to have marine hq so librarian is pretty obvious choice This probably should have been stated before, because now that I think about it, there is only one list that will work. the rules for the league are: 750 points, 0-1 HQ 2-6 Troops, 0-1 of everything else, no saves better than 3+ and HQ cant exceed 150 points So I have to take either just grey knights or the librarian and the scouts
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Posted: Tue Apr 21, 2009 12:33 pm
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Posted: Tue Apr 21, 2009 1:00 pm
these rules allow no gk psykers, as hq slot is needed for SM char and gk termies have 2+save... so only ordinary gk squad can fit in... speaking on marine chars librarian fits best due to null zone... I think teleporting gk squad with 2 incinerators would own any demon pack you care to pick - just you need to get teleport homers for all troops leaders. costly but worth the look on your opponents face when his demons about to devour hapless scouts get jumped by teleporting gk's smile scouts are good way to add some bodies to small marine army on the cheap
my take?
librarian - null zone, avenger
sm squad - 10, h.bolter, flamer scout squad - 5, sniper rifles - to take out any tougher demons 5 gk with mandatory justicar included, and 2 incinerators
5 sternguard w.combi-flamer each
predator destructor
should be alright vs demons, but lacking antivehicle obviously against other armies
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Posted: Tue Apr 21, 2009 1:49 pm
Superhappy advise time!  Hey kids! Are you fighting daemons? Do what every other d**k unoriginal tournament visitor with Daemonhunter allies does: take an Inquisitor with mystiqs in his/her retinue. Be sure to take two Mystiqs for that special "up yours daemons" bonus. DO NOT take Grey Knight terminators, instead just take regular marines. With heavy bolters. And flamers. Kill it with fire.
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Posted: Tue Apr 21, 2009 5:53 pm
So I am basically just going with a s**t load of marines with as many heavy bolters as I can field, and all tactical squads have flamers, and of course the librarian, because hopefully once they come close to me, I can just take them out with shooting alone.
Now I just need strategy, I was figuring since they dont shoot or use any kind of blast markers I would cirlce up around my librarian tight so once at least one unit would break the 24" null zone range, that squad would fall.
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Posted: Tue Apr 21, 2009 6:30 pm
billsabob Now I just need strategy, I was figuring since they have Flamers of Tzeentch with Breath of Chaos, which is a flamer template that wounds on 4+ and Ignores Invulns, Ku'gath, who has a poisoned 2+ Large Blast, and Soulgrinders that can use either a Flamer template or a S8 AP3 Blast I would keep my squad spread out if any of those things are in the area but pack in tight to benefit from the null zone if I'm in CC or they have none of those sorts of shooty bastards. Fixed that for you.
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Posted: Tue Apr 21, 2009 11:58 pm
yes, inquisitor with mystics and give him sanctuary so demons cant touch him razz
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Posted: Wed Apr 22, 2009 3:06 am
Van Evok yes, inquisitor with mystics and give him sanctuary so demons cant touch him razz Nice idea, haven't thought of that one. Be sure to spread the models out so the unit can block off quite a bit of board.
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Posted: Wed Apr 22, 2009 7:40 am
Lt. Brookman Van Evok yes, inquisitor with mystics and give him sanctuary so demons cant touch him razz Nice idea, haven't thought of that one. Be sure to spread the models out so the unit can block off quite a bit of board. Wow. I really hadn't ever thought of that. And if you pass the test for it once, by the wording in the codex, it seems like the Sanctuary would hold up until you try to move or shoot. On a Marine note, I've been considering doing a sort of Greek or Roman themed force, or at least the modeling that it would entail. Current thoughts: Assault Marine Gladiators Attack Bikes with a Chariot sort of sidecar Laurels. Lots of laurels. Gladii for combat weapons.
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