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Posted: Thu Apr 16, 2009 10:32 pm
Necro: Drop the Daemonic POssession on your Pred. Sure, it's TL, but instead of having a 75% at BS3 TL, you have roughly 85% chance of hitting. In a fight against big beasties, you need it.
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Posted: Fri Apr 17, 2009 6:58 pm
I'll definitely consider it. It wasn't a problem in the playtest I had with my friend today, but I wanted it mainly to stop Shaken and Stunned results. But with the extra points, I could get another Berzerker...
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Posted: Fri Apr 24, 2009 2:22 pm
Angels of the Dawn (work in progress) (Dark Angels successor chapter)
HQ Company Master Algren 120 points Power weapon, bolt pistol melta bombs Command Squad 175 points veteran, veteran, company champion standard bearer with company standard apothecary
Elites Reapers Wing Terminators 215 points
Troops tactical squard 205 points sergeant bolter power fist plasma gun, hvy bolter +5 marines
tactical squad 180 points flamer, missile launcher +5 marines
fast attack Skywing Attack Squadron 190 points attack bike with heavy bolter power weapon and flamer
heavy support Predator 95 points auto cannon, heavy bolter turrets
Thoughts on this army: Well its primarily an anti infantry army with lots of room for expanding. I'm gonna increase it up to 2000 points with possibly assault terminators and a land raider crusader and i'll add long range fire support in the form of a whirlwind or a vindicator. Eventually i'll bump this up to a 3000+ points apocalypse army in the form of Imperial Guard allies as well as super heavy tanks and flyers (valkyries and thunderhawks are awesome) as well as named characters.
All thoughts welcomed.
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Posted: Fri Apr 24, 2009 2:30 pm
Just a couple of notes about my army:
Being a successor chapter, i was free to rename the company's. Just to let you know:
The Reapers Wing are Deathwing and Sky Wing are Ravenwing
And the points cost comes to 1180 in total.
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Posted: Sat Apr 25, 2009 10:01 am
:Azrael(Awesome name BTW) Lite-commander, but a couple of useful upgrades aren't even WYSIWYG so that's easily remedied. seems fine to me though. What weapons you got on your veterans in the command squad? I agree on your idea for assault terminators, but seeing as your dark angels successor... add moar dakka! to my knowledge, Dark angels can be mad range machines with enough plasma and heavy weapons. I do worry that your tactical sergeant won't ever get to use that powerfist, but that's more than likely a null point. I salute him, and wish him merry bashery, and its nice to see them being used even if the majority say they're worthless. blah to them I say! mrgreen
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Posted: Sun Apr 26, 2009 2:35 am
I dont feel the commander is lite, the power weapon will add a good measure of hack and slash which will be fun, especially against lightly armoured troops like guardsmen or Orks. My veterans carry the usual weapons for the command squad. Company champion has a power weapon and combat shield and one of the veterans is equipped with a plasma gun so basically the usual choices straight from the command squad box set. I'm gonna change the army once i've had some practice games using what i've got so far. I've got a dreadnought on the way with a multi melta which will add to the tank destroying element. I took a look at my tactical squad and you might be right on the getting shot to pieces before using his head smashing capabilities. So with that in mind i have a cheap alternative to my problems: Drop Pod. Launch them in behind enemy lines and let the sergeant do the talking.
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Posted: Sun Apr 26, 2009 2:42 am
Ok i know i'm thinking ahead on this topic but for my Apocalypse army, what would you say to having a Reaver Titan?
I was thinking of Apocalypse missile launcher, titan close combat weapon and a volcano cannon. Each one perfect for taking out tanks, infantry and gargantuan creatures alike.
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Posted: Sun Apr 26, 2009 7:48 am
Dunno bout your apoc, im still dreaming, but the drop pod idea is awesome xd be better if they were a assault squad, but it should comer out alright. I am quickly learning for my nids that i do truly need MOAR TRUPES. haven't played my marines yet, but my issue will most likely be transportation..hmmm... Im already out of points and I need at least one more rhino.
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Posted: Sun Apr 26, 2009 11:50 am
Well i'm keeping my apocalypse force in mind so that when i do start i'll have a good idea of what to buy. Glad you like the drop pod idea; launch, smash, kill and hold objectives: winning combination cool Now nids you're best thing is troops, just swarm the enemy and keep the numbers at a point where you outnumber the enemy at least 3 to 1 Now transports for marines are dead cheap; rhino's being 35 points you can take out one thing and add another.
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Posted: Sun Apr 26, 2009 12:33 pm
Azrael Swift Blade Well i'm keeping my apocalypse force in mind so that when i do start i'll have a good idea of what to buy. Glad you like the drop pod idea; launch, smash, kill and hold objectives: winning combination cool Now nids you're best thing is troops, just swarm the enemy and keep the numbers at a point where you outnumber the enemy at least 3 to 1 Now transports for marines are dead cheap; rhino's being 35 points you can take out one thing and add another. my issue is, both tact cquads have plas pistols, my assault squad has a powerfist, and my command squad has 2 combi weapons, a plas pistol, standard n champ... If I drop my captains artificer and drop one plasmagun in my tacts, replace the plas with a meltagun and i have 1513, and two rhinos... I've quickly found out that I need alot more numbers. 18 of both guants, and two 8 squad genestealers sound alright at 1500 points?
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Posted: Sat May 02, 2009 9:46 am
Space Marine 1850 List:
Tactical Squad 1, Sergeant Power Fist, Plasma Gun, Heavy Bolter Rhino with Extra Armor and Storm Bolter Tactical Squad 2, Plasma Gun, Plasma Cannon Rhino with Extra Armor and Storm Bolter
Assault Squad 1, Sergeant Power Weapon and Plasma Pistol, Plasma Pistol Attached Jump Pack Chaplain Assault Squad 2, Sergeant Power Fist and Plasma Pistol, Plasma Pistol Attached Jump Pack Chaplain
6 Sternguard Veterans, 2 Combi-Plasmas, 2 Plasma Guns, Sergeant Power Fist Razor Back, Heavy Bolter Turret 7 Terminators, Assault Cannon
Vindicator, Siege Shield Predator Annihilator Heavy Bolter Sponsons
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Posted: Sat May 02, 2009 12:08 pm
Thats quite a unusual list, seeing two Jump pack Chaplains, I'd also take the Power fist from the first Tactical Squad. With a Plasma gun and Heavy Bolter, they don't want to be going into combat, give Assault Squad 1 Chaplain a Powerfist.
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Posted: Sat May 02, 2009 2:00 pm
billsabob Space Marine 1850 List: Tactical Squad 1, Sergeant Power Fist, Plasma Gun, Heavy Bolter Rhino with Extra Armor and Storm Bolter Tactical Squad 2, Plasma Gun, Plasma Cannon Rhino with Extra Armor and Storm Bolter Assault Squad 1, Sergeant Power Weapon and Plasma Pistol, Plasma Pistol Attached Jump Pack Chaplain Assault Squad 2, Sergeant Power Fist and Plasma Pistol, Plasma Pistol Attached Jump Pack Chaplain 6 Sternguard Veterans, 2 Combi-Plasmas, 2 Plasma Guns, Sergeant Power Fist Razor Back, Heavy Bolter Turret 7 Terminators, Assault Cannon Vindicator, Siege Shield Predator Annihilator Heavy Bolter Sponsons I think the one problem with this army is that your gonna be outnumbered a fair bit, now thats the only downside i see to this army. The plus side is that its a mobile army. Your squads can jump right into the action by at least turn 2. Deep strike the terminators behind enemy lines and let them reak havoc and pepper the army at long range with your tanks.
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Posted: Sat May 02, 2009 2:12 pm
Now, thoughts upon my current Tau army. I know that in my post above i made a Space Marine army, but i've been invited to the next Doubles Tournament. Now i would have fielded Space Marines, but i had a feeling that if i did; i wouldn't have a lot to go with. So with that in mind and the allies list; i decided to do a Tau army while my friend went with an Eldar army. Restrictions was 1 HQ and 1 Troops compulsory, then it was 1 of each choice after that. Here's what i've come up with:
HQ Shas El 93 Points Twin Linked Fusion Blaster, Shield Generator Hard Wired Target Lock
Elites Stealth Team 102 Points 3 stealth suits shas vre upgrade Fusion blaster
Troops Fire Warrior Team 98 Points 8 Fire Warriors Shas Ui Photon Grenades
Kroot Carnivore Squad 106 Points 10 Kroot Shaper Upgrade 6+ save upgrade Pulse Carbine for the Shaper
Heavy Support Broadside Battlesuit 90 Points Shas Vre Advanced Stabilisation System
Ok tactics and challenges: All in all i believe this to be a well rounded army. A mix of long range and close range support as well as anti tank capabilities from the fusion blasters. the Kroot can be used to hold objectives by pushing them through the woods and jungle which also benefits from no dangerous terrain test. The Broadside battlesuit can hold his own long range with smart missile systems for any enemy getting too close, and then the twin linked railgun can be nasty for heavily armoured units (i love blowing up Leman Russ battletanks with railguns lol) plus being twin linked i reroll misses and with strength 10 shots and AP1, well you get the idea. My only concern is that if engaged in combat, the only unit that can hold its ground will be the Kroot, with WS of 4, where as the other units have a WS of 2, and my leader has a WS of 3, it will get nasty.
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Posted: Sun May 03, 2009 5:33 pm
Jason Da Psycho Thats quite a unusual list, seeing two Jump pack Chaplains, I'd also take the Power fist from the first Tactical Squad. With a Plasma gun and Heavy Bolter, they don't want to be going into combat, give Assault Squad 1 Chaplain a Powerfist. I love the idea of my two Jump Pack Chaplains, I had one already, but my friend is selling me all of his marines because he is switching back to Guard, and he had a Jump Pack Chaplain, so I figured what the hell? Reroll Misses in two assault squads, hell yeah!
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