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Posted: Mon Mar 20, 2006 10:03 am
Alpha Legion - 1500 points
Chaos Lord Mark of Chaos Undevided Infiltrate Mastercraftedlightningclaws Spiky bits Daemonic Strength Daemonic Mutation Daemonic Speed Sorcerer Gift Of Chaos 195
Chaos Lieutenant Sorcerer Mass Mutations Daemonic Flight Powerfist, Plasma Pistol 140
2 Obliterators 140
8 Chaos Space Marines Infiltrate Heavy Bolter, Plasma Gun 143
8 Chaos Space Marines Infiltrate Heavy Bolter, Plasma Gun 143
12 Chaos Space Marines Infiltrate Aspiring Champion Daemonic Venom MeltaBombs 213
12 Chaos Space Marines Infiltrate Aspiring Champion Daemonic Venom MeltaBombs 213
14 Chaos Cultist Mark of chaos Undevided 98
6 Daemonettes 75
5 Havocs 4 Meltaguns Infiltrate 135
Everything has mark of chaos undevided =D
Chaos Lord should charge in on turn one, make a menace and hopefully get a spawn out somewhere
2 units of shooty chaos space marines providing a painful hail of fire
2 units mindlessly charging in
some cultist as cannon fodder and delaying
5 havocs to shoot down anything not killable in combat
2 obliterators, reinforcement deepstriking for if the havocs fail to function
6 Daemonettes to decide edged battles
Lieutenant deepstriking as a last ace in the hole to use mass mutations on a unit that can flip the tide
Everything deepstrikes or infiltrates =D
(yes i noticed this thread to late >.>)
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Posted: Thu Mar 30, 2006 6:54 am
Hq: (242)pts Canoness (115), Canoness, Power Weapon, Inferno Pistol, Cloak of St. Aspira 4 Celestines (57) Hvy Bolter Immolator Tranport (70) Hvy Bolters, Blessed Ammo
Trp1: (150)pts 9 Sisters 1 Vet, Storm Bolter, Flamer
Trp2: (150)pts 9 Sisters 1 Vet, Storm Bolter, Flamer
Elt1: Inquisitor w/retinue (73)pts Sage, Chirurgeon, Crusader, Bolt Pistol, Power Weapon
Elt2: Vindicare Assasian (110)pts
FA1: 4 Seraphim, 1 Vet (137)pts Hand Flamers, Power Weapon
Hvy: Exorcist (135)pts
Total Pts (982)
This list will be used in a 2000 point team game, two on two 1000 points per player
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Posted: Sun Apr 02, 2006 11:28 am
Mat Hq: (242)pts Canoness (115), Canoness, Power Weapon, Inferno Pistol, Cloak of St. Aspira 4 Celestines (57) Hvy Bolter Immolator Tranport (70) Hvy Bolters, Blessed Ammo Trp1: (150)pts 9 Sisters 1 Vet, Storm Bolter, Flamer Trp2: (150)pts 9 Sisters 1 Vet, Storm Bolter, Flamer Elt1: Inquisitor w/retinue (73)pts Sage, Chirurgeon, Crusader, Bolt Pistol, Power Weapon Elt2: Vindicare Assasian (110)pts FA1: 4 Seraphim, 1 Vet (137)pts Hand Flamers, Power Weapon Hvy: Exorcist (135)pts Total Pts (982) This list will be used in a 2000 point team game, two on two 1000 points per player Unless you have something you absolutely want to kill and you know you will have 2 - 3 shots on, cut the vindicare, it isnt useful in smaller games like this. I'd try getting more bodies to hit the floor, other than that you are in the right direction. although I dont know how your troops will get where you want em to be :p
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Posted: Mon Apr 03, 2006 7:20 am
well alot of this list is money based, i could afford a 10 dollar vindicare at the time and it gave me a reason to busy one, but this will eventualy be a mechanized army
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Posted: Tue Apr 04, 2006 11:30 am
That explains allot :p. at any rate, I think you will be pretty touchy on the model count and on the movabillity, so keep that in mind while playing smile
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Posted: Tue Apr 04, 2006 10:00 pm
Eldar Sharpshooters
This is an army that will most likely be teamed up with a San-heins army list that runs Vypers with starcannons and bright lances.
HQ-210 Jet Bike Farseer, singing spear, mindwar-103 Jet Bike Warlock, conceal-56 Jet Bike Warlock, enhance-51
TROOPS-1140 10x rangers-190 10x rangers-190 10x rangers-190 10x rangers-190 10x rangers-190 10x rangers-190
Elites-360 5x pathfinders-120 5x pathfinders-120 5x pathfinders-120
Heavy Fireprism, upgrade to shuriken canon, vectored engines-140
Total-1850 pts.
I am trying to keep with the general feel of a covert-op's army, but I feel like I'm lacking in big threats for my oponet to focus on while my little threats pick away his big things. I'd like to try and keep everything ranged fighting since it is what i excell at.
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Posted: Wed Apr 05, 2006 9:47 am
Stormrunner Eldar Sharpshooters This is an army that will most likely be teamed up with a San-heins army list that runs Vypers with starcannons and bright lances. HQ-210 Jet Bike Farseer, singing spear, mindwar-103 Jet Bike Warlock, conceal-56 Jet Bike Warlock, enhance-51 TROOPS-1140 10x rangers-190 10x rangers-190 10x rangers-190 10x rangers-190 10x rangers-190 10x rangers-190 Elites-360 5x pathfinders-120 5x pathfinders-120 5x pathfinders-120 Heavy Fireprism, upgrade to shuriken canon, vectored engines-140 Total-1850 pts. I am trying to keep with the general feel of a covert-op's army, but I feel like I'm lacking in big threats for my oponet to focus on while my little threats pick away his big things. I'd like to try and keep everything ranged fighting since it is what i excell at. Im gonna be ranting a bit i guess >.> first off, your playing a completely ranged army, why the 3 jet bikes? I have never played anything like it so you will proberly have more knowledge on this than me but isnt it a bit controversial flying around with 3 models while the rest of your army is standing still to shoot their weapons? It might work but I doubt it will do you any good. Also, having the altorac (spelling) rangers is great, but putting down only snipers will not do anyone any good. Pinning tests are the only thing that keeps an army of swamping you with gunning and close combat. just to put it in perspective, you have 60 standard rangers. this means 60 sniper shots, averagely against space marines (or any power armor), its gonna be 10 6s (auto wound) 40 normaly hits 10 misses so 30 wounds on turn one. of which 13 are saved, and 10 unsavable. you have no more than 2 turns of doing that against close combat armies, and shooty armies like tau will be shooting back 72 pulse rifles, with the new rules rolling 2+ to hit, and 2+ to wound, only your cover saves saving you. meaning, on average your troops will do 34 wounds to a fully fitted marine army before they go wack you in close combat. in 1850 points, theres gonna be aproximately 70 marines in rhinos landraiders etc. You stand no chance in close combat. As mentioned before, shooty armies will outgun you with quantity. Then there are your pathfinders, which are fearsome indeed, no denying that. but a landraider can just take its time lascannoning them 1 by 1, since you have only 1 anti armor thing. Vehicles will rape you. This rant wouldnt be useful and only annoying, let it not be for the fact of constructive advice (=D). Just because you play something called after rangers, doesnt mean you can't include anything else. Take out a wraithlord (or 3, that scares anyone) or something compairable. fill ouy some numbers, get some big stuff as you mentioned yourself. The power of eldar lies in their abillity to counter ANYTHING. Everything any army can put down, eldar can find a solution for thats not bad for their own numbers (e.g. I can shoot down a carnifex with my tau, but chances are the fex wont die alone, yet eldar can counter a fex in a more effective way). Ofcourse, for tournament play you cant change your army every battle, but right now the only thing you'd win from (assuming of equal playing skill) is someone buy guardsmen at 200 points for a squad of 10. Sniper rifles are the greatest argumentation to nearly any force, but there is to much of a good thing.
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Posted: Wed Apr 05, 2006 7:23 pm
Singing spear is a S12 +d6 against vehicles, but only has a range of 12" hence the jetbikes.
So what if I drop a unit of rangers to run 2 wraithlords. I dont have the codex on hand, so I dont know what type of weapons I can give them, any suggestions?
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Posted: Thu Apr 06, 2006 10:34 am
Stormrunner Singing spear is a S12 +d6 against vehicles, but only has a range of 12" hence the jetbikes. So what if I drop a unit of rangers to run 2 wraithlords. I dont have the codex on hand, so I dont know what type of weapons I can give them, any suggestions? Well I don't own the codex, but I remember 3 of them butchered my entire 1000 points Tau army >.> I'm pretty sure they can have bright lances and star cannons, and proberly more, but I dont quite know what exactly >___<. Point is, one of them can easily hold out against 20 khorne berzerkers without any difficulty, so I think 2 or so would be a nice addition. On top of that, I'd advice taking some meat shields (yes unfluffly I know), cut out 20 rangers and put down 40 troopers, or something similair. An army with just snipers, will not work >.> (on a side note, I didnt know about the singing spear vehicle damage, however, I doubt some lone jetbikes will get to the vehicle you want to kill ^^)
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Posted: Thu Apr 06, 2006 8:14 pm
i'm dropping the fire prism in favor of 2 wraithlords with shuriken catapults and star canons. 1 wraithlord with catapults and brightlance. I'm also switching out mindwar for fortune to help keep my farseer squad alive.
I double checked and the brightlance would only be a S9, however I still have a 32.6% chance of breaking through a landraider/monoltih's armor.
If I drop rangers it would be to run dark reapers, since they are the only other ones with any real range.
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Posted: Sat Apr 08, 2006 8:45 am
Seraphine-Exalted That explains allot :p. at any rate, I think you will be pretty touchy on the model count and on the movabillity, so keep that in mind while playing smile another game another crushing loss. Though i knew we real didnt have any chance starting at when the told us our opponents. Tau and Necrons but we might have done better if we rushed the center
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Posted: Sun Apr 09, 2006 10:08 am
Stormrunner i'm dropping the fire prism in favor of 2 wraithlords with shuriken catapults and star canons. 1 wraithlord with catapults and brightlance. I'm also switching out mindwar for fortune to help keep my farseer squad alive. I double checked and the brightlance would only be a S9, however I still have a 32.6% chance of breaking through a landraider/monoltih's armor. If I drop rangers it would be to run dark reapers, since they are the only other ones with any real range. In response to the brightlance, its S8, and due to it special abillity (lance weapon) you break through any armor on atleast a 4+. If I were you id consider those darkreapers if you are so intent on keeping range, seeing as any space marine, necron, tau, chaos space marine or guard army specialiasing in shooting will outshoot you :p. Fortune is a good switch I think, I remember how it takes ages to kill farseers >__> Just remember, that even with a range of 18" (fire dragon exarch for example) you will proberly be able to shoot something on turn one, and at worst turn 2 =3 (4' by 4' boards mean 12" deployment, leaving 24" between the forces, and seeing as you have a nice moving range. Mat another game another crushing loss. Though i knew we real didnt have any chance starting at when the told us our opponents. Tau and Necrons but we might have done better if we rushed the center Well for both Tau and Necron the most essential part is getting the fast stuff before it gets you, so ye rushing the center could work =) (ofcourse anything which is free from shooting is nice :p)
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Posted: Tue Apr 18, 2006 7:38 am
Never played much of 40k before, always been mostly fantasy and the like so this is my first full army I plan to field. Help would be nice I as I no real idea how any of these units perform ;>.> So here is my rather CC 1500pts Guard army =3
HQ - 156 Heroic Senior Oficer Refractor Feild Master Crafter Power Axe Frag Gernade Bolt Pistol - Master Vox Caster 3 Veterans Frag Grenades
Elite - 270 3 Priests Evisterator Rosarius
Troops - 554 2x Junior Officer Vox Caster 3 Veterans Frag Grenades
4x Infantry Squad Frag Grenades Grenage Launcher Vox caster Vet. Sarge Warrior weapons
Fast Attack - 85 Sentinal Armageddon Pattern Armoured Crew Compartment Extra Armour
Heavy Support - 185 Leman Russ Conquerer Hull Las Cannon Side Heavy Bolters Track Guards Extra Armour
Doctrines - 245 Chem Inhailers Light Infantry Hardened Fighters (Including Sentinal) (Given to all Squads and Commands)
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Posted: Tue Apr 18, 2006 5:34 pm
Looks pretty good, However you run the risk of getting totally shot apart before you make it into close combat. For example, statistically, a squad of marines will kill 6-7 of your guardsmen with one rapid fire volley. You may want to consider investing in cameoline cloaks, considering your light infantry will be moving through alot of cover. Cyberenhancement will also promot survivability.
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Posted: Tue Apr 18, 2006 6:53 pm
Anyway, here is my army I am working on (1500 pts)
Doctrines: Carapace Armour Hardened Fighters Sharpshooters Veterans Iron Discipline
Command Squad Heroic Senior Officer: Master Crafted Powersword, Trademark Item (cape), Bolt Pistol, Refractor Field, Iron Discipline 2 Veterans, Standard Bearer, Medic, Vox Operator, Lascannon, Sharpshooters, Carapace Armour, Hardened Fighters -213pts
Hardened Veterans (10) Veteran Sergeant: Honorifica Imperialis, Powersword, Trademark Item (cape), Bolt Pistol Vox Caster, Frag Grenades, 3 Plasmaguns, Heavy Bolter, Carapace Armour, Hardened Fighters -216pts
Hardened Veterans (10) Veteran Sergeant: Powersword, Trademark Item (cape), Bolt Pistol Vox Caster, 3 Plasmaguns, Heavy Bolter, Carapace Armour, Hardened Fighters -181pts
(2x) Infantry Platoon Command Sqaud Junior Officer: Powersword, Trademark Item (Cape), Bolt Pistol, Iron Discipline Lascannon, Carapace Armour, Sharpshooters, Hardened Fighters, Grenade Launcher(only one has this). -126(260)pts
(5x) Infantry Squad Veteran Sergeant, Vox Caster, Heavy Bolter, Plasmagun Carapace Armour, Hardened Fighters, Sharpshooters -126(630)pts
-1500 pts
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