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Posted: Thu Dec 03, 2009 2:58 pm
Hey Cale, correct me if I'm wrong, but don't you need a champion or something to base that Summon on?
Edit: Missed the second line on the bike entries, my bad.
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Posted: Thu Dec 03, 2009 10:38 pm
Yeah. He has three champs, or I can use the "ohshit" summon and bring it through a 1 wound Daemon Prince.
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Posted: Fri Dec 04, 2009 6:57 am
Shields of Chiron - 4th Company (1000 points; Space Marines)
I'm actually still building this army, and have an extra 148 points I'm not quite sure what to do with. The Chapter's tactical fluff is mobile defenses trump all, and they tend to have a dedicated mechanized core to deployments larger then a strike force.
Anyways, army list:
HQ - 1 Captain (100 points) w/ Artificer Armor (+15) and Thunderhammer (Replaces Chainsword, +30 points) 1 Command Squad (4 Veterans, 1 Apothecary; 115 points ) w/ Company Standard (+15 points)
Elites - 1 Sternguard Veteran Squad (9 Veterans, 1 Sergeant; 250 points) Has a dedicated Drop Pod Transport (+35 points)
Troops - 2 Tactical Squads (5 Regulars, 1 Sergeant; 106 points each) Has dedicated Razorback Transports (+40 points each)
852/1000 points
---
I'm thinking of sticking the HQ into a "tricked out" Razorback (one with the Lascannon/twin-linked Plasma Gun weapon and extra armor) or taking a Master of the Forge (mechanized force, after all), but beyond that, I'm at a loss.
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Posted: Fri Dec 04, 2009 8:07 am
4 bare bone rhinos are 140 even, you can just give the captain digital weapons to close the gap.
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Posted: Fri Dec 04, 2009 8:12 am
...but I'd have to replace the two Razorbacks and the drop pod for the quad of Rhinos, which, admittedly, frees up 10 eats up 25 points, but loses out on some punch. Unless the Stormbolters on Rhinos are a match for the Razorback's Twin-Linked Heavy Bolters, in which case I'm totally doing this wrong, eh?
...or I'm still confused as hell from being out of the tabletop game for over a year, and don't know what I'm saying at all. And have no idea how Dedicated Transports work (my first army was Necrons, after all)
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Posted: Fri Dec 04, 2009 8:31 am
you only have 2 troop choices so take them as your final 4 and use them as a wall of advance, giving your troops cover save and hiding them from view.
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Posted: Fri Dec 04, 2009 8:35 am
...I don't think you can do that. Rhinos/Razorbacks/Drop Pods are, as far as I can tell, Dedicated Transport units, not taking up a slot on the Force Chart. Far as I know, that means it only gets fielded if attached to a troop that can ride in one. Taking a third Tactical Squad stuffed in a Rhino/Razorback/Drop Pod is okay. Taking a Rhino alone is not.
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Posted: Fri Dec 04, 2009 8:42 am
i'll go check my rule book.
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Posted: Fri Dec 04, 2009 8:54 am
Well, if the Rhino thing won't work, stuffing the HQ+Command Squad (6 models) in a Mk I Razorback (Lascannon and Twin-Linked Plasma Gun replaces Heavy Bolters, Extra Armor; +90 [+40 for Transport, +35 for Las/Plas combo, +15 for Armor] points), and putting extra armor on my remaining Razorbacks (+30 points), and taking Digital Weapons on the Captain (+10) puts me within 18 points of 1000. It also gives me a tank force that probably only Imp Guard can beat in firepower at 1000 points, but I haven't looked at the general meta-game nor Imp Guard codex for 5th, so don't quote me on that.
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Posted: Fri Dec 04, 2009 9:06 am
15 points and you got a champion for your command squad. that just leaves you 3 points off which isnt a major break in points to be at a disadvantage/
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Posted: Fri Dec 04, 2009 9:10 am
Hey, that works! *wanders off to scratch all this down*
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Posted: Fri Dec 04, 2009 9:22 am
The problem is that you're extremely light on anti-tank. Besides the HQ's Razorback, you have literally no ranged anti-tank firepower, the Sternguard /HQ could easily be tar-pitted by either walkers or disposable infantry, leaving you with 2 squads of bog-standard marines to weather the rest of the opposing armies firepower.
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Posted: Fri Dec 04, 2009 9:27 am
you can throw krak grenades in combat at walkers.
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Posted: Fri Dec 04, 2009 9:39 am
Inenor you can throw krak grenades in combat at walkers. Which require a 6 to hit the walker, another 6 to glance (close combat attacks always hit on the front armour of walkers, the 6 is assuming the walker is a Armoured Sent or Dreadnought), and then either a 5 or a 6 just so they can get out of close combat at the end of the turn. Each model only gets one attack when they use grenades as well, so unless they get extremely lucky rolls, that walker isn't going to budge for a while.
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Posted: Fri Dec 04, 2009 11:01 am
why do you need to roll a six to hit a walker, they have WS.
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