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Posted: Wed Apr 07, 2010 6:38 pm
It just seems strange that they're in it. The enemy is gonna be like "OMFG TERMINATORS. Oh wait, Assault squad????"
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Posted: Thu Apr 08, 2010 2:12 am
then again, can an assault take jump packs and ride a LR? (i only played marined in 4th ed, so i never used their newest codex) and if so, would they be able to jump after disembarking? i can see that as being a fearsome move, ride in, disembark, jump, assault. cross the board in a single move and rape an enemy unit.
then again, i havnt seen this done before, so it probably cant be.
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Posted: Thu Apr 08, 2010 3:48 pm
@fire, regrettably, no Well here is a re-tooled list. EDIT: retooled again, replaced the terminators with a 10 man death company in a redeemer It has three things in mind 1. Dominate in the movement phase 2. Dominate in an assault 3. Ignore Leadership tests As to dominating in an assault, i am tempted to swap the tacticals out for death company, but the flip side is i would have fewer models in the army, this stands at about 40 marines right now.
All suggestions are welcome HQ Astorath the Grim 220 Troops Death Company 565 Land Raider Redeemer Multi Melta Thunder hammer Power weapons (2) Infernus pistol Hand Flamers (4) Tactical Squad 225 Missile Launcher Flamer Razorback Twin linked heavy flamer Tactical Squad 225 Missile Launcher Flamer Razorback Twin linked heavy flamer Fast Attack Vanguard Veteran Squad 165 Glaive encarmine Jump packs
Vanguard Veteran Squad 165 glaive encarmine Jump packs
Baal Predator 145 Assault Cannon Heavy Bolters Heavy Support Vindicator 145 Vindicator 145 Total 2000
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Posted: Thu Apr 08, 2010 4:31 pm
Need about 30 more Baal predators with miniguns to be bad a**.
I would make an army of just Baal Predators if I could. They'd be horrible anti-tank/armor, but god would they be the sexiest anti-infantry line you've ever seen.
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Posted: Thu Apr 08, 2010 5:14 pm
Yeah, you'd need to Ram anything over Armour 12 on all sides to destroy it, and even then, it'd be pretty hard.
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Posted: Thu Apr 29, 2010 4:16 pm
A new list from me, and it's mechanized
Angels Encarmine Task Force Aurelius (named after it's commander, Captain Ephraim Aurelius)
Headquarters
Captain - 130 points Power weapon and plasma pistol
Troops
Tactical Squad - 420 points Multi melta, flamer, Land Raider Redeemer (dedicated trans) w/ multi melta
Tactical Squad - 420 points Multi melta, flamer, Land Raider Redeemer (dedicated trans) w/ multi melta
Tactical Squad - 225 points Missile launcher, flamer Razorback with twin linked heavy flamer
Tactical Squad - 225 points Missile launcher, flamer Razorback with twin linked heavy flamer
Fast Attack
Baal Predator - 145 points Assault cannon and heavy bolter sponsons
Baal Predator - 145 points Assault cannon and heavy bolter sponsons
Heavy Support
Vindicator - 145 points
Vindicator - 145 points
Comments?, suggestions?
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Posted: Thu Apr 29, 2010 5:48 pm
You only have four weapons (meltas) that will reliably take out high armor. In 2k points, you will probably get kicked around a little bit by highly mechanized forces. That said, your Baals should be able to skirt around and kick at rear armor and your Vindicators will possibly be able to punch armor.
That's my only big concern.
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Posted: Wed May 05, 2010 1:00 pm
Correct me if I'm wrong, but I'm pretty sure that Land Raiders, even if taken as a transport, will also take up a Heavy slot, which leaves you with 4 Heavy Support slots taken.
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Posted: Wed May 05, 2010 1:26 pm
Land Raiders can be taken as Dedicated Transports for Tactical Squads if I'm not mistaken, minus any force organization chart penalties.
And they can deep-strike.. sweatdrop
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Posted: Wed May 05, 2010 2:02 pm
Land raiders are dedicated transports only for the BA
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Posted: Sun May 09, 2010 3:41 pm
ok, here is my plan for the knights of blood army im building, it will be using the basic space marine codex, even though they are a blood angels successor chapter. and before you ask, this army is intended for very large standard missions ( all weekend games )
HQ
chapter master, power sword,storm bolter,artificer armour honour guard(5 man), chapter banner, razor back, twin linked lascannon, dozer blade master of the forge, power sword
Elites
terminator squad(10 man),cyclone missile launcher, assault cannon ( inside the land raider ) venerable dreadnought,extra armour, plasma cannon, drop pod, locator beacon terminator assault squad(10 man), 5 thunder hammers, 5 lighting claws
troops
tactical squad alpha(10 man), heavy bolter, rhino, dozer blade, storm bolter tactical squad beta(10 man), heavy bolter, rhino, dozer blade, storm bolter tactical squad charlie(10 man), missile launcher, rhino, dozer blade, storm bolter tactical squad delta(10 man), missile launcher, rhino, dozer blade, storm bolter tactical squad echo(10 man), melta bombs, flamer, drop pod, locator beacon tactical squad foxtrot(10 man) melta bombs, flamer, drop pod, locator beacon
Fast attack
land speeder squadron(3 land speeders), 1 multi meltas, 1 typhoon missile launcher, 2 tornado pattern assault cannons bike squad alpha(8 bikers), melta bombs, attack bike, multi melta bike squad beta (8 bikers), melta bombs, attack bike, multi melta
heavy support
ironclad dreadnought, 2 hunter killer missiles, ironclad assault launchers, drop pod, locator beacon ironclad dreadnought, 2 hunter killer missiles, ironclad assault launchers, drop pod, locator beacon land raider redeemer, Hunter-killer missile
total points: roughly 4500
tactics:
use tactical squad alpha, beta, charlie and delta to hold positions, setting up choke points.
tactical squad echo and foxtrot, all dreadnoughts, drop pod behind the enemy, or infrount of them, depending on deployment.
assault terminators use the locator beacons to home in on the drop pods, assisting in the forward attack.
land raider drops off normal terminators at a choke point, then moves up with the bikes and land speeders infrount.
chapter master deploys outside of the razorback on the first and second turn, and uses orbital bombardment on the enemy, then charges forwards using the razorback and his honour guard.
master of the forge sits there and repairs any broken down rhinos.
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Posted: Wed May 12, 2010 3:19 am
You can't have 3 HQ choices.
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Posted: Wed May 12, 2010 12:16 pm
Lt. Brookman You can't have 3 HQ choices. the honour guard can be included with the chapter master, as they dont take up a hq choise, they may be listed in the HQ section, but theyre just a bodyguard for the master ( sorry if my previous version of this was b*tchy, i was in a bit of a bad mood at the time )
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Posted: Wed May 12, 2010 3:22 pm
Ashly-Bloodmoon Lt. Brookman You can't have 3 HQ choices. um.. honour guard dont count as HQ choise, theyre a bodyguard for the chapter master just like the command squad it even says that within the codex, rofl your right, the honour guard, although listed as a seperate unit, are part ofa chapter masters unit, but you could have probably worded that better so you dont enrage anyone, i might just be tired and cynical tonight, but the way you just wrote that made it sound kinda bitchy, "um, yes i can, it even says it within the codex, rofl" (thats not a quote, thats just how your post seemed to me) ::Rob::
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Posted: Wed May 12, 2010 7:58 pm
fire - link Ashly-Bloodmoon Lt. Brookman You can't have 3 HQ choices. um.. honour guard dont count as HQ choise, theyre a bodyguard for the chapter master just like the command squad it even says that within the codex, rofl your right, the honour guard, although listed as a seperate unit, are part ofa chapter masters unit, but you could have probably worded that better so you dont enrage anyone, i might just be tired and cynical tonight, but the way you just wrote that made it sound kinda bitchy, "um, yes i can, it even says it within the codex, rofl" (thats not a quote, thats just how your post seemed to me) ::Rob:: sorry about that, i, slightly un-b*tchified it
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