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Lunar Marionette

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PostPosted: Sun Sep 12, 2010 4:16 pm


Question, where do you get the rules for using Thunderbolt Fighters? I cant remember seeing them in the Imperial Guard codex
PostPosted: Sun Sep 12, 2010 4:27 pm


Lunar Marionette
Question, where do you get the rules for using Thunderbolt Fighters? I cant remember seeing them in the Imperial Guard codex


Imperial Armour. The whole Elysian drop troop list is is from imp armour taros campaign.

Elim Rawne


Hoxtalicious

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PostPosted: Mon Sep 13, 2010 2:49 am


Shiek Bloodeye
Lunar Marionette
Question, where do you get the rules for using Thunderbolt Fighters? I cant remember seeing them in the Imperial Guard codex


Imperial Armour. The whole Elysian drop troop list is is from imp armour taros campaign.
Sorry, but that list is obsolete and no longer valid, it has been replaced by an up to date Elysian army list found in Imperial Armour 8 - Raid on Kastorel-Novem.
PostPosted: Sun Sep 19, 2010 4:24 pm


Lt. Brookman
Shiek Bloodeye
Lunar Marionette
Question, where do you get the rules for using Thunderbolt Fighters? I cant remember seeing them in the Imperial Guard codex


Imperial Armour. The whole Elysian drop troop list is is from imp armour taros campaign.
Sorry, but that list is obsolete and no longer valid, it has been replaced by an up to date Elysian army list found in Imperial Armour 8 - Raid on Kastorel-Novem.


Here's a revised list, under the new rules:

DEATH FROM ABOVE

Elysian Drop Troops

1500 pts

HQ -220pts
Ccommand squad: Refractor Field, Vox, Carapace, 2 Bodyguards -120pts

Valkyrie: Multilaser, 2 Hellstrike Missiles- 100pt

Long Range Scanner: 4 Guardsmen -68pts

Troops -666pts
1st Platoon -333pts
Platoon Command squad: Vox, Homing Beacon, Aux-grenade launcher -53pts
Squad 1: melta, vox -75
Squad 2: flamer, vox -70
Squad 3: flamer, vox -70
Squad 4: vox -65

2nd Platoon -333pts
Platoon Command squad: Vox, Homing Beacon, Aux-grenade launcher -53pts
Squad 1: melta, vox -75
Squad 2: flamer, vox -70
Squad 3: flamer, vox -70
Squad 4: vox -65

Heavy Support -360
Lightning 'Strike':Twin-
Linked Lascannon, 6 Hellstrike Missiles
-185pts

Lightning 'Strike':Twin-
Linked Lascannon, 6 Hellstrike Missiles
-185pts

Vulture Gunship: Heavy Bolter, 4 Multi Rocket Pods, Extra Armour, Searchlight
-175

Total: 1499

Elim Rawne


Sissy Fairy

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PostPosted: Mon Oct 04, 2010 2:49 pm


My 1500 points Salamander Strike Force

HQ

Vulkan He'stan 190 points

Elites

Terminator Assault Squad 200 points
5 Terminators, All have Thunder Hammers and Shields

Sternguard Veteran Squad 160 points
5 Sternguard Veterans, Combi Melta, Power Weapon, Plasma Pistol

Troops

Tactical Squad 195 points
1 Sergeant, 4 Space Marines, 5 Extra Marines, Flamer, Multi Melta, Teleport Homer

Tactical Squad 180 points
1 Sergeant, 4 Space Marines, 5 Extra Marines, Flamer, Multi Melta
Drop Pod 45 points
Locator Beacon

Tactical Squad 180 points
1 Sergeant, 4 Space Marines, 5 Extra Marines, Flamer, Multi Melta
Rhino Transport 35 points

Scout Squad 90 points
1 Sergeant, 4 Scouts, Sniper Rifles, Camo Cloaks

Fast Attack

Land Speeder Storm 65 points
Multi Melta

Heavy Support

Devastator Squad 175 points
1 Sergeant, 4 Devastators, 4 Multi Meltas, Power Fist

Total = 1500 points
PostPosted: Mon Oct 04, 2010 3:44 pm


You use his rules to very good effect in that list, I have to say. :O
Looks a pretty solid army to be honest. May need some more long range fire power, and no tanks either.

Jason Kharo

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Sissy Fairy

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PostPosted: Tue Oct 05, 2010 9:53 am


Thanks, I've got a year to build and paint the army for next years Throne of Skulls tournament. I might drop the Rhino, although I do want a force that can jump into combat as soon as the battle starts, especially with Vulkan so I might change a couple of things to give him a Razorback when he teams up with the Sternguard Veteran Squad. With the Heavy Bolter I can rip infantry to shreds.

I also wrote this army list so it can be tailored for a Crimson Fists army. Pedro Kantor is cheaper than Vulkan, his special rules allows Sternguard squads to take objectives and count as scoring units. Swap the Terminators for a second unit of Sternguard, and I can even increase the size of a sternguard unit using left over points. I'd drop the Devastators, or at least change the weapon load out for anti armour weaponry. Could even take a Dreadnought
PostPosted: Mon Nov 01, 2010 8:17 pm


New army list from me, now for my space wolves, I'm trying to make it story driven, regarding the fluff for my great company

HQ
Wolf Lord Rurik Truthbearer – 220 Points
Belt of russ, thunderwolf mount, wolf tail talisman, wolf tooth necklace, saga of the beast slayer, frost blade
Elites

Wolf Guard – 129 points
3 wolf guard, each with powerfist and combi melta

Lone Wolf – 105 points
Two fenrisian wolves, terminator armor with chain fist and storm shield

Troops

Grey Hunters Pack (9) – 225 points
Meltagun, powerfist, mark of the wulfen, wolf standard, rhino

Grey Hunters Pack (9) – 225 points
Meltagun, powerfist, mark of the wulfen, wolf standard, rhino

Grey Hunters Pack (9) – 225 points
Meltagun, powerfist, mark of the wulfen, wolf standard, rhino

Fast Attack

Thunderwolf Cavalry – 310 points
5 cavalry, 1 with storm shield, 1 with thunderhammer

Heavy Support

Long Fangs pack – 215 points
Razorback w/ twin linked lascannon, five missile launchers, six man squad

Long Fangs pack – 215 points
Razorback w/ twin linked lascannon, five missile launchers, six man squad

Total: 1869 points

The people i play with will be alright wtih the points being over, but i'm not sure where to drop the points, also, could this list be competitive at all? Just curious

To bring it down, i'm tempted to drop the Fenrisian wolves from the Lone wolf, all they're there for is to take hits for the Lone Wolf. Additionally, he's set up to bust tanks, and take on monstrous creatures if necessary, but the grey hunter packs and my long fangs can do that as well

-xAngel of Redemptionx-


Sissy Fairy

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PostPosted: Sat Nov 06, 2010 5:54 am


Personally for your Lone Wolf, I'd drop the Chainfist for something that would suit the Storm Shield, personally I'd give him a thunder hammer or even Frost Blade, especially if you do want to take on monstrous creatures. I also reckon normal Power Armour would be better if you do field the Fenrisian Wolves.

Apart from that you have a pretty solid army, and points left over to increase the strength of the Wolf Guard
PostPosted: Sat Nov 13, 2010 6:46 pm


this army list is in construction for my newest army, that will hopefully face off against an equily sized chaos army that i own,

army : salamanders space marines
points : roughly 4000

HQ

vulcan he'stan
space marine captain: Combi-melta, lightning claw, artificer armour
command squad (5 man): company standard, apothacary, 5 thunder hammers, storm sheild, melta bombs, drop pod, locator beacon

elites

Ironclad dreadnought: heavy flamer, 2 hunter killer missiles, iron clad assault launchers
venerable dreadnought: heavy flamer, plasma cannon, extra armour
terminator squad (10 man): 2 heavy flamers, land raider redeemer, multi melta

troops

tactical squad (10 man): Melta-gun, multi melta, razorback, twin linked las-cannon
tactical squad (10 man): flamer, plasma cannon, razorback
tactical squad (10 man): flamer, plasma cannon, razorback
tactical squad (10 man): plasma gun, Las-cannon, drop pod
tactical squad (10 man): plasma gun, Las-cannon, drop pod
scout squad (10 man): 5 snipers, camo cloaks, Heavy bolter

fast attack

land speeder squadron(3 land speeders): 3 multi meltas, 1 typhoon missile launcher, 3 tornado heavy flamers
attack bike squad (3 bikes): 2 multi meltas
space marine bike squad (8 bikes 1 attack bike) multi melta

heavy support


vindicator: siege sheild
vindicator: siege sheild
whirlwind

and now for general strategys,

terminator squad: most of you might have noticed that they arnt an assault squad with thunder hammers and may be asking why, my reason is simple, terminator assault squads cant assault as soon as they deepstrike, and so would be an easy target for one turn, however a normal squad can fire its weapons.

command squad: lead the drop pod assault into enemy lines and bash the big things, with their 3+ saves, 4+ invunerable (or 5+), feel no pain, and the company banner and dont forget the thunder hammers are masters.

tactical squads: split them into combat squads, use the flamers and multi melta's to get close, however running circles around the enemy, while the heavyer weapons halves stay back, firing on vehicles and heavys, the drop pods to initiate the attack along with the command squad.

Ashly Bloodmoon

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Caleidah

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PostPosted: Sun Nov 14, 2010 1:34 am


For the squads that are going in drop pods, I would recommend to take weapons that work as fast moving squads or close support. Meltas, Flamers, Multi-Meltas. Anything with the keyword "rapid" should be looked at with a bit more trepidation, just in the event that you end up slamming fist first into something in the backfield. The other benefit to it is that taking two specials instead of a special and a heavy is that you don't lose a turn of firepower upon popping out of the drop pod.
PostPosted: Sun Nov 14, 2010 2:39 am


As I recall, its a 3+ invulnerable from a Storm Shield.
Your command squad is beefy, very beefy. Don't let them get bogged down though. Make them an assassin unit, set them a target, kill it, then try to move onto something else.

Jason Kharo

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Ashly Bloodmoon

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PostPosted: Sun Nov 14, 2010 4:49 am


Jason Kharo
As I recall, its a 3+ invulnerable from a Storm Shield.
Your command squad is beefy, very beefy. Don't let them get bogged down though. Make them an assassin unit, set them a target, kill it, then try to move onto something else.


exactly my plan, theyre perfect for taking out enemy characters, and monsterous creatures.
PostPosted: Sun Nov 14, 2010 4:54 am


Caleidah
For the squads that are going in drop pods, I would recommend to take weapons that work as fast moving squads or close support. Meltas, Flamers, Multi-Meltas. Anything with the keyword "rapid" should be looked at with a bit more trepidation, just in the event that you end up slamming fist first into something in the backfield. The other benefit to it is that taking two specials instead of a special and a heavy is that you don't lose a turn of firepower upon popping out of the drop pod.


i thought you could still split the drop pod unit in half and deploy half of it onto the board, using the combat squads rule, however from the rules in the codex, i wouldnt be able to take a second flamer or multi-melta within the same squad,

Ashly Bloodmoon

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PostPosted: Thu Nov 18, 2010 7:52 pm


I don't know much...but whirlwind....why?
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