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Army List Posting/Review Thread Goto Page: [] [<<] [<] 1 2 3 ... 56 57 58 59 60 61 ... 70 71 72 73 [>] [>>] [»|]

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jokester120

PostPosted: Wed May 25, 2011 1:50 pm


Yeah that sounds about right give or take a few
PostPosted: Sun Sep 25, 2011 1:38 pm


Bringing this back to life!

Grey Knights shooty list.
2025 Points

HQ
Grey Knight Brother-Captain
Psilencer
Orbital Strike Relay
235 pts

Inquisitor Coteaz
100 pts

Elites
Techmarine
Orbital Strike Relay
Conversion Beamer
160 Pts

Techmarine
Orbital Strike Relay
Conversion Beamer
160 Pts

Techmarine
Orbital Strike Relay
Conversion Beamer
160 Pts

Troops
12 Plasma Servitors
240 Pts

12 Heavy Bolter Servitors
120 Pts

12 Multi-Melta Servitors
120 Pts

12 Plasma Servitors
240 Pts

Heavy Support
Purgation Squad
5 extra members
4 Psycannons
280 Pts

Dreadnought
Twin Linked Lascannon
145 Pts

Dreadnought
Twin Linked Lascannon
145 Pts

Dreadnought
Twin Linked Lascannon
145 Pts

Eat your heart out, Tau.

Jason Kharo

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HowlPhilinish

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PostPosted: Sun Oct 02, 2011 11:42 am


Space Marine - Painted as Black Templar but played as basic marines.
Army list for: A tourny at a Local Game shop in town.

HQ
Chapter Master: Combi Melta, Power Sword, Digital Weapons [170] Independent Character
Elites
Legion of the Damned: Plasma pistol (Sargent) Flamer (Squad) [190] 5 Man Squad
Venerable Dreadnaught: Lascannon, Flamer, Drop pod Transport [205]
Terminator Squad: No extra things, Land Raider Crusader Dedicated Transport [200] 5 Man Squad
Dedicated Transport
Land Raider Crusader: No extra bonus, Carrying Terminators. [220]
Drop Pod: Deathwind Missle Launcher, Carrying Dreadnaught. [55]
Troops
Tactical Squad 1: MeltaGun, Rocket Launcher. [175] 10 Man Squad
Tactical Squad 2: MeltaGun, Rocket Launcher. [175] 10 Man Squad
Heavy Support
Vindicator: No Bonus [115]
Vindicator: No Bonus [115]
Predator: Lascannons All around, Hunter Killer [175]
Fast Attack
None
-------------------------------------------------------------
Total Points: 1691
-------------------------------------------------------------
I need a 1500 army list, but i dont knwo what to add or take away.... Any Suggestions?
PostPosted: Wed Oct 05, 2011 2:38 pm


howlerd
Space Marine - Painted as Black Templar but played as basic marines.
Army list for: A tourny at a Local Game shop in town.

HQ
Chapter Master: Combi Melta, Power Sword, Digital Weapons [170] Independent Character
Elites
Legion of the Damned: Plasma pistol (Sargent) Flamer (Squad) [190] 5 Man Squad
Venerable Dreadnaught: Lascannon, Flamer, Drop pod Transport [205]
Terminator Squad: No extra things, Land Raider Crusader Dedicated Transport [200] 5 Man Squad
Dedicated Transport
Land Raider Crusader: No extra bonus, Carrying Terminators. [220]
Drop Pod: Deathwind Missle Launcher, Carrying Dreadnaught. [55]
Troops
Tactical Squad 1: MeltaGun, Rocket Launcher. [175] 10 Man Squad
Tactical Squad 2: MeltaGun, Rocket Launcher. [175] 10 Man Squad
Heavy Support
Vindicator: No Bonus [115]
Vindicator: No Bonus [115]
Predator: Lascannons All around, Hunter Killer [175]
Fast Attack
None
-------------------------------------------------------------
Total Points: 1691
-------------------------------------------------------------
I need a 1500 army list, but i dont knwo what to add or take away.... Any Suggestions?


Well, for one I'm looking at the tactical squads with rocket launchers and meltas. If you've got that level of anti-tank weaponry, do you need to spend the extra points on your dreadnought to give it a lascannon? Save the points and make the Dreadnought more anti-heavy-infantry with the standard assault cannon, because you've already got plenty of anti-tank.

Same goes for the combi-melta; you've got more than enough shooty, your character should be close-combat oriented, just give him a regular pistol so he can get an extra attack, and not worry about the one-off melta shot.

I'd consider also taking the extra lascannons off the Predator, sticking with the regular heavy bolters and auto-cannon.

With a list like this, you've got more worries about being outnumbered than not being able to deal with armor. Even with all the changes I'm, suggesting, you've got 2 rocket launchers, 2 devastator cannons, 2 Meltas, terminators, and a land raider to deal with vehicles, so try and shift your commander, dreadnought, and predator to an anti-infantry role, so you can thin out enemy swarms.

DarkElf27
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HowlPhilinish

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PostPosted: Wed Oct 05, 2011 3:05 pm


DarkElf27
howlerd
Space Marine - Painted as Black Templar but played as basic marines.
Army list for: A tourny at a Local Game shop in town.

HQ
Chapter Master: Combi Melta, Power Sword, Digital Weapons [170] Independent Character
Elites
Legion of the Damned: Plasma pistol (Sargent) Flamer (Squad) [190] 5 Man Squad
Venerable Dreadnaught: Lascannon, Flamer, Drop pod Transport [205]
Terminator Squad: No extra things, Land Raider Crusader Dedicated Transport [200] 5 Man Squad
Dedicated Transport
Land Raider Crusader: No extra bonus, Carrying Terminators. [220]
Drop Pod: Deathwind Missle Launcher, Carrying Dreadnaught. [55]
Troops
Tactical Squad 1: MeltaGun, Rocket Launcher. [175] 10 Man Squad
Tactical Squad 2: MeltaGun, Rocket Launcher. [175] 10 Man Squad
Heavy Support
Vindicator: No Bonus [115]
Vindicator: No Bonus [115]
Predator: Lascannons All around, Hunter Killer [175]
Fast Attack
None
-------------------------------------------------------------
Total Points: 1691
-------------------------------------------------------------
I need a 1500 army list, but i dont knwo what to add or take away.... Any Suggestions?


Well, for one I'm looking at the tactical squads with rocket launchers and meltas. If you've got that level of anti-tank weaponry, do you need to spend the extra points on your dreadnought to give it a lascannon? Save the points and make the Dreadnought more anti-heavy-infantry with the standard assault cannon, because you've already got plenty of anti-tank.

Same goes for the combi-melta; you've got more than enough shooty, your character should be close-combat oriented, just give him a regular pistol so he can get an extra attack, and not worry about the one-off melta shot.

I'd consider also taking the extra lascannons off the Predator, sticking with the regular heavy bolters and auto-cannon.

With a list like this, you've got more worries about being outnumbered than not being able to deal with armor. Even with all the changes I'm, suggesting, you've got 2 rocket launchers, 2 devastator cannons, 2 Meltas, terminators, and a land raider to deal with vehicles, so try and shift your commander, dreadnought, and predator to an anti-infantry role, so you can thin out enemy swarms.


Mks, That makes sence, but id like to keep my predator the way it is, (Mostly because i play by what you see is what you get, And i lost my other bits for it >.<) Is there somthing else i could do to thin out infantry?
PostPosted: Wed Oct 05, 2011 3:24 pm


howlerd
DarkElf27


Well, for one I'm looking at the tactical squads with rocket launchers and meltas. If you've got that level of anti-tank weaponry, do you need to spend the extra points on your dreadnought to give it a lascannon? Save the points and make the Dreadnought more anti-heavy-infantry with the standard assault cannon, because you've already got plenty of anti-tank.

Same goes for the combi-melta; you've got more than enough shooty, your character should be close-combat oriented, just give him a regular pistol so he can get an extra attack, and not worry about the one-off melta shot.

I'd consider also taking the extra lascannons off the Predator, sticking with the regular heavy bolters and auto-cannon.

With a list like this, you've got more worries about being outnumbered than not being able to deal with armor. Even with all the changes I'm, suggesting, you've got 2 rocket launchers, 2 devastator cannons, 2 Meltas, terminators, and a land raider to deal with vehicles, so try and shift your commander, dreadnought, and predator to an anti-infantry role, so you can thin out enemy swarms.


Mks, That makes sence, but id like to keep my predator the way it is, (Mostly because i play by what you see is what you get, And i lost my other bits for it >.<) Is there somthing else i could do to thin out infantry?
Well your Vindicators will do a very good job of thinning out infantry, just aim for the clumps. Ordnance is great that way. biggrin

I'd give your Dreadnought an assault cannon 'cause it saves a good chunk of points, and is superb against infantry and light vehicles.

DarkElf27
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HowlPhilinish

Fashionable Shapeshifter

PostPosted: Wed Oct 05, 2011 3:32 pm


DarkElf27
howlerd
DarkElf27


Well, for one I'm looking at the tactical squads with rocket launchers and meltas. If you've got that level of anti-tank weaponry, do you need to spend the extra points on your dreadnought to give it a lascannon? Save the points and make the Dreadnought more anti-heavy-infantry with the standard assault cannon, because you've already got plenty of anti-tank.

Same goes for the combi-melta; you've got more than enough shooty, your character should be close-combat oriented, just give him a regular pistol so he can get an extra attack, and not worry about the one-off melta shot.

I'd consider also taking the extra lascannons off the Predator, sticking with the regular heavy bolters and auto-cannon.

With a list like this, you've got more worries about being outnumbered than not being able to deal with armor. Even with all the changes I'm, suggesting, you've got 2 rocket launchers, 2 devastator cannons, 2 Meltas, terminators, and a land raider to deal with vehicles, so try and shift your commander, dreadnought, and predator to an anti-infantry role, so you can thin out enemy swarms.


Mks, That makes sence, but id like to keep my predator the way it is, (Mostly because i play by what you see is what you get, And i lost my other bits for it >.<) Is there somthing else i could do to thin out infantry?
Well your Vindicators will do a very good job of thinning out infantry, just aim for the clumps. Ordnance is great that way. biggrin

I'd give your Dreadnought an assault cannon 'cause it saves a good chunk of points, and is superb against infantry and light vehicles.


Mks, Well ill try that.....
PostPosted: Wed Oct 05, 2011 3:46 pm


Yep, I agree completely. Dread with a lascannon is nice, but seeing it mow down light transports and such is priceless, and with Rending you'll almost certainly destroy anything with cardboard armour e.g Raiders, Rhinos, Falcons or Trukks.

Jason Kharo

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PostPosted: Sun Oct 09, 2011 12:29 am


You could always drop out the Legion of the Damned squad, shaving off the excess amount of points that you are over the maximum allowance.
PostPosted: Mon Oct 24, 2011 4:02 pm


Tau Steel Hawks Expedition Force (custom Tau army)

HQ
Shas'O Kais- Battlesuit with Shield Gen, Plasma Rifle, Missile Launcher, and hardwired Multitracker [Current status: Dead]

Shas'el Na'chaa- Battlesuit with Airburst Fragmentation Projector (AFP), Fusion Blaster, Shield Generator, Iridium Armor, and Hardwired Multitracker

Elites

Stealth Team- Shas'vre team leader with XV 15 and burst cannon, 3 Shas'ui with XV 15 and burst cannons, 2 Shas'ui with XV 25 and Fusion Blaster. Bonded

Crisis Team tau- Shas'vre leader with battlesuit, twin Linked fusion blasters, and shield generator; ui with Burst Cannon, missile launcher, and multi tracker; ui with Plasma Rifle, Flame Thrower, and multi tracker. bonded

Crisis Team Tau'n- Shas'vre leader with twin linked burst cannon and shield generator, ui with fusion blaster, missile launcher, and multi tracker; ui with plasma rifle, flamer, and multi tracker. Bonded

Troops

Fire Team Tau, Tau'n, and Vior'la
Shas'ui leader, 11 shas'la, fully armed with grenades and bonded.

Kroot
Shaper and 19 Kroot, all equipped with Kroot rifles, joined by 2 hounds

Fast Attack

Gundrones (rare)

Vespids (unused)

Pathfinders- Shas'ui team leader, 4 shas'la with carbines, three shas'la with rail rifles. Bonded, armed with grenades, and basic devilfish transport

Heavy Support

Broadside team- Shas'vre leader in XV88-2 Broadside (Forgeworld Broadside) and Shas'ui in XV88, all units bonded, equipped with Rail guns, Plasma rifles, and Advanced stablizers; Vre has multi tracker

Hammerheads
Unit 1 uses Railgun and smart missiles, equipped with Disruption Pod, Multi Tracker, and Target Lock
Unit 2 uses Ion Cannon and Burst cannons, Equipped with Disruption Pod, Multi Tracker, and Target Lock

Approximate army total: 2300~ rough guess

Planned Changes: creating or selecting choice battlesuits for a command team bodyguard; standardizing Crisis teams Tau and Tau'n for certain combat roles compared to their current setups; possible creation of Missile based Crisis team for ranged support and to cover the broadsides as per 5th edition rules.

Pilan


lord-kensington

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PostPosted: Sun Oct 30, 2011 6:00 pm


What do you guys think?

Imperial Guard 1000 point list

HQ
Company Command Squad
Nork Deddog, Boltgun, Carapace Armour, Power Weapon, Heavy Bolter, Flamer, Master of Ordinance [235]

Elites
Ratling Squad
2 additional models [50]

Troops
Veteran Squad 1
Power Weapon, Meltagun, Missle Launcher, Sniper Rifle, Flamer, Grenadiers [145]

Veteran Squad 2
Power Weapon, Flamer, Heavy Bolter, Grenadiers [125]

Fast Attack
Sentinel Squad - 2 Models
Heavy Flamer, Lascannon, Smoke [100]

Devil Dog
Extra Armour, Dozer Blade [145]

Heavy Support
Leman Russ Standard Pattern
Lascannon, Extra Armour, Sponson Heavy Bolters [200]
PostPosted: Sun Oct 30, 2011 7:04 pm


Space Marine 500 point list.

HQ-Space Marine Librarion
Boltgun/Force Weapon
Avenger, Gate of Infinity powers
100 pts.

Troops-
1 5 man tactical squad
Sergeant-Plasma Pistol/Chainsword

1 5 man scout squad
3 sniper rifles
1 missle launcher
sergeant-botlpistol/power weapon

Elites-
1 5 man terminator squad

I've been having second thoughts about the terminators. Thinking about making them assualt termies. Mind you I only have the SPs from Assualt on Black Reach and a three man box so some of this is counts as.

Anyway would making them assualt termies be a good idea and if so should i have them with claws or hammer,shield combo?

BornStellarMakesEternal

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DarkElf27
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PostPosted: Sun Dec 18, 2011 8:44 pm


BornStellarMakesEternal
Space Marine 500 point list.

HQ-Space Marine Librarion
Boltgun/Force Weapon
Avenger, Gate of Infinity powers
100 pts.

Troops-
1 5 man tactical squad
Sergeant-Plasma Pistol/Chainsword

1 5 man scout squad
3 sniper rifles
1 missle launcher
sergeant-botlpistol/power weapon

Elites-
1 5 man terminator squad

I've been having second thoughts about the terminators. Thinking about making them assualt termies. Mind you I only have the SPs from Assualt on Black Reach and a three man box so some of this is counts as.

Anyway would making them assualt termies be a good idea and if so should i have them with claws or hammer,shield combo?
In my opinion it's a bit points-heavy for a 500-pt army. I think shooty termies would be better than assault because if you're going to sink that many points into the one unit, you have to make sure that they're going to be able to attack enough enemies to be worth it.

I would also take your Scout sergeant and give him either a sniper rifle or some sort of ranged weapons. That unit is going to be standing still as far back as it can, so why waste points on close combat weapons like that?
PostPosted: Mon Dec 19, 2011 8:20 am


DarkElf27
BornStellarMakesEternal
Space Marine 500 point list.

HQ-Space Marine Librarion
Boltgun/Force Weapon
Avenger, Gate of Infinity powers
100 pts.

Troops-
1 5 man tactical squad
Sergeant-Plasma Pistol/Chainsword

1 5 man scout squad
3 sniper rifles
1 missle launcher
sergeant-botlpistol/power weapon

Elites-
1 5 man terminator squad

I've been having second thoughts about the terminators. Thinking about making them assualt termies. Mind you I only have the SPs from Assualt on Black Reach and a three man box so some of this is counts as.

Anyway would making them assualt termies be a good idea and if so should i have them with claws or hammer,shield combo?
In my opinion it's a bit points-heavy for a 500-pt army. I think shooty termies would be better than assault because if you're going to sink that many points into the one unit, you have to make sure that they're going to be able to attack enough enemies to be worth it.

I would also take your Scout sergeant and give him either a sniper rifle or some sort of ranged weapons. That unit is going to be standing still as far back as it can, so why waste points on close combat weapons like that?


Thanks for the pointers. But to explain the sergeant, notice the rest of that unit is kinda done for if they get outmanuvered or forced into close combat. I at least want to know the sergeant can take a couple guys down with him.

Can understand why it would be a bad idea though. Will reevaluate his loadout see what else I can do with those points.

BornStellarMakesEternal

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PostPosted: Mon Dec 19, 2011 3:23 pm


BornStellarMakesEternal
DarkElf27
BornStellarMakesEternal
Space Marine 500 point list.

HQ-Space Marine Librarion
Boltgun/Force Weapon
Avenger, Gate of Infinity powers
100 pts.

Troops-
1 5 man tactical squad
Sergeant-Plasma Pistol/Chainsword

1 5 man scout squad
3 sniper rifles
1 missle launcher
sergeant-botlpistol/power weapon

Elites-
1 5 man terminator squad

I've been having second thoughts about the terminators. Thinking about making them assualt termies. Mind you I only have the SPs from Assualt on Black Reach and a three man box so some of this is counts as.

Anyway would making them assualt termies be a good idea and if so should i have them with claws or hammer,shield combo?
In my opinion it's a bit points-heavy for a 500-pt army. I think shooty termies would be better than assault because if you're going to sink that many points into the one unit, you have to make sure that they're going to be able to attack enough enemies to be worth it.

I would also take your Scout sergeant and give him either a sniper rifle or some sort of ranged weapons. That unit is going to be standing still as far back as it can, so why waste points on close combat weapons like that?


Thanks for the pointers. But to explain the sergeant, notice the rest of that unit is kinda done for if they get outmanuvered or forced into close combat. I at least want to know the sergeant can take a couple guys down with him.

Can understand why it would be a bad idea though. Will reevaluate his loadout see what else I can do with those points.


I'd rather skip the power weapon on scout squad sgt - it should be positioned out of harms way by infiltration, and instead give it to the tac squad sarge, who is going probably to go in the harms way to take objectives. If possible, I'd advise to take full strength tac squad instead of termies, numbers do count, and bunch of 1s to save wil ruin your day...
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