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DarkElf27
Captain

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11,250 Points
  • Guildmember 100
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  • Elocutionist 200
PostPosted: Mon Apr 21, 2014 2:18 pm


Here's my 3k list for a semi-Apoc match, emphasis on city-fight capability.

3k
+++++++++++FIRST PRIMARY DETACHMENT++++++++++
***HQ***
Company Command Squad 60pts (Total: 193pts)
-2 Plasma Guns 30pts
-2 Flamers 10pts
-Carapace Armor 13pts
-Power Sword 15
-Chimera 65pts
-Multilaser
-Heavy Bolter

Lord Commissar 65pts (Total: 80pts)
-Power Axe 15pts

Commissar [X1] 25pts

***TROOPS***

Veteran Squad 60pts (Total: 155pts)
-2 Melta Guns 20pts
-1 Heavy Flamer 10pts
-Chimera 65pts
-Multilaser
-Heavy Flamer

Veteran Squad 60pts (Total: 101pts)
-3 Sniper Rifles 6pts
-Missile Launcher 15pts
-Flakk Missiles 10pts
-Forward Sentries 10pts

*1st PLATOON*

Platoon Command Squad 30pts (Total: 39pts)
-4 Sniper Rifles 8pts
-Boltgun 1pt

Infantry Squad 50pts (Total: 55pts)
-Flamer 5pts

Infantry Squad 50pts (Total: 55pts)
-Flamer 5pts

Infantry Squad 50pts (Total: 55pts)
-Flamer 5pts

Infantry Squad 50pts (Total: 55pts)
-Flamer 5pts

Heavy Weapon Squad 45pts (Total: 75pts)
-3 Autocannons 30pts

*2nd PLATOON*

Platoon Command Squad 30pts (Total: 135pts)
-Power Fist 25pts
-Grenade Launcher 5pts
-2 Flamers 10pts
-Chimera 65pts
-Multilaser
-Heavy Bolter

Infantry Squad 50pts (Total: 80pts)
-Grenade Launcher 5
-Missile Launcher w/Flakk 25pts

Infantry Squad 50pts (Total: 80pts)
-Grenade Launcher 5
-Missile Launcher w/Flakk 25pts

***FAST ATTACK***

Hellhound 125pts

Scout Sentinel Squadron [X3] 105pts (Total: 155pts)
-3 Camo Netting 45pts
-Autocannon 5pts

***HEAVY SUPPORT***

Wyvern Battery [X2] 130pts

Basilisk Battery [x2] 250pts

Leman Russ Eradicator 120pts (Total: 140pts)

Imperial Guard Detachment: 1983pts


+++++++++++SECOND PRIMARY DETACHMENT+++++++++
**HQ**
Captain 90pts (Total: 105pts)
-Plasma Pistol

**TROOPS**
Scout Squad [5] 55pts (Total: 94pts)
-4 Sniper Rifles 4pts
-Camo Cloaks 10pts
-Missile Launcher w/Flakk 25pts

Scout Squad [5] 55pts (Total: 94pts)
-4 Sniper Rifles 4pts
-Camo Cloaks 10pts
-Missile Launcher w/Flakk 25pts

Scout Squad [5] 55pts (Total: 77pts)
-4 Sniper Rifles 4pts
-Camo Cloaks 10pts
-Heavy Bolter 8pts

Scout Squad [5] 55pts (Total: 75pts)
-Close Combat Weapons
-Veteran Sergeant 10pts
-Camo Cloaks 10pts

Space Marine Detachment: 445pts

++++++++ALLIED DETACHMENT++++++++++

**HQ**

Autarch 70pts (Total: 125pts)
-Firesabre 30pts
-Jetbike 15pts
-Fusion Gun 10pts

**ELITES**

Striking Scorpions [X5] 85pts (Total: 125pts)
-Exarch 10pts
-Scorpion's Claw 30pts

**TROOPS**
Windrider Jetbikes [X4] 68pts

Dire Avengers [X10] 130pts (Total: 250pts)
-Wave Serpent 115pts
-TL Bright Lances 5pts

Eldar Allied Detachment: 568pts

GRAND TOTAL: 2996pts
148 troops
13 Tanks
PostPosted: Sun Apr 27, 2014 3:19 am


In two weeks time there's "beginner-friendly" tourney, no restrictions, strong emphasis on building a general list that can take on anything (Which as you can see, I'm pretty much fragged, because I'm limited by what I got right now) and is more geared towards having a good time than getting thrown across a table and well, you know.. User Image - Blocked by "Display Image" Settings. Click to show. It's 1750 pts, pre-set terrain and whatnot. So, screw it, I'm going to bring fun stuff, as I usually do really, which might explain my horrendous track record. whee

First list is Imperial Guard + Space Marine allies, not my first choice, but gotta make do to reach 1750 pts somehow, so quite heavy on the allies, whom are more or less geared towards getting stuck in and dealing with MEQ and monstrous creatures.

HQ.
Knight Commander Pask - 70
Leman Russ Exterminator (3) – Heavy bolter sponsons - 450

Primaris Psyker - 50

Troops.
Veterans – Grenadiers, 2x meltagun, Chimera - 160
Veterans – Grenadiers, 2x meltagun, Chimera - 160

Heavy Support.
Deathstrike – Camo netting - 175

Allies.
Captain – Artificer armour, power weapon - 125
Scout squad (5) – Shotguns - 55
Land Speeder Storm - 45
Sternguard Veterans (5) – Bolters, power weapon - 135
Razorback – Twin-linked lascannons - 75
Centurion Devastators – Gravity cannons and Hurricane bolters - 250

And the alternate take, should Knights be allowed or not frowned upon, which means dropping the Space Marines in favour of a Knight, entourage of Sentinels, another psyker and some more veterans:

HQ.
Knight Commander Pask - 70
Leman Russ Exterminator (3) – Heavy bolter sponsons - 450

Primaris Psyker - 50

Primaris Psyker - 50

Troops.
Veterans – Grenadiers, 2x meltagun, Chimera - 160
Veterans – Grenadiers, 2x meltagun, Chimera - 160
Veterans – Forward sentries, Harker - 125

Fast Attack.
Armoured Sentinel squadron (3) – Autocannons - 135

Heavy Support.
Deathstrike – Camo netting - 175

Allies.
Imperial Knight Paladin - 375

Hoxtalicious

Greedy Partner


DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200
PostPosted: Sun Apr 27, 2014 3:52 am


Sternguard can't take shotguns, why would you want to anyway?
PostPosted: Sun Apr 27, 2014 6:13 am


DarkElf27
Sternguard can't take shotguns, why would you want to anyway?
Swap with the scout bolters. Scouts have shotguns, Sternguard have bolters, missed that bit when I was muddling about with the list.

Hoxtalicious

Greedy Partner


Hoxtalicious

Greedy Partner

PostPosted: Mon Apr 28, 2014 12:36 am


A slightly revised version of the second one, a certain miss Piggy has been whispering suggestions in my ear. Scary ones at that. sweatdrop

HQ.
Knight Commander Pask - 70
Leman Russ Exterminator (3) – Heavy bolter sponsons - 450

Primaris Psyker - 50

Primaris Psyker - 50

Elites.
Ratlings (3) - 30

Troops.
Veterans – Grenadiers, 2x meltagun, Chimera - 160
Veterans – Grenadiers, 2x meltagun, Chimera - 160

Fast Attack.
Armoured Sentinel squadron (3) – Autocannons - 135

Heavy Support.
Deathstrike – Camo netting - 175
Hydra flak tank – Camo netting - 85

Allies.
Imperial Knight Paladin - 375

Dropped the third veterans squad for a Hydra with camo netting, because flyers may happen. Also, spent the remaining 30 pts on three Ratlings. I love the models, just not that blown away by how sniper rifles perform in this edition.
PostPosted: Mon Apr 28, 2014 10:33 am


Yeah, I ran a total of... 19 sniper rifles in a 3k list the other day, and I can only think of a small handful of kills from them, on the order of 3-5.

DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200

DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200
PostPosted: Fri May 02, 2014 3:01 pm


1500pts just-for-fun Eldar list, almost fully mechanized.

Eldar 1499pt
+++HQ+++

Autarch 70pts (Total: 150pts)
-Jetbike 15pts
-Fusion Gun 10pts
-Firesabre 30pts
-The Phoenix Gem 25pts

+++ELITES+++

Fire Dragons [X6] 132pts (Total: 167pts)
-Exarch 10pts
-Firepike 15pts
-Fast Shot 10pts

Striking Scorpions [X6] 102pts (Total: 147pts)
-Exarch 10pts
-Scorpion's Claw 30pts
-Monster Hunter 5pts

+++TROOPS+++

Windrider Jetbike Squadron [X5] 85pts (Total: 95pts)
-1 Shuriken Cannon 10pts

Dire Avengers [X10] 130pts (Total: 260pts)
-Exarch 10pts
-Wave Serpent 115pts
-TL Bright Lances 5

Rangers [X5] 60pts

+++FAST ATTACK+++

Vyper Squad [X2] 100pts (Total: 160pts)
-2 Holofields 30pts
-2 Shuriken Cannon upgrades 20pts
-2 Starcannons 10pts

+++HEAVY SUPPORT+++

Warwalker Squadron [X2] 120pts (Total: 140pts)
-2 Scatter Lasers 10pts
-2 Starcannons 10pts

Falcon Gravtank 125pts (Total: 160pts)
-Scatter Laser 10pts
-Shuriken Cannon 10pts
-Holo Fields 15pts

Falcon Gravtank 125pts (Total: 160pts)
-Scatter Laser 10pts
-Shuriken Cannon 10pts
-Holo Fields 15pts

1499 Points
PostPosted: Wed Oct 08, 2014 3:07 am


Okay, here we go, low on minis, high on hurt, going to be bringing the pain to the Tau and Space Marines with these. There's only one plan: Attack.

Knight-Commander Pask
2x Leman Russ Exterminator w. heavy bolter sponsons

3x Armoured Sentinel w. autocannons

Tempestus Scions (10) w. 2x plasma gun

Taurox Prime w. twin-linked hot-shot volley gun

Knight - Castigator

Knight - Paladin

Hoxtalicious

Greedy Partner


DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200
PostPosted: Mon Jan 05, 2015 8:32 am


Semi-competitive IG list, first one I've planned for 7th edition. Whatcha think?

Quote:
***HQ***

Company Command Squad 60pts (Total: 87pts) [WARLORD]
-4 Sniper Rifles 8pts
-Boltgun 1pt
-Camo Gear 18pts

Company Command Squad 60pts (Total: 178pts)
-2 Plasma Guns 30pts
-2 Flamers 10pts
-Carapace Armor 13pts
-Chimera 65pts
-Multilaser
-Heavy Bolter

***NON FORCE ORG HQ***

Commissar 25pts

***TROOPS***

Veteran Squad 60pts (Total: 170pts)
-2 Plasma Guns 30pts
-Grenadiers 15pts
-Chimera 65pts
-Multilaser
-Heavy Flamer

*1st PLATOON*

Platoon Command Squad 30pts (Total: 50pts)
-Missile Launcher 15pts
-Grenade Launcher 5pts

Infantry Squad 50pts (Total: 55pts)
-Flamer 5pts

Infantry Squad 50pts (Total: 55pts)
-Flamer 5pts

Infantry Squad 50pts (Total: 60pts)
-Autocannon 10pts

Infantry Squad 50pts (Total: 60pts)
-Autocannon 10pts

***FAST ATTACK***

Armored Sentinel Squadron 40pts (Total: 50pts)
-Plasma cannon 10pts

Scout Sentinel Squadron (X2) 70pts
-Multilasers

***LORD OF WAR***

Hellhammer 540pts (Total: 640pts)
-2 Sponsons 100pts

Total: 1500pts
PostPosted: Wed Jul 27, 2016 8:58 pm


For the time being, I'm only planning on playing 500-point games. It turns out that Tempestus Scions can bring an ungodly amount of hurt at that point level. Throne on Terra...

The major weakness of the list right now is the low model count in favor of so many special weapons. While it's a frightening array of weapons, it's also a frighteningly small number of troopers, all with T3. Right now, I have very few models, and this is me making the most of them. Later, as my collection grows, I'll tone down on the upgrades and bulk out the ranks with numbers.

Let me know what you think!

Quote:
Inquisitorial Storm Troopers "Wolf Brigade"
Militarum Tempestus 500pt list

***HQ***
Command Squad (Total: 150pts)
-Plasma Pistol
-Plasma Guns x3
-Vox Caster


***TROOPS***

Tempestus Scions (Total: 155pts)
-Five additional scions
-Hot-Shot Volley Gun x2
-Vox Caster

Tempestus Scions (Total: 90pts)
-Meltaguns x2


***Fast Attack***

Taurox Prime (Total: 105pts)
-Missile Launcher
-Heavy Stubber (Option added in the errata)
-Twin-Linked Autocannon

Ociluce

Perfect Raider

9,550 Points
  • Perfect Attendance 400
  • Person of Interest 200
  • Signature Look 250

Hoxtalicious

Greedy Partner

PostPosted: Sat Jul 30, 2016 12:29 pm


Ociluce
For the time being, I'm only planning on playing 500-point games. It turns out that Tempestus Scions can bring an ungodly amount of hurt at that point level. Throne on Terra...

The major weakness of the list right now is the low model count in favor of so many special weapons. While it's a frightening array of weapons, it's also a frighteningly small number of troopers, all with T3. Right now, I have very few models, and this is me making the most of them. Later, as my collection grows, I'll tone down on the upgrades and bulk out the ranks with numbers.

Let me know what you think!

Quote:
Inquisitorial Storm Troopers "Wolf Brigade"
Militarum Tempestus 500pt list

***HQ***
Command Squad (Total: 150pts)
-Plasma Pistol
-Plasma Guns x3
-Vox Caster


***TROOPS***

Tempestus Scions (Total: 155pts)
-Five additional scions
-Hot-Shot Volley Gun x2
-Vox Caster

Tempestus Scions (Total: 90pts)
-Meltaguns x2


***Fast Attack***

Taurox Prime (Total: 105pts)
-Missile Launcher
-Heavy Stubber (Option added in the errata)
-Twin-Linked Autocannon
The list will struggle against armies that can produce a large amount of models for a low point cost, but it has a good shot against MEQ, though you will struggle with your S3 and S4 hotshot weaponry, but that can easily be fixed with a well-timed order or two. Just try and stick to cover as much as possible to minimize casualties and you should do fine, just don't let them come too close!
PostPosted: Sat Jul 30, 2016 12:45 pm


BrookM
Ociluce
For the time being, I'm only planning on playing 500-point games. It turns out that Tempestus Scions can bring an ungodly amount of hurt at that point level. Throne on Terra...

The major weakness of the list right now is the low model count in favor of so many special weapons. While it's a frightening array of weapons, it's also a frighteningly small number of troopers, all with T3. Right now, I have very few models, and this is me making the most of them. Later, as my collection grows, I'll tone down on the upgrades and bulk out the ranks with numbers.

Let me know what you think!

Quote:
Inquisitorial Storm Troopers "Wolf Brigade"
Militarum Tempestus 500pt list

***HQ***
Command Squad (Total: 150pts)
-Plasma Pistol
-Plasma Guns x3
-Vox Caster


***TROOPS***

Tempestus Scions (Total: 155pts)
-Five additional scions
-Hot-Shot Volley Gun x2
-Vox Caster

Tempestus Scions (Total: 90pts)
-Meltaguns x2


***Fast Attack***

Taurox Prime (Total: 105pts)
-Missile Launcher
-Heavy Stubber (Option added in the errata)
-Twin-Linked Autocannon
The list will struggle against armies that can produce a large amount of models for a low point cost, but it has a good shot against MEQ, though you will struggle with your S3 and S4 hotshot weaponry, but that can easily be fixed with a well-timed order or two. Just try and stick to cover as much as possible to minimize casualties and you should do fine, just don't let them come too close!

I agree. But keep in mind that your army is also short range, so you will have to keep your forces at that "sweet spot" range and try to avoid the CC as much as possible. Which squad is going into the Prime?

NoUsedAnymore

Vampire


Ociluce

Perfect Raider

9,550 Points
  • Perfect Attendance 400
  • Person of Interest 200
  • Signature Look 250
PostPosted: Sat Jul 30, 2016 1:28 pm


Thank you for the feedback!

***BrookM***

From what I'm remembering, most of the players at the store play assault-oriented MEQs. However, only one of them shows up regularly. So, I'm expecting one Blood Angel and one Tyranid army. Neither player ever plays the mission, and their only goals are to destroy the enemy, which means that they'll be coming to me as fast as possible instead of scurrying for objectives.

The lynchpin of the club plays Blood Angels, and his tactic mostly boils down to deep-striking assault marines and/or Sanquinary Guard right on top of his enemies' formations, blasting away for a round and a half until he can assault. Thankfully, 500pt games will limit the amount of 2+ armor he can field, which makes the hot-shot lasguns a lot more viable.

His best friend fields the Tyranids. I don't remember exactly what he brings to games, but it's not Tyranid Warriors. My only real answer for the mobs is going to be the taurox missile launcher, and 2 S4 AP5 small blasts are going to be small comfort. I'll just have to be realistic and use the terrain to my advantage rather than thinking a round of sustained fire is going to make much of a difference.

Against both opponents, cover's going to be my best friend. Between infernus pistols and assault, I can't go Leroy Jenkins and abandon the ruins. I'm used to playing Necrons and White Scars, so this'll be a new thing for me, but one that I'll have to get used to.

***Dark Master Steel***

Between the 18" primary guns and the limitations on salvo weapons, the middle-ground is going to be tricky to figure out, but I'm game to give it a go!

Right now, I'd say that the ten-man Scions squad is going to be my primary. The melta squad is usually going to be held in deep strike reserve, dropping in to pick off the hardest target it can find, but the anti-infantry squad is going to hold the line. I'm planning on keeping the command squad embarked within the Taurox close to the main squad until the enemy enters plasma range or I need to start issuing orders.
PostPosted: Sat Jul 30, 2016 1:47 pm


Ociluce
Thank you for the feedback!

***BrookM***

From what I'm remembering, most of the players at the store play assault-oriented MEQs. However, only one of them shows up regularly. So, I'm expecting one Blood Angel and one Tyranid army. Neither player ever plays the mission, and their only goals are to destroy the enemy, which means that they'll be coming to me as fast as possible instead of scurrying for objectives.

The lynchpin of the club plays Blood Angels, and his tactic mostly boils down to deep-striking assault marines and/or Sanquinary Guard right on top of his enemies' formations, blasting away for a round and a half until he can assault. Thankfully, 500pt games will limit the amount of 2+ armor he can field, which makes the hot-shot lasguns a lot more viable.

His best friend fields the Tyranids. I don't remember exactly what he brings to games, but it's not Tyranid Warriors. My only real answer for the mobs is going to be the taurox missile launcher, and 2 S4 AP5 small blasts are going to be small comfort. I'll just have to be realistic and use the terrain to my advantage rather than thinking a round of sustained fire is going to make much of a difference.

Against both opponents, cover's going to be my best friend. Between infernus pistols and assault, I can't go Leroy Jenkins and abandon the ruins. I'm used to playing Necrons and White Scars, so this'll be a new thing for me, but one that I'll have to get used to.

***Dark Master Steel***

Between the 18" primary guns and the limitations on salvo weapons, the middle-ground is going to be tricky to figure out, but I'm game to give it a go!

Right now, I'd say that the ten-man Scions squad is going to be my primary. The melta squad is usually going to be held in deep strike reserve, dropping in to pick off the hardest target it can find, but the anti-infantry squad is going to hold the line. I'm planning on keeping the command squad embarked within the Taurox close to the main squad until the enemy enters plasma range or I need to start issuing orders.

Careful with the Deep strike. It will be a risky chance of keeping your extra units off the table. Another note, unlike the Guard's Chimera, you can not give orders while embarked the Taurox. So be sure to time those, disembarks and shout orders as you gun-line people. I suggest using the Taurox + Command squad as a strong mobile bunker to run close enough to gun-line at Rapid fire with fire support from other units. Shoot the most dangerous with sheer fire power before retreating into the APC to reposition yourself.

I typically play Guard, so I always run my Chimera + Vet squads as mobile bunkers to harass and gun-line. A flamer in the squad wouldn't hurt when they try to assault it. Gives you a d3 attack on overwatch. My enemies always fear assault my Chimera when they know there is a Hvy Flamer waiting with the d3 overwatch.

NoUsedAnymore

Vampire


Ociluce

Perfect Raider

9,550 Points
  • Perfect Attendance 400
  • Person of Interest 200
  • Signature Look 250
PostPosted: Sat Jul 30, 2016 3:32 pm


Dark Master Steel

Careful with the Deep strike. It will be a risky chance of keeping your extra units off the table.

I considered that, yeah. I've had scares before where I almost lost a game because I had so much holed up in reserve and didn't come in on time. For that reason, I've made it a point never to leave more than a third of my army in reserve, no matter the size of the game unless a special rule guarantees it arrives within the first two turns. I figured that, with 4 units total, it wouldn't hurt to hold just one (namely, the smallest) in reserve.

Quote:
Another note, unlike the Guard's Chimera, you can not give orders while embarked the Taurox. So be sure to time those, disembarks and shout orders as you gun-line people.

Hee... ^^;; That was actually why I said that they'd stay embarked until they needed to give orders. I know that Voice of Command doesn't work from inside the Taurox, but what I don't know is if the Clarion Vox Net does. All Scion units within 18" use the Tempestor Prime's leadership score for morale, pinning, and fear checks, but will he have to disembark for the other units to benefit, or would I measure the distance from a fire point?

Quote:
I suggest using the Taurox + Command squad as a strong mobile bunker to run close enough to gun-line at Rapid fire with fire support from other units. Shoot the most dangerous with sheer fire power before retreating into the APC to reposition yourself.

Good plan. I'd intended for the Taurox never to go far from the gunline, but I'm kind of skittish about driving in front of it. My instinct is to use the Taurox to move around behind my lines and reinforce a section that needs help, but not to venture out where it'll be easy pickings.

Quote:
I typically play Guard, so I always run my Chimera + Vet squads as mobile bunkers to harass and gun-line. A flamer in the squad wouldn't hurt when they try to assault it. Gives you a d3 attack on overwatch. My enemies always fear assault my Chimera when they know there is a Hvy Flamer waiting with the d3 overwatch.


I see! I was contemplating a flamer, but now I'll have to give it more thought. Thanks again for the tips!
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