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Hello just wanted to get everyones feedback about 40k in 40 Minutes.
Have you Played it?
Do you like it?
Good list VS Eldar =D?
Here is what I have in my list.
1 Librarian with The Gate of Infinity and Vortex of Doom and Vortex of Doom 100pt
10 Tactical Marines with flamer and melta 160pt
5 Scouts 75pt
Land Speeder with Heavy Flamer and Heavy Bolter 60pt
Warhammer and My Wife
Is that supposed to be a multimelta in the Tactical Squad? You can only have 1 special and 1 heavy weapon. If it's a regular melta I'd drop the flamer in return for a missle launcher or heavy bolter.
I'd drop the scouts and use the points to 1) get a power weapon in the tactical squad, and 2) some transport (preferably a Razorback).
I'd also seriously consider dropping the Librarian, as Eldar can seriously screw up your physic powers, and he doesn't have an inv save. Chaplains are much better for small point games as they come with a Rosarius for a 4++.
The Chaplain can then ride with the CC side of the Tactical Squad in the Razorback, while the heavy weapon and Land Speeder provide covering fire from the rear.
The plan with this army is move speeder with my scouting move 24" into great position behind cover before the game even starts.
Then turn 1 Teleport with Gate if infinity next to softest target and move speeder into range deploy scouts.
Let loose 14 bolter shoots
1 heavy flamer
Charge in with 5 scouts 3 attaches each.
That's lots of damage for turn 1
It's also hella risky. If he's got Rune of Warding you've got less than a 50% chance of your power working, and thus having your scouts pretty much unsupported.
I'd recommend against this list, but it's up to you.
who brings RoW specially to such a small game?
Well if my magic does not work I wont send scout in and move up slowly behind cover untill I can get it off. I don't think he will that the rune thing in game 1. When your working with 400 pt you dont upgrade much.
Actually he might not even take a HQ - it's not compulsory in the 40k in 40min IIRC.
Oh, I didn't notice before but the only LS you can carry scouts in is the Land Speeder Storm - which can only have one weapon. Not a game-breaker but you won't have the Heavy Bolter, you'll have different toys instead.
I hope to break the squad I charge with the scouts. With a -2 to leadership my goal is to have them flee off the board. If the give Sargent power weapon thats 4 power attacks 2 flamer blasts and 14 bolter rounds. If they do flee off board the plan is to move scouts in front of marines to keep them from getting charged so they can get another round of shooting.
Anyway, 5 scouts are hardly a hammer blow - an exarch or similar could kill half of them alone before they strike.
What were you planning on dropping for that power weapon?
Assuming your opponent doesn't remove casualties to pull survivors out of charge range.
Or deploy mechanised
Or win the first turn
And assuming your teleport goes off ok, and doesn't scatter, and your scouts get through whatever terrain your opponent sets up in
I'm not saying the plan won't work.
It's just optimistic - if your teleport attack doesn't work you leave yourself open without much of a backup (other than the somewhat fragile landspeeder)