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ok this is my list
w/ wings and mark of khorne
-kharn the betrayer- 165
w/ twin linked lascannon
1 champ w/ chainfist
2 w/ combi weapons
also has a lannd raider (see Heavy Support)
-10 chaos space marines-185
-10 chaos space marines-185
-8 khorne berzerkers-218
w/ rhino and 1 skull champion
-10 noise marines-285
all w/ sonic blasters and rhino
w/ havoc launcher and twin linked lascannon
w/ twin linked lascannons and close combat arm
-chaos land raider-250
w/ havoc launcer and extra armor
-for terminators (see elites)
I have no fast attack and can you tell me how to beat space marines, eldar, orks, and especially grey knights because i play against my cousins and my brother.
THX FOR THE HALP
According to my calculator your on 1953 so I take it your aiming for a 2000 pts list? First thing is I'd recommend dropping the predator, it's not really gonna do much with a single lascannon and will probably just get targeted by a tactical squads heavy weapon, also you don't need the lascannon on the defiler because it makes it to expensive to be worth taking just stick with the two shots at str 7 as it'll probably just be targeting transports, also I'd get rid of the havock launcher on the land raider as its not really needed if its just for ferrying terminators so with the points you could invest in champions and special weapons for the CSM and a power weapon for the skull champion or a couple of obliterators .
It would kinda help if I knew what was in their armies but with orks you've got to focus fire, don't fire at one squad of boys, not finish it off and start shooting at another, unless you have no choice of course, go for the quickest units first, things like mobs in trukks, bikers, deffkoptas etc. Also try and go for the squad with the big mek with kustom force field if their is one cause he'll give the footsloggers a lot of cover. Eldar are very fast and usually have lots of little annoying units that can bring a lot of fire power in transports so you have to be confident about dealing with armour, watch out for fire dragons and farseers chilling with dire avengers, also night spinners can be very annoying as they don't need line of sight to shoot and they make you take lots difficult/dangerous terrain tests and have a rending large blast. I'll let someone with more experience help you with Grey Knights and Space Marines, I hope this has helped!
Thx very much dude my brother is autarchthurmond and he is the elder and space marines
*moved to the army list section*
Spambot kill tally. . .337
A dp with wings and warptime will is usually a stronger choice than MOK. Make the land raider a transport, maybe for when you can climb to 2500 and will need a 3 heavy slot, give the terms a heavy flamer and 3 combi weapons, plasma or melta, and drop the champ(its too expensive for the 1 attack, maybe add MOT for better saves
pimp out the CSM, they need a champ, with a powerfist, same with the berserkers, nothing worse than a squad of troops that spends the whole game whiffing against a walker.
drop havok launchers, they are not worthwhile on a transport unless you are cruising slow letting your blast master fire out of the firing hatch, that means less than 6 inches. you cannot use the launcher unless you move less than cruising speed, which for at least 2-3 turns they will be moving the full 12".
double up on your defilers or vindicators, but i prefer defilers, most run them with all cc arms, but i like the reaper cannon if you need a shot
I would also swop the TL-Lascannon on the dread for a Missile Launcher. If/When he goes into a Fire Frenzy it will help save you from destroying your own tanks as you can still choose what kind of round you are fireing.
I'd get some fists and special weapons on the csm squads first off, and a fist o the berzerkers. I would drop the lascannon on the defiler as it's got a ordnance weapon, so can't fire the lascannon much anyway.
If you want the predator, drop the havoc launcher (and on the landraider) and give it lascannon sponsons instead of the turret, as you then get two shots.
Kharn's a good choice, and so is a DP, but as has been said, warptime is more effective than MoK, at times when you have the points, try adding MoT and wind.
Terminators: Drop the champ (but keep the fist) add a heavy flamer and another combi weapon (I personally use plasmas, meltas can also be good, flamers might be worth it against orks, but I'm not sure). I'd also take a missile launcher for the dread, I tried a plasmacannon once and it was useful, but it's more risky.
I'll give you some advice on fighting the armies at another time.
Firstly: You could try putting your berzerkers with kharn into the landraider, and deepstriking the terminators. And also, some advice for those armies:
Space Marines: Beat them in combat, that's where you're best. Try to stop a redeemer getting into template range, expect them to target your dp, defiler, ad berzerkers, try to use cover and smoke. Watch out for assault terminators as well, try to soften them up with shooting before assault 'Shoot the fighty stuff, fight the shooty stuff' which goes for all armies.
Eldar: Try not to spread out too much, or they'll pick you off one unit at a time, pick your targets well here, and try to cripple their transports to stop them outmaneuvering you.
Orks: Prioritise their big meks and trukks as targets, the last thing you want is to take 50 S5 I4 attacks from a full nobz mob. Also, learn when shooting will d the job, or when it may be better to charge them to negate their furious charge.
Grey nights: I don't really know a lot here, but try a lot of plasma, ad pick your targets well, learn what you can beat and what you can't.