Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
The boy got some new predator models at his monthly painting group and wanted an army that used a unit of every troop type he has so here goes.
Lord w/stature,MoK,2xCCW,daemonic speed
7 Berserkers w/MoK,chainaxes,1 AC w/chainaxe,Talisman of burning blood
7 Possessed w/MoK,daemonic talons,1 AC w/daemonic talons
Predator w/lascannon turret and sponsons,mutated hull
Predator w/lascannon turret,heavy bolter sponsons
Total 1001 pts
Lots of tough,big targets for the enemy to choose between,plus a bit of hth ability.My first choice was a tougher lord and another unit of Berserkers instead of the possessed,but the boy is 11 and likes the way the possessed owned his opponent in his last game.See any other flaws or tweaks in the list?
I see two problems. The first being your predators. Now I'm sure you can find an advocate to dispute me, but I come from the philosophy that weapons should complement each other. Your second pred for example really should be equiped with an autocannon turret to go with the infantry killing power of the bolters. Anything you're shooting with a lascannon probably woun't be effectied by the bolters. Also, on your first predator mutated hull is very meh. I think daemonic posession on both vehicles will keep them shooting, and thus is a better value. One more AV point isn't going to help THAT much.
The second thing is the number of troops. If thats all he's got than no worries, but he might be better off with more summoning points for those demons.
Hope that helped.
"Dare to be Naive"
If someone helps you, or you just like what they say, rep them
Also, unless you're dealing with Armoured Company, the Autocannon turret is more cost-efficent then the Lascannon one.
Burn the land and boil the sea. You can't take the sky from me.
Member of the Canadian Clan, eh.
Mech Tau Cadre: 2000 points, needs paint and magnets.
Paladins of Avalon (SW):-1500 points, needs paint.
Let's start w/ your Lord: The good thing is that he's cheap; the bad thing is that he's so cheap that he needs to be stronger in c.c.. Give him d. strength and make those 4 toughness enemy models really suffer. You should really consider d. aura, but I'm not sure if you can find the points.
Troops: Give your a.c. a power fist. This will round out the squad and allow it to take on dreads and vehicles. A fist also helps carve into those pesky necrons.
Bloodletters: I find these pups are best used in conjunction with a biker squad. This tactic helps to preserve your advancing berzerkers by tieing down the enemy before they can lay waste to your berzerkers. Just a thought.
Elite: In a 1000 point army, you don't really have room for possessed. Take another berzerker squad.
Predators: First, I've found mutated hull to be much more effective at keeping my vehicles alive than d. possession. Mutated hull really becomes useful -vs- lascannons, which only penatrate on a 6+ and will stop penatrating hits from a missile launcher altogether. The earlier you can stop a hit from taking affect the better- i.e., if a weapon cannot penetrate then you do not have to worry about having daemonic possession. Also, possession only helps on the lower ends of the damage rolls, whereas mutated hull can stop the damage from ever occuring.
Concerning your weapons configurations: There are situations when a player will want to take hull lascannon and h. bolter sponsons (such as with a 1000 sons army, where you need the lascannons for heavily armor vehicles and the bolters from nids). However, for your build build thedrifter777 makes a valid point in taking an auto-cannon on your predator w/ h. bolter sponsons.
Okay,here's a revised list
Lord w/MoK,stature,Berserker Glaive,collar of Khorne
7 Berserkers w/Khornate axes,1 AC w/powerfist,talisman of burning blood
Another identical unit
7 berserkers w/Khornate axes,1 AC w/Khornate axe
2xPredators w/las turrets and sponsons,mutated hulls
Preds sit at the back corners of the DZ to take out any fast decoy units which should allow the Lord relative choice in his targets,then take on other enemy armor.The army has to work together to be effective,but if the fast,usually fragile enemy units are gone,the troops should be able to tear it up in cc.Bikes will be a problem.
Those would be illegal squads as Khorne's sacred number is 8, and you must have squads of 8 or a divisible of it.
A few things.
First, I see that you're new here, so let me welcome you heartily to LO. I hope you find your stay enjoyable and informative. If you like, stop by the Introductions subforum and introduce yourself to the rest of the members.
Above all else though, please read the rules, which a link to them can be found at the top and to the left of the webpage.
With the pleasantries aside....Khorne's sacred number is indeed eight, but there is no rule that says you MUST have that number in a squad. Only if you wish to claim the special benefits. Otherwise, Berzerkers can come in any squad size of 5 to 20. Definetly nothing illegal about his list.Originally Posted by kristoferjm
But, if you look, he states he has seven regular berzerkers and one champion. 7 + 1 = 8.
Now, with the Chaos business aside, time for mod business.
If you'll notice, this thread is five months old. Bumping threads that are more than a month or two old is what is referred to as "Necro-posting" and is considered to be very rude. We frown upon it, but since I see you are new, I will let you off with a simple warning and a stern "Try not to do it again in the future."
I'm going to lock this thread now. If you have any concerns, or questions about something I said, then please feel free to PM me. My PM box is always open.