2000 pt Iron Warriors - Warhammer 40K Fantasy
 

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  1. #1
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    2000 pt Iron Warriors

    This is my current 2000pt army

    The 9th Grand Company of Medrenngard

    Warsmith (lord) 165pts
    Pair of lightning claws
    spiky bits
    Termi armour
    Daemon Mutation
    Daemon Strength
    Furious Charge
    Terminator Retinue (4) 176pts
    Reaper Autocannon
    Furious Charge

    3 Obliterators(thats 3 squds of 1)

    Marines (12) 271pts
    Bolt Pistol & CCW
    Frag Grenades
    Plasma pistols (2)
    Furious Charge
    Champ
    Power Fist
    Daemon Visage

    Marines same as above

    Marines (10) 160pts
    Bolters
    Plasma gun (2)

    Marines (5) 80pts
    Auto Cannon

    Marines same as above

    Marines (8) 189pts
    Bolt pistol & CCW
    Melta (2)
    Univided
    Infiltrate
    Champ
    Power waepon
    Daemon Visage

    Havocs (10) 253pts
    Plasma (4)
    Infiltrate
    Champ
    Power weapon

    Basalisk 145pts
    Indirect fire
    Daemonic

    Last edited by Countess Narissa; November 30th, 2005 at 18:10.
    The early bird may get the worm but the second mouse gets the cheese.

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  3. #2
    The other Kind of Fluff Rabbit's Avatar
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    946 (x8)

    Make sure when you post an army, that it goes under the army list section. It will probably be moved by the end of the day.

    Quote Originally Posted by Countess Narissa
    Warsmith 170pts
    Pair of lightning claws
    Mastercraft
    spiky bits
    Termi armour
    Daemon Mutation
    Daemon Essence
    Furious Charge
    It's a gutsy move, to be sure. This guy will no doubt d.s. with the aid of the teleport homer squad. He's just asking for a lascannon shot. Here's another option: Based upon your build you might want to have him join a squad, in which case you should downgrade him to a chaos lt and drop essence. Assuming this is the case, then the wounds of the squad should suffice for his defense. You can also have him infiltrate and join your infiltrating squad. Either way, you should drop the termi armor.

    What armies are you facing? Unless you see alot of bug action, I'd suggest dropping furious charge. It's rather expensive, and d. strength would serve you much better.


    Quote Originally Posted by Countess Narissa
    3 Obliterators(thats 3 squds of 1)
    Nothing wrong here

    Quote Originally Posted by Countess Narissa
    Marines (12) 256pts
    Bolt Pistol & CCW
    Furious Charge
    Champ
    Power weapon
    Daemon Str
    Daemon Mutation
    Daemon Visage
    Nice big squad- very juicy indeed. You don't need mutation, as the squad is so large that you should be fine without it. Also, where's your assault weapons? Add a couple of melta guns. You're a little weak on the anti-vehicle side.

    Quote Originally Posted by Countess Narissa
    Marines same as above

    Marines (10) 155pts
    Bolters
    Hvy Bolter
    Ten men? Why? Is this a c.c. or a ranged squad?


    Quote Originally Posted by Countess Narissa
    Marines (10) 235pts
    Bolt pistol & CCW
    Univided
    Infiltrate
    Champ
    Power waepon
    Daemon Str
    Daemon Mutation
    Daemon Visage
    Teleport Homer
    special weapons?

    Quote Originally Posted by Countess Narissa
    Havocs (10) 355pts
    Melta (2)
    Plasma (2)
    Tank Hunters
    Champ
    Power weapon
    Plasma Pistol
    Rhino
    Havoc Launcher
    Dirge caster
    Extra Armour
    It's a mixed bag o marbles when you combine two special weapons. I'd suggest taking one or the other. Is this a c.c. or ranged squad? It's a large but, but has tank hunter. Why the rhino? Also, you mixing the rhino upgrades. The havoc launcher does not mix well w/ the extra amor.


    Quote Originally Posted by Countess Narissa
    Vindicator 190pts
    Daemonic
    Parasitic
    mutated
    Smoke
    Expensive. Drop some of the upgrades.

  4. #3
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    The list has been edited

    And this list is being devised for tournment use sorry for not mentioning this before

    The Chaos Lord will join one of the combat squads

    I like furious charge for the simple fact that Anything with I4 such as other marines are dead before they strike which = surviveability for my marines.

    As far as being weak on anti-vehicle I figure the obliterators and havocs will take care of any vehicles I ecounter.

    The squads of ten are a ranged weapon squad note the Bolters.

    The havocs have the rhino for mobility reasons and from play testing opponents seem to be horrified when 4 meltas pop out of a rhino and blow what ever tank was in fornt of them to smitherines.

    I added Plas pistols to the combat squads for a little mor punch to the charge I would have used Meltas but have no more modles. While on that subject if anyone reads this I am looking for more melta guns

    Thank you for you input boydgarrett and any one else who posts.
    Last edited by Countess Narissa; November 29th, 2005 at 19:54.
    The early bird may get the worm but the second mouse gets the cheese.

  5. #4
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    Quote Originally Posted by Countess Narissa
    Warsmith 185pts
    Pair of lightning claws
    Mastercraft
    spiky bits
    Termi armour
    Daemon Mutation
    Daemon Essence
    Furious Charge
    While he's good, he's probably got a few things he doesn't really need. Mostly like Essence and the Mastercraft. The Essence is unnecessary - you have an entire squad of marines to eat wounds before he starts taking any. Mastercraft is just overkill. You also will want Daemonic Strength - even with rerolls to wound, that 3+ average wound roll is nice to have.

    Quote Originally Posted by Countess Narissa
    3 Obliterators(thats 3 squds of 1)
    Excellent.

    Quote Originally Posted by Countess Narissa
    Marines (12) 266pts
    Bolt Pistol & CCW
    Plasma pistols (2)
    Furious Charge
    Champ
    Power weapon
    Daemon Visage
    Good, except they're two very big, slow units. How do you plan on delivering them into Close Combat? Walking is a waste of points - it'll take them too long to be delivered. Can't fit into a Rhino, and they're too big to effeciently Infiltrate.

    The Champions should have Powerfists instead of Power Weapons. With 11 wounds to go through before they can kill the Champ, you're almost always going to get a chance to use the 'Fist.

    Quote Originally Posted by Countess Narissa
    Marines (10) 160pts
    Bolters
    Autocannon
    Plasma gun
    Mixing "Assault" weapons with "Heavy" weapons is never a good idea. My suggestion is to make the first squad into dual Plasma Guns and use them to take out Heavy Infantry. The second group could be split up into two groups of five, dropping the Plasma Gun in favour of an Autocannon for the new squad.

    Quote Originally Posted by Countess Narissa
    Marines (12) 250pts
    Bolt pistol & CCW
    Univided
    Infiltrate
    Champ
    Power waepon
    Daemon Visage
    Good. But too big to Infiltrate. Eight is a better size for that. Again, swap the Powerweapon for a Fist.

    Quote Originally Posted by Countess Narissa
    Havocs (10) 333pts
    Melta (4)
    Champ
    Power weapon
    Plasma Pistol
    Rhino
    Extra Armour
    Smoke
    Four Meltaguns in a single squad is overkill. Two is just about right, which is why regular troops choices are great for carrying them. Four however just crys "wasteful."

    My suggestion is to swap the Meltaguns for Plasma Guns, and go Head Hunting with this squad. Four plasma guns in a single squad will make any opponent cringe, especially MEQ armies.

    Afterwards, you can then redistribute the Melta Guns throughout your troops, replacing the Plasma Pistols, and maybe sticking a few into that Infiltrating unit.

    Also, drop the Plasma Pistol on the Champion. Losing a standard marine to overheat is okay. Losing 40+ point model is not okay.

    The Rhino seems pointless to me. It's your only piece of Armour on the table. The Basalisk doesn't count, since you'll be deploying it out of LoS. So every single piece of anti-tank in your opponents list will be aiming at the Rhino. The Havocs won't get very far like that. Infiltrate seems more likely to pay off.

    Quote Originally Posted by Countess Narissa
    Basalisk 195pts
    You don't need the Mutated Hull on this guy for two reasons. First, even with the extra point of AV, his armour is woefully low (not to mention that he's Open Topped). Secondly, since you're deploying out of Line of Sight, you shouldn't be taking too many hits anyways. You're best off saving the points and investing them into your troops.

    Same goes for the Parasitic Possession - the points can be best served elsewhere in your list.


  6. #5
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    The list has been edited again
    Please feel free to priovide more suggestions.

    Thank you for your support.
    The early bird may get the worm but the second mouse gets the cheese.

  7. #6
    The other Kind of Fluff Rabbit's Avatar
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    946 (x8)

    I don't have time to comment on everything, but right now your lord is illegal. You can't have two c.c. weapons and a ranged weapon- i.e., paired claws and a reaper autocannon.

  8. #7
    Librarian from Hell Andusciassus's Avatar
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    746 (x8)

    Well, lords cannot have reaper autocannons at all. If you want something like this on him use the KAI, or not.

  9. #8
    Now with STFU flames! Caluin's Avatar
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    708 (x8)

    Quote Originally Posted by boydgarrett
    I don't have time to comment on everything, but right now your lord is illegal. You can't have two c.c. weapons and a ranged weapon- i.e., paired claws and a reaper autocannon.
    Quote Originally Posted by Andusciassus
    Well, lords cannot have reaper autocannons at all. If you want something like this on him use the KAI, or not.
    Guys?

    Quote Originally Posted by Countess Narissa
    Terminator Retinue (4) 176pts
    Reaper Autocannon
    Furious Charge


  10. #9
    The other Kind of Fluff Rabbit's Avatar
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    946 (x8)

    Uh...my mistake. My stupid half got the best of me, and I speed-read through the H.Q. Apologies.

  11. #10
    Librarian from Hell Andusciassus's Avatar
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    746 (x8)

    :blush:

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