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This is my first army in 40K, as I carried over from a Khorne Fantasy army to a Word Bearers 40,000 army. I don't have any gaming experience, so I don't know how well it will work.
Maledictus - 112
Chaos Space Marine Lieutenant (Dark Apostle), Accursed Crozius, Mark of Chaos Undivided, Bolt Pistol, Melta Bombs, Spiky Bits, Daemonic Fire, Frag Grenades.
Experiment Krotus - 70
Word Bearers - 152
7 Chaos Space Marines, Aspiring Champion, Plasma Pistol, Power Weapon, Mark of Chaos Undivided, Move Through Cover Veteran Ability, Frag Grenades. Armed with Bolt Pistols.
Rhino Transport - 50
Word Bearers - 115
7 Chaos Space Marines, Plasma Gun, Mark of Chaos Undivided. Armed with Bolters.
Totals - 1 HQ + 2 Troops mandatory, 1 Elites optional. 499 points.
HQ = 22.4%
Elites = 14.0%
Troops = 63.4%
Extra Points = 00.2%
Last edited by Khorne Lord; April 25th, 2006 at 23:18.
Let's try and get you going on a little bit different path.
First off let's look at your HQ choice -
In a 500 pt army a Lieutenant will be better costed, give him the Crozius, Mark, Spiky Bits, Pistol to total 101 pts
Obliterator will give you good heavy weapon choices so keep him around
Okay, now for the troops. Have your HQ join the close combat oriented squad and get them a Rhino. So, it would be this:
7 Marines w/ CCW, Bolt Pistol, Mark of Undiv.
1 Aspiring Champ w/ Power Fist, Mark of Undiv.
for a total of 198 pts.
Now we need a fire support unit
5 Marines w/ Bolters, Mark
2 Marines w/ Plasma Guns, Mark
Thats 125 pts
total - 494 pts
this should give you a solid force that is mobile w/ the Rhino, has good fire support with the Marines w/ Plasma Guns, and can take down a variety of targets with the Obliterator. Good luck and welcome to the 41st Millenium!
Farnola's list sounds prutty tight. Good mobility,decent in cc, and sufisiant fire power to take down tanks. the only thing i would sugest is to take smoke launchers on the rhino.I'v found in low point games your opponent will pump most of his fire power into tryning to take down your transport (more so if your hq is in it).
If you don't mind, I'd like to know why my list doesn't work, instead of just having a completely different list submitted to me. I'd like to have some part in my list's creation, so if you could just guide me through that... I'm trying to learn too.
What they are trying to say, my clanmate of the Dark Gods, is that your presentation of forces could be improved.
By equipping your combat-oriented squad with a Rhino transport, they gain twice as much mobility, and tough protection from incoming fire as they advance. Coupled with the combat strength of your Chaos Lord, you will pack a fast and fierce punch.
Also, equipping your fire support unit (all Bolters) with some heavier weaponry will allow them to take more of the enemy down, as well as making them more versatile to other threats.
Your list looks great, except for two things.
First, I don't advise you to add an Aspiring Champion to your fire support unit. They have a mighty Leadership 9 as it is, and with the Mark of Chaos Undivided, are especially courageous. His combat support won't be needed, unless you plan to run into the fray with this unit, in which case I endorse the Champion completely.
Next, your Lord cannot fire both his Bolt Pistol and Daemonic Fire in the same turn. You will have to choose one of the two, for keeping both is unnecessary.
2H - LEGIO HYDRA
I understand the bit with the fire-unit, the champion isn't really needed.
The Lord has Daemonic Fire, because the bolt pistol has virtually no effect in shooting, and was purchased for close combat. I don't think the fire can be used as an extra hand weapon, and the bolt pistol costs 1 pt for 1 attack.
So if I buy a Rhino up to 550, drop a marine from each unit, which also includes dropping an aspiring champion upgrade, a grenade, and two undivided marks, brings it to 506, then slip the lord to a lieutenant and drop his pistol reluctantly, I could get to 490, and spend it on another heavy weapon. well?
Well, your enemy needs to kill 2 Marines to cause you to take a LD test whether you have 7 or 8 guys, so that is of no matter.
The changes are good. A Lord is simply a Lieutenant with another wound, and if he acts with a squad, the difference will be almost unnoticeable. To spend those last 10 points, I would give your Combat Unit the Move Through Cover veteran ability, so that they can keep up with the Lieutenant, and maintain good speed in cover. I swear by it.
And since you have 2 points left, give the Lieutenant his Bolt Pistol and Frag Grenades back.
2H - LEGIO HYDRA
By the way I was wondering, is it wise to put the frag grenades in a close combat unit, or in a ranged unit as I did.
Because if I put it in close combat, then they could sync well with that suggested grenade for the boss man. That would be 8 points to get veteran for lieutenant and 7 marines, 1 for pistol, and 1 for grenade for the Dark Apostle. Holy Hand Grenade? Close enough. I'll make some edits to the list up top.
Frag Grenades are only effective when used by a squad making an Assault move against an enemy unit that is in cover. Effectively, they bombard the bunker before getting into grips with the enemy so that the entrenched soldiers will have to duck for cover while they close in. Unless you plan to assault with your shooting unit, I suggest Frag Grenades on only your Combat unit.
2H - LEGIO HYDRA
Good, that's where I put them. :w00t:Originally Posted by TwoHats