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just gimme a hand with this list guys?
terminator armour, MON, Manreaper, deanomic essence, deanomic speed
plasma pistol, power weapon, deanomic speed
7 plague marines-
1 plasma gun, boltguns
3 big mutants-
rocket launcher, grenade launcher
rocket launcher, stubgun
5 chaos space marines-
plasma gun, autogun
aardvark, Zechs, what the hell are you doing? this thread is about Edward Hitler's list?
There's a few problems with your list man.
The first thing is that your HQ can't take both terminator armour and speed, so you have to lose one.
The second thing is that, the first 2 troop choices of traitors MUST be at full strength.
What do you want the list to do?
Give us some ideas, and we'll try to help you.
I am Karmoon
Exactly. If you want to post your list please start a new thread. It is rude to post your own list in someone elses thread. Aardvark, Zechs, your posts are uncalled for and have caused me to recieve complaints, therfore your posts have been deleted and please don't do this again.Originally Posted by Karmoon
As to your list, I suggest you drop termy armour on your lord as it is illegal, just give him aura. Actually Karmoon, (I'm assuming edward hitler, by nurglings you mean gibbering hordes) having the gibbering hordes as your compulsory lets you take below full-strength traiot squads. Plasma guns are much more useful in your shooty traitor squads. Try to give the plague marines 2 plasma guns making them more effective. Drop the powerfist in the last squad. you can't assault after shooting the plasma gun, so your mostly going to be standing and shooting. Also, if you giv the HQ's infiltrate they can cause plenty of havok with a first turn charge using daemonic speed.
gibbering hordes are troop choices aren't they.
everytime I've thought about that rule about traitors someone always shows me I'm wrong lol.
It's the most pointless rule ever I swear. :w00t:
im dropping the deanomic speed for the termie lord and giving him infiltrate. Yes the nurglings are gibering hordes, sorry just a force of habit (in fact mine look nothing like nurglings, its a horde of rats) now my plague marines have an extra plasma gun aswell. As for what the list is for: I have aa m8 who uses orks, the horde approach naturally. My only problems r his nobs and bosses with power claws, who seem to go through my units like a hot curry through a nun. This is the only reason i keep the p fist in the chaos space marines, just to give him second thoughts
If you look at your codex, you'll see a * next to certain things in the armoury. Terminator armour wearing models can only take those upgrades. I'm afraid that infiltrate isn't one of those. If you want him in combat fast, it'll have to be by deepstriking him.
If you often fight orks then I'd recommend a squad with some weapons which can churn out a lot of fire power - like autocannons or heavy bolters.
That way, you plasma plague marines can concentrate on the nobz with their 'eavy armour.
Also, try and avoid net speak like 'r' (are) 'm8' (mate).
Try to keep speed with infiltrate. That way you get the first turn charge. To afford this, get rid of the illegal terminator armour.
OK here is some advice I've been meaning to post, but I've been busy with votewar. . .
First you have 2 HQ's in a 1000 pt list. That is too much. Loose one of them. I know that you can't have a Lord without another HQ, so either loose the lord, or take an aspiring champion for one of your traitors. . . (or mutants if you alter you list much)
Big mutants are not worth the points: as much as I hate saying any unit is trash, they are.
Basicly Ogyrn, only with worse stats, no gun without paying extra for them, and still the same price. If that was your only CC option they would be decent, but LatD has so many other options, all of them superior.
Your Plague marines ought to have an aspiring champion with a powerfist, and another plasma gun.
I don't reccomend large traitor squads, they are easy to kill, and tend to run even with an agitator. They can be OK with an aspiring champion, but then they loose infiltrate for better leadership, the Aspiring Champion and traitors are also not very synergetic: traitors are best shooty, whereas Aspiring Champion's tend to be close combat oriented.
A small infiltrating traitor squad is a good thing: they can get into position, and likely fire into a vehicles side armor with a heavy weapon, having a decent chance of killing it.
You might want to consider mutants: they are very good in close combat, expecially when they have a Aspiring Champion with a powerfist, and a boss with one as well. that's 2 powerfists for 9+ attacks on the charge, in addition to mass amount of str 3 attacks the mutants themselves can throw out. (They also take your compusery slots so you don't have to take 15 man traitor squads.)
anyway a few ideas to think about. . .
PS thanks number for deleating those distracting posts. . .
Last edited by JORMAGI; July 15th, 2006 at 06:26.
Votewar MKV 2nd place. . .
Back from internet limbo, and glad to be here.