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!
I'm after army list options that will almost more than likely make their points value back.
last night I had a game in which 5 chosen assaulted a regular no-frills marine squad, I had 2 power weapons and a power fist and I didn't kill wound a single model.
Yesterday was a dice rolling bonanza of terribleness and I was wondering if theres fail safe units that will always, or very close to it, do a massive amount of damage.
Normally the defiler is one for me, but I just didn't take it.
Usually, most armies achieve "guaranteed" wounds through re-rolls of one kind or another. The only option for any kind of "re-rolling" weapon available for CSM would be Lightning Claws.
Trouble is, they won't guarantee you any hits...
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
Twin-linked bolters will shread anything that doesn't have a 3/4+ armour save from 24" and are hideous in rapid-fire range, plus you can still assault.
Power weapons carve up the opposition in two seconds flat and at three attacks on the assault you should be killing at least 4-6 opponents a round (and that's with bad dice).
Plus they are as cheap as chips points-wise!
Have fun maiming.
hmmm termies are a good idea, I vs a lot of marines, and have found a space marine player in my area with a 4500 point army, so more games are definately on the menu, with that being said, termies with the MOS to give them the initiative boost to take out squads of marines before they even strike sounds like a good idea.
the larger the squad, the more cost effective it is.
SO now that termies have been given the thumbs up, how about some termy load outs?