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Ok, I'm starting formulating my next pet project on the paper. I will start by making a 40K in 40Min army in 400pts. Around here we play pretty competitive so I want a good list.
Here's what I have on my mind untill now:
Traitors: Heavy Bolter and Heavy Stubber.
Traitors: Missile Launcher and Grenade Launcher.
Traitors: Autocannon and Plasma Gun.
Does this sound like a good base to build upon?
The first traitor squad can put out a lot of fire power to handle those pesky gaunts and perhaps even taking down a SM once in a while.
Second traitor unit seems to be a good choice for both taking on units and the small amount of armour one may face in such a small game.
Third a bit as the second but also to handle those pesky smurfs.
The sentinel is mostly there because I love the model. Thinking about giving it a Pintle Mounted Combi-Bolter, your thoughts? Also I think it is a good asset to hold back large cc units.
How many models do you think can be good in each of the squads?
I would really want a CSM w/ mark of tzeentch in the list as well, good/bad idea in such a small game?
The same for a obliterator, mostly wanted because the chance to convert a cool model.
Tips and thoughts on what else to include in to the small force.
Ok, if you are taking traitors as compulsory choices, you need to have 15 in each squad. My reccomendation is doing this by having a 15 man squad. A good tactic (a perhaps cheap one) is taking an aspiring champion, and attaching him to a squad of 20 zombies, effectively giving him 20 extra wounds due to the new assault rules... give him mark of khorne, lightning claws or power weapon, and daemonic mutations and you have a hefty opponent.
You may not have enough points for all this, and it would be a wise choice to take at least one anti-tank weapon as well. Also chaos hounds can be useful. Obliterators are very expensive for a 500 point game, and are usually only effective in 2's or 3's, but its your own choice in the end.
How do you figure? If he is an independent character he can be targeted separate. Thousand sons would be cool...dunno about fluff though. I can see how a unit with an aspiring champ with doombolt would really give you anti marine and armor capabilities.
Well, actually as it will be a 40K in 40Min army, I only have to take one compulsary choice unit.
Ok, here is an updated list. As I said is this is both a good list for 40K and a good list to use as a base to a growing army?
CSM Aspiring Champion
Mark of Tzeentch; Doombolt.
Pair of Lightning Claws, Daemonic Strength and Daemonic Mutation (represented by Biles the Chirurgeon (it will be a converted CSM)).
Traitors, 15 (compulsary choice) w/ Plasma Gun.
Traitors, 10 w/ Plasma Gun.
(I will have a Autocannon in one of the squads and a missile launcher in the other. Just not sure of which in which. As I want my CSM to head for cc but I don't know if Autocannon or Missile Launcher is best used against infantry/armours in such a small game).
Traitors, 5 w/ Plasma Gun.
What do you guys think?
Thinking of switching one of the plasma guns in to a grenade launcher, either the one in the missile launcher squad or the small 5 model squad.
Um sorry to innturupt but what exactly are tratiors? Traitor IG? O and where could i get the rules for em if you wouldn't mind shareing.
I'm new to all these new details of chaos.
while your list looks like a good start I would suggest dropping some of your traitors attached to the Champ unless you can give them pistol/ccw. Keep the plasma there then make one squad of 15 with a missle launcher and perhaps a sentinal. Also...d. mutation on your champ will give him what? 4 or 5 attacks...is that extra attack worth the points or would it be more cost effective to give him instead spiky bits?
Also: 8 tzeech marines w/ 1 aspiring champ w/ doombolt and lightning claws is only around 250 points. That gives you 17 wounds, 8 bolters, essentially a double melta and a hefty punch in CC. This gives you 150 points for your required troop LatD choice (I think) with still some left over.