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Ok, guys I have a 2500 pt list and I have a HQ already. My question is, should I add the MoC in term honor to my army? Giving the entire army ldr 10 is pretty snazzy. The other option is adding 3 terminators to my army with a difference of 9 pts (because I do furious charge)
what is more powerful or benificial to the army? A single dude with 4 attacks and 3 wounds with an I of 5, and a storm bolter...or 3 terminators with LC's and furious charge?
im not a fan of termy's but i suppose they can be useful but i would go for the master he is quite hard and everything ld 10 never hurts
I'd go for the LD10 standard across the board as it's so important for melee
I don't necessarily disagree crunchy and would also take the master, but I just wonder why you put so much importance on LD 10 in melee? I've found that most people have assault units designed to win a combat in 2 round so that they charge in their turn and destroy the squad in the enemy if it sticks, If they aren't hard hitting units like this then they tend to be tarpits. Either way I would much rather have my space marines break when they get charged than stick in the fight.
Maybe you are overlooking the fact that ATSKNF means you can't be chased down when you fall back? If you are chased down you just stay in the combat rather than be killed.
I thought the no retreat rule applied to us meaning we automaticly suffer as many wounds that we suffered in combat...saves allowed. That can be bad, right?
but it's becoming more frequent for those high priority units to be taken out / clash with yours, or troops dedicated to objective scoring clashing against one another. In troop-on-troop melee a high LD to withstand the charge is vital.
Odds of sticking around with 1x casualty difference and LD10: 83.33%
Odds of sticking around with 1x casualty difference and LD8: 55.55%
In the current rules - please correct me if i'm wrong, i have been before - you automatically rally in your move phase. If you break combat and lose the initiative roll off (which you're not good at) you are removed from play - only stubborn units take extra wounds. this is why i'm putting such emphasis on not failing a LD test in melee - you all die full stop.
(and if you escape you won't score objectives with it / it counts as a KP) - until the beginning of the next turn, which may be turnover by then.
Last edited by stayscrunchyinmilk; August 18th, 2008 at 15:56.
I think, at 2500pts, LD10 across the board wil be more useful than a few more bodies in an elite squad.
At lower points value, I'd go for the extra termies. Actually, personally, at lower poitns values, I'd go for extra Grey Hunters, but I realise that's a different army compeltely.
FABRICATI DIEM, PVNC
Thank you for all the great feedback guys. I am gonna do the 2 HQ choice, my delima now is his wargear options, and placement.
I am really considering duel lightening claws, term armor, and MoC. (Bringing his total to 1 point diff then the 3 terms, with furious charge) I am also looking at running him AND my term Chaplin with the 5 terminators with the LC's and furious charge. I don't think anything will survive a CC with that group set up, to many re-rolls, to many power weapons, to many attacks.
My other option is to give him a Storm bolter or Bolt Pistol and sit on the Defense side of the table, with a squad or 2 tactical marines w' Heavy Bolter, and a dreadnought with the cannon flamer combo.
See my minis @ http://www.40kforums.com/phpBB3/view...hp?f=2&t=49966
Rebel Space Marines (W-L-D) 5-6-5 Morale Victory 0
it all depends how your army is built i usually have him with a bolt pistil and a power weapon as it gives him limited fire but an extra cc attack allot of people like to keep him back to support there tactical squads in cc and so that you don't lose that 10 ld across the board but i sometimes have mine charging around.
if you have him like i do he is attached to a chaplain and the hardest cc option available to your chapter (in many cases assault marines for the extra movement) i personally have not used termys very much (none in any recent lists) i think there slow limited and always a target (i use them as a distraction occasionally as the enemy generally starts worrying about them)
in the end its all personal preference but if you want him for that extra punch in close combat have him with a chaplain and assault marines all with furious charge. (its quite silly if you look at the amount of damage it can do)
Personally, I'd give him a bolt pistol and power weapon, or if he's in termi armour, strombolter and power weapon. I'm not a huge fan of loading loads of poitns into characters, as a Space Wolf, and thus character-heavy, player, I find saving points on characters to give a few more bodies works best.
FABRICATI DIEM, PVNC