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!
Right now this is what I have
HQ- Command Squad
-Veil of time
-Might of Heroes
2x Tactical Squad
5 Troops per squad
I think I put to many points into the HQ choice and I need some heavy weaponry for the tac squads. Any advice would be greatly appreciated.
What chapter are you? What do you want your army to be like? These questions need to be answered before one can evaluate.
I need the bugger so I can see!
I''m leaning towards an assualt type army. I don't really know what chapter I want to play yet but I'm thinking about Blood angles.
Drop the artificer armor, bionics, and anyother items that aren't necessary. Also get rid of the seargent. Then add more troops maybe make each squad 10 men strong
Space Wolves 12-1
Wood Elves 1-2
And be sure to have a lascannon or a meltagun ready. Its only 500, but you never know when you have to face a tank.
If you're thinking of playing Blood Angels, invest in a tooled-up Chaplain and some Assault Marines painted black. You'll need models to represent Death Company. As for heavy weapons, get something along the lines of a lascannon or melta gun, maybe a rocket launcher if you like versatility. Don't mix special and heavy weapons in the same squad; this is a mistake most new players make.
Last edited by ze_poodle; April 18th, 2005 at 13:11.
More troops, not wargear win a 500 pt battle. If you are set on a librarian, use a codicer rather than an epistolary. Get rid of most all of the wargear. If you want a close combat oriented army, use a chaplain as your HQ initially. He comes with a power weapon and a 4+ invul save gives benefits to a squad he is with in CC and is cheaper. Give him a bolt pistol and frag grenades. Take a 5 man tac squad with a meltagun and put them in a Razorback with linked Lascannons and a pintle stormbolter. Take a second 9 man tac squad with a flamer. Take a third 5 man tac squad with a missile launcher. Take the "Take the Fight to Them" chapter trait and the "Die Standing" drawback. Exchange the bolters in the first two tac squads for a bolt pistol and CCW. Leave the last squad with their bolters. The Chaplain joins the squad in the R'back (his frag grenades give that advantage to the whole unit). They have mobility and the meltagun and lascannons to deal with enemy tanks. They are also a force to be reckoned with in CC in a game this small. The second tac squad uses the first as cover in order to advance without taking too much damage. The third squad is your base of fire. The missile launcher is very versatile, able to kill weaker troops per shot with frag missiles and also able to engage vehicles and tougher opponents with krak missiles. Trying to kill 20 marines and a tank is a pretty daunting task in a battle this small. It should give your opponent some pause...The traits "take the fight to them" and "no mercy, no respite" give you blood angels with an extra attack that don't randomly run toward the enemy when you least want them to. They cost 3 pts more each and you will have to choose drawbacks. You don't get the death company, which while fun are not reliable (you never know how many you will get and it's always been my luck that I don't lose a regular tac marine to the DC but something more expensive; i.e. termie, biker, assault marine, tooled up member of the command squad, etc...). I prefer the control myself. Space wolves are very effective at close combat and can take squad options that other armies cannot (power weapons/fists in a basic squad). While the Blood Angels are good at close combat, I would argue that the Wolves are better. For pure close combat point for point 'nids and orks are better than anything the marines can muster.Blood Angels happen to be the best assault army out there
Last edited by helotaxi; April 18th, 2005 at 03:33.
Artificial Intelligence is no match for Natural Stupidity.