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I'm thinking about playing them and I'm sitting here reading through printouts of it's rules (yey UK Games Workshop site). And I'm probably going to start building up a small army (converting instead of buying all the forge world stuff).
First off, wouldn't taking a Enginseer be a total waist? Because first you would have to bring him to the downed tank (probably a turn of moving) then disembark him and move him (yet another turn of moving), then wait util the next turn to repair it. That's 2 turns waisted just to get the possibility of repairing the tank. So all in all it's just a waste of points.
As for infantry, bah, I don't think it sticks to the spirit of the army.
For the tanks, should I give them Heavy Bolters galore, or Lascannons for tank killing?
Hellhounds vrs. Salamanders vrs. Chimera: Which is more useful, the Hellhounds have an interesting weapon, while the Salamander can head up attacks and has decent fire power. And the chimera is cheap as dirt.
And the Army Builder says that the Chimera can take an Autocannon or TL Heavy Bolters, both of them are fallowed by the letters IA, which I have no idea what that means. Is that true ot no?
What to do for heavy support? Basilisks are quite weak, though they do have decent firepower and range, most people don't seam to like people taking them (but hey, most people don't like facing AC anyway and the only opponants I'll ever get will be arrogant DE players). Then there are Griffons, which are interesting and I've heard they have amazing tactical ability, but I have no idea how to use them. Of course there are the Leman Russ varients the Demolisher having a shorter more powerful weapon and the Conqueror having a longer less powerful but non scattering weapon. And then there is my favorite the Destroyer Tank Hunter which has good range, a powerful weapon, doesn't scatter, yet costs a lot of points and can't have sponsons.
What type of Sentinels to use? I figure they should all be the same type in a unit to maximize the usage since they have to all attack the same target. But I'm broken on which to chose.
A. Congrats on starting your new army
B. Yeah, basically
C. Thats your choice, I think it helps a little to have an armoured fist squad or two for anti infantry and taking advantage of cover
D. Find out what would work best against the people you play. More inf, more HB more tanks or armored units, more lascannons.
E. (see above) Inf, hellhound, heavy inf, chimera, a fast army salamander
F. Its true, I don't know what IA is though
G. (See D)
H. (See D)
A lot of an army depends on who you fight. I just designed my army for a bit of around fight. I won't be giving anybody's @$$ back to them on a silver platter, but I won't be receiving mine either.
Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)
Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
IA == Imperial Armour?
Imperial Armour '1', '2' and 'Update' are the extra rulebooks that cover the forgeworld models and their associated special rules... maybe that's it?
Yes, enginseers are a total waste.
Good choice on not taking infantry.
Your tanks should all be standard leman russes using the improved sponsons doctrine, and outfitted with lascannons and plasma cannons. Remember that your battle cannon is often just as good as heavy bolters at taking out hordes, but the one thing that the battle cannon lacks is AP2. Plasma cannons and lascannons will be very useful against 2+ save things that are a serious threat to your tanks, such as terminators and hive tyrants. Lascannons are also good for killing enemy tanks.
Unless you want it for the fluff or style, don't bother taking anything with a frontal armor value less than 14.
Use demolishers as your heavy support choice. The S10 AP2 ordinance, superior side armor, and psychological intimidation provided by the demolisher are superior to the other choices. Again, take hull lascannons and sponson plasma cannons.
Don't bother with sentinels.