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do u guys think a 1000 point mechanised/jump pack list work?
2 rhinos (tactical squads)
1/2 fire support tactical squads
so many target that something will get through unscathed by use of cover/ 2 many targets it would highly reduce the amount of small arms fire damage. until i can get close enuff to do some damge
Generally mech marine lists only start being useful at around 2k points. Even then, it is one of the worst marine armies. Unfortunately, our vehicles blow (except landspeeders).
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
I was thinking of really fleshing out this question and putting it into a new thread, but that hardly seems necessary. Everyone seems to like Landspeeders. Fast, cheap, and hard hitting. Fragile, but hopefully you can keep them out of a lot of fire. How would they work in massed numbers? Ravenwing armies seem to be very fond of fielding three squadrons of three. Of course, Ravenwing only gets to take bikes and Landspeeders, and they're Landspeeders are better than straight codex Landspeeders.
Is it at all advisable to pack 9 of those badboys into a non-Ravenwing, yet still fast-moving, army?
Honestly, I doubt if using three full squadrons of Landspeeders is that great of an idea if you have access to Assault Marines and Bikes. Two squads of two each seems fairly reasonable, beyond that I'm not so sure. Still, I have a bit of a soft spot in my heart for mechanized armies (I'll have to put together an army that can do one well at some point.) so I thought I'd ask the question in a broader sense. At $35 a pop, I'm not so keen on just picking up the models and playtesting it.
my opinion would be to get scouts, that's if you want a completely quick army without a ravenwing one. their infiltration will be used in most missions so that means quick set up for those snipper rifles, or to get into cc soonish. then get 2 squads of assaulties, and 1 squad of bikes or landspeeders and from what i've read on the forums they're unforgiving units so get them if your up for a bit of a run for your money. whirlwind needs to remain static for firing, weigh that one out wourself, although the mines could come in handy. the predators seem like a good idea, they will remain in the font line of your force instead of ranging ahead as their speed permits, maybe 2?. and think about a character with a jetpact or bike. one last thing my experience isn't the best so please don't count it as gold.
Ok fellows we have a difficult task, so we have to be more deadly than everyday.
Make mistakes and confuse the enemy - The Doctor
Tactics are nice but it is violence that wins the day.