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9 storm troopers: 2 with plasma guns and a veteran seargent with power weapon and hell pistol. Whole unit has cybernetic enhancement and has a chimera transport with smoke launchers, extra armour, twin linked heavy bolters and a hull mounted heavy bolter 239 points. Techpriest is accompanying them.
10 storm troopers: 2 with melta guns and a veteran seargent with power weapon and hell pistol. Whole unit has cybernetic enhancement and has a chimera transport with smoke launchers, extra armour, auto cannon and a hull mounted heavy bolter 249 points.
10 storm troopers: 2 with flamers and a veteran seargent with power weapon and hell pistol. Whole unit has cybernetic enhancement and has a chimera transport with smoke launchers, extra armour, heavy flamer and a hull mounted heavy bolter
Command platoon with a junior officer who has the honorifica imperialalis, power weapon, plasma pistol and surveyor. 4 veterans with storm bolters. Whole unit has cybernetic enhancement and has a chimera transport with smoke launchers, extra armour, auto cannon and a hull mounted heavy bolter 224 points
5 arco-flaggelants 210 points
Leman Russ battle tank with extra armour, lass cannon, heavy bolters 170 points
Callidus assassin 120 points
Techpriest with refractor field x2 120 points
grenadiers, cybernetic enhancements, mechanised...
I am still wondering wether it will work as the project will cost me lts of money ect. ect.
Ok, Techpriests are a no in my book. Unless you field them with a full group of tech servs.
Chuck another stormtrooper squad in there instead.
Or maybe some sentinals to keep the mech theme.
Storm troopers in chimeras you cant go wrong with, especially the ones with the meltas and plasmas.
Arco-flaggelants seem pretty good in all. But dont you need a priest in your army to use them? I'm sure techpriests dont count.
Dont bother with extra armour, put the points into your squads instead.
Otherwise, it looks highly mobile and should fair well.
I must ay I'm not a huge fan of flamers. They can be good but I'd rather put the troopers high BS to good effect with a melta. Heck, it'll 1 shot kill a terminator if it fails its 5+ (which isnt hard to do). Flamers are better in conscript hands I think.
Actually Extra Armor is pretty worthwhile in most cases, most of all on transports. But beyond that point, I'm in agreement with Wez. No offense to you, but its not the best concept for a list ever. Techpriests are horrifically useless, despite having a great looking model. Cyber-enhancement is a pretty crappy doctrine that runs you too many points as you apply it to units. Now if you're just absolute bonkers over a highly themed army then go with your idea with discretion, but I'll let you know up front that you're not likely to get a very effective table top list utilizing that.
"I would listen to Sokhar. The man's a genius. Listen."~Lord Yossanrion"Thanks, Sokhar. There was some legitimately good advice in between the low-grade profanity, blaspheming and veiled insults."~Quick"Well thought, intelligently put, with a hint of sarcastic bastard!"~Diggum's Hammer
So, is this an IG-based army, or a witchunters? I mean, I think you need an inquisitor if you're inducting an assassin into an IG army, but you might not need one if you're going through the witchhuners... wait, but then your HQ would be different. My bad.
Also, I never heard of arco-flaggelants, are they also being inducted from somewhere else?
And I agree that enginseers are no good. Ever. Even with servitors, they're useless. It's very dissappointing, I know, they are the coolest looking model the imperial guard can have, but they have to be in base contact at the beginning of the turn to fix anything, which means they're too slow to do any good. And as for cc-ability, they're not worth the points. I'd add more troops instead.
I like the theme, though. With a little fine tuning it could be effective as well as fluffy.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
Ok looks like you're taking allies from witch hunters, you have a cool fluffy list, but it's illegal on several points.Originally Posted by spongebob
First arco-flaggelants DO require at least 1 priest, to make it legal you need to add at least one.
Second you need an inquisitor to field an assassin, and as you can only have 1 eliet from an allied force this inquisitor needs to be an inquisitor lord as an allied hq. wich brings us to the third problem:
As both the assasin and the arco-flagelants are eliets, you have too many eliet slots in your army from allies.
It is impossable for a guard army to field a force like this. However if you're willing to loose your doctrines you can do very close using inquisitoral storm troopers in a witch hunters army.
Umm also this thread really should be in the army list section.
Last edited by JORMAGI; December 16th, 2005 at 23:43.
The techpriest are there as fluff and the arco flaggelants are there to be heretics who have been screwed over pritty much what the arco's are know but I will use diffrent models for them i.e converted ork's in eavy armour with all maters of bionical items. TO show tht the skitarri made/ manufactured them. Will drop the assasin in favour of a priest and maybe a chaep inq. with the emperors tarot to make sure I get 1st turn.
just as a side note grenadiers are NOT allowed to have cyber enhancments.
and cyber enhancments are overpriced
"My troops can eat their belts. But my tanks gotta have gas."
General George S. Patton
"They have a gun called the death arc!They are now my favorite 40k race!"me quoting about the xenarch
The home page of my army
I'd say drop the assassin, and 2 techpriests keep 1 for fluff. Maybe give him some gun serivtors or combat servs.
Add a priest to your hq and turn it into an assaulty squad.
I'd still add some sentinals for lascannon support.