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Hey folks, first post on these boards so HI ALL. And to get it out of the way, yes, I am 100% N00B. A friend of mine and I are both getting into the hobby and tomorrow we are having our first skirmish - 500 points of my Stormcrows Chapter Marines vs 500 points of his Necrons. The 500 points are composed of 1 HQ choice and 2 troop choices.
I've gone through the rules and read several battle reports, but I'm unsure of one choice - I can field either one real buff Master Commander for HQ - Power fist AND Power Weapon, Iron Halo, Terminator Honors for a 155 point beast that I was going to attach to my tact squad and then let loose after our troops got close enough. The beauty of him is that he could wreck squads, or vehicles, all by himself with 5 attacks at WS 5. The bad thing is a 3+ save on 155 pnts.
The other option I was considering was a 96 points Master to get that 10 Leadership all around, with a Plasma pistol and a CCW and Melta-Bomb. 96 points, could maybe wreck a vehicle, otherwise he is a required HQ choice and helps Morale checks for everyone. On top of that I would make the Sgt in my Tact squad a Vet.Sgt. with Powerfist and Power Weapon for a hidden fist in my tact squad. The tact squad's got the COunter-Attack skill which is why I wanted him to be a CC monster. He would cost 58 pnts for a total of 154 when that's added to the 96 of the small Master, about the same cost as the Buff Commander.
Last edited by Dremmen; June 30th, 2006 at 14:19.
I wouldn't give a Master a Plas Pistol in case he wounds himself with the Gets Hot! rule (Iron Halo would give an Invulnerable save against this though). I wouldn't use a Power Fist on him either as he can be singled out in combat - give him a power weapon and make use of his Initiative
The Plasma Gun on the weaker Master is a matter of design I'm afraid - its a metal mini with arms that are fixed - he has a CCW and a Plasma Pistol and that's what I'll go with. He has 3 wounds so I'm thinking he can handle the heat.
The fist on the buff master is for vehicle or big monster killing purposes. He'd have the power weapon to attack at his normal initiative against everyone else, like when he digs into Tau squads like soft butter.
..the other thing about sticking the Vet Sgt with the Fist is that the Sgt has a 4WS versus the 5 WS on the Buff Master - so the Buff master has more chance to actually hit with it, as well as more attacks...I just don't know...
Why not simply give your commander a power sword/bolt pistol/meltabombs and your serg the hidden power fist/bolt pistol? This way you get two power weapons, the commander can hurt tanks (against crons this won't be useful) and still go at his initiative of 5, and you get power fist attacks on top of that. Everybody wins...except the necrons.Originally Posted by Dremmen
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you could just master craft it otherwise your opponent get partial vp for him if it gets hot.Originally Posted by Dremmen
You know, I really thought hard about that. the Vet. Sgt. with my Scouts has a Mastercrafted Plasma Pistol, but for him it was a must since he has 1 wound. On the 96-point Commander, it would put him over 100 points, which I was trying to avoid.Originally Posted by firewarrior76
So I guess the question is...how bad does the Gets Hot get? Is it really common in a game? You still get an armor save right? that's why I didn't do it for this Commander. 3 wounds and 3+ save, I thought maybe he could live without it. But this post is to hopefully get some feedback from experienced players so you tell me - are those 15 points for Mastercraft really necessary?
What does the rest of your army have? You won't need to take any anti-tank, so I would recommend not using pfists over pswords (they both ignore WB. Overall I would suggest a power weapon, bolt pistol, and either termie armor, a bike or a jump pack to help you close in faster.
Or you could go for a chaplain with an infiltrating command squad. That could be done cheaply and effectively.
Well, this is what I am leaning towards. Keep in mind, we are limited to 500 points and 1HQ, 2 Troop choices, and it is just going to be a fight, no mission. There is also a chance that I'll face Tau after the Necron.;Originally Posted by Madscientist
Stormcrow Chapter - 500 point limit
40K unit (10#, 270 Pts)
8 Tactical Squad @ 270 Pts
Counter-Attack; True Grit; Bolter (x7); Lascannon (x1)
1 Sergeant @[*] Pts
Counter-Attack; True Grit; Terminator Honors; Power Fist (x1); Power Weapon (x1)
1 Rhino @[*] Pts
1 Smoke Launchers @[*] Pts
40K unit (5#, 130 Pts)
4 Scout Squad @ 130 Pts
Bolter (x1); Sniper Rifle (x2); Heavy Bolter (x1)
1 Sergeant @[*] Pts
Terminator Honors; Plasma Pistol (x1); Sniper Rifle
1 Auspex @[*] Pts
1 Master-Crafted Weapon @[*] Pts
1 Melta Bombs @[*] Pts
40K unit (1#, 96 Pts)
1 Master @ 96 Pts
Close Combat Weapon (x1); Plasma Pistol (x1)
1 Melta Bombs @[*] Pts
Total Roster Cost: 496
The way I hope to play it is put my small Scout squad in cover where they oversee most of the battlefield. The Commander is attached to the Tact squad and all are in the Rhino. For the Necrons I planned to ride out and set up just out of his range but where he is within my range, and pepper him until he comes forward, and then pepper him some more. I was going to hold the Rhino back until my Snipers pinned one of his squads, then run the Rhino at it.
For the Tau I planned to run the Rhino behind whaerever the Scouts have set up. The Sniper rifles still outrange the Fire Warrior Rifles, and with the Heavy Bolter, I think I will keep them at bay and my Rhino can advance on that flank behind my scouts. From there the Rhino makes a mad dash, deploys smoke and lets out the troops who stay behind for cover. Hopefully they will be close enough to assault the Fire Warriors.
Regardless, I want to play it WYSIWYG, and once I finalize this roster, these units are fixed. I might take out the LasCannon for a Missile Launcher with Frag for the Tau. I also thought of switching the Bolter in the Scout Squad for a Sniper rifle. I just thought maybe I needed a Bolter to help protect against an assault on the squad.
[EDIT BY CHAOSBRYNN: Please do not post individual point values, it is against forum rules and breaks GW copyright. Only total point values for squads are acceptable.]
Last edited by Chaosbrynn; July 3rd, 2006 at 18:31.
drop the plasma pistols and replace them with p-swords. For the first sarge, drop the p-sword and take a bp (or bolter with true grit). I would be reluctant to take the rhino, as both tau and necrons can rip it apart with their basic weapons. For the scout squad I would drop the termie honours and everything except the sniper rifle, replace the bolter with a sniper rifle and replace the heavy bolter with a missile launcher.
I don't like the master. He is the leader of the entire chapter, and he has a chainsword and plasma pistol and is commanding 15 people. I think you should try a captain with a p-sword, bp, frags and jump pack for 97 points. He will close in fast and rip apart tau or necrons in combat.
The tac squad looks like it doesn't know what it is doing. It has a lascannon, which is a long range anti-tank weapon, true grit which means it is expecting to be charged, a sergeant designed to charge enemies and a rhino which is meant to take it to the enemy. Pick a job for it, like close range firepower, and stick with it. Give it true grit, a meltagun and a sarge with a pfist and bolter.
This force should look something like...
Captain w/ jump pack, psword, bp, frags -97
Tac Squad, 7 marines, 6x bolters, 1x melta. Sarge with P-fist and Bolter. True Grit -184
Scouts - 6x scouts, 5x sniper rifles, 1x missile. 113
You have about 100 points to work with now. Remember that you want marines and heavy weapons over wargear like melta bombs (especially since necs cant get vehicles this low and tau vehicles are next to impossible to take out with bombs).
Thank you Mad!! That's really what I needed, an assement of what I had. Unfotunately I am somewhat limited by what I have put together and how much time until the guys come over. However, I am going to try to incorporate as many of these points as I can. Some things though are hard to get around. The Master is a metal fig with no play to it - I can't switch arms out, they are attached. So CCW and Plasma Pistol it is for him, because I can't switch them out and I got no other HQ readyOriginally Posted by Madscientist
I will change out the LasCannon for a Missile Launcher - neither are ready yet so that's easy enough. I like my vet sarge as he is - he will help with the counter charge, and the power weapon will attack on his initiative, and the hidden fist is always handy. Plus he really looks nifty (I'll ahve to take a pic).
I had the heavy bolter with the snipers because it meant 3 more attacks at 36". Because the Snipers are Heavy, that meant they could not move so..anyways, I still want to try this, I'll report in if it doesn't work. I will switch out the one lone Bolter with a Sniper, that's sound advise and keeps everyone at 36" ranges. The officer for the Scouts is already glued together for tomorrow, with a Plasma Pistol that is Mastercrafted. So, I'm stuck with him. We'll see how much it hurts me. The Rhino has to stay because otherwise I don't have enough points. I realize it's gonna get blown to smitherines, but I'm planning on using it as mobile cover anyways, and the men are disembarking early on. That's the plan
Anyways, I know I'm not incorporating everything, and I know you are far more experienced, but I do want to try out a few things tomorrow when I get my feet wet. I will report back here with how things went, what worked, what didn't, etc.:rolleyes:
Oh, I did mean to ask - you mentioned a Chap with a Jump Pack, or Bike, etc - I thougth HQ could only have a bike, or jump pack, or termie armor if there was a squad of bikes/jump squad/termies in the roster. Is that not right? COuld you have a lone Chap with Jump Pack?
Last edited by Dremmen; June 30th, 2006 at 22:12.