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hi i got a sm army of 1000 pts it includes
hq. captin, marster crafted thunder hammer, rousious,artificer armor, bolt pistol 150pts
troops x2. 6 man squad 1 sargent,1missile luncher,1plasma gun,1 termi honors 125pts each
fast attack , 3 attack bikes,2 heavy bolters,1 multi melta 165pts
fast attack , 7 jump pack men, 1 sargent, 1 termie honors,1 power weapon,
1 plasma pistol, 6 ccw,7 ferious charge 210pts
elites , 5 man termi squad with 2 assult cannons drop pod with a missile launcher 290pts
comand squad, 5 men with bolters 75pts
the i dea was to sit back with the army and on turn 2/3 attack there assulting troops with the jump packs and deepstrike the termies in the drop pod behind there lines to shoot there heavy support down with assult cannons
have played this army for quite some time now and enjoy using that tactic but want to emply it in a 1500pts torament soneed to add some gear in just wondering if you could throw some ideas up in the air fore me thanks:ninja:
Welcome to LO!
hmmm, there is a little trouble with this list. i know you didnt ask for it but ill give you my input anyway ;>
One important thing youve missed on the Captain/Master is to give him Terminator Honours for that extra attack, its always a winner.
I see youre going with the furious charge trait for assault squads. You could consider other traits such as one of my favourite traits; infiltrating devastator squads, or even 2 special weapons for tacticals (more plasma).
If you divided this up a bit more (since you want to go for 1500pts anyway) you could get two razorbacks with these squads in, if you trait them 2 plasmas, if you dont, just one. And put the missile launchers in a devastator squad.
This would give you two mobile firing squads that drive up and rapidfire other squads to death (in spirit with your "turn2/3 rush them"-plan) adding the heavy bolters of the razorbacks. You could do the same with a tank hunting tactical with melta and just upgrade the razorback to a lascannon mounted instead.
At the moment, I dont really see why you have termi hons on these squads, but if you decide to stick them in razorbacks (or rhinos for that matter) I would keep it, and give the sergeant a power weapon.
drop podding them however, might prove to make them less effective than they would be if you just fielded them regularly because of scare factor and so on. But drop podding is good too. It's just a matter of preference.
I would suggest doing the razorback thing, 6 men squads HB-RB preferably with 2 plasmas in each squad. Also, I would drop your current HQ choice and command squad, and just go with a jump pack chaplain to go with the assault squad. It's very standard, but it's very useful, much more useful than your current guy. Most of your squads have veteran sergeants anyway so the leadership issue isnt that big, and with a chaplain you get to re-roll attacks on the charge! perfect for your furious charging assault squad.
So if you get two razorbacks, swap HQ for a chaplain, add one terminator and drop the deathwind launcher, that should leave you with about 400 pts left. At the moment youre lacking anti-tank punch, and at 1500pts games tanks will be deployed more than in 1000pts ones. Sure youre not totally incapable, you have the melta, assault cannons, even the plasma guns. But i would reccommend taking those missile launchers you have (maybe even get two more) and make a devastator squad for anti tank purposes. if you make an 8man squad (4ML 4 meatshields) that would land up around 200pts.
I know this seems like changing your army pretty much, but its basically just the matter of shifting around some models (and buying a few more, but you were gonna do that anyway ;p). I think making these changes would make your army more effective allround and more responsive to action (with the fast razorback tactical squads).
I'm starting to ramble now, but i think this would fit you pretty good. Youd have the static firebase with the devastator squad (maybe even take two 4ML devsquads using the 200pts you have left) and you have the fast response units of Chaplain with Assault Squad, Troops in Razorbacks, Assault Bikes and Drop Pod Termies.
It would make your army more effective not having to wait 2-3 turns to start moving, but starting moving from turn 1. The issue is what to do with the 200pts left in my suggestiong list, im a little torn between another 4ML squad, or another Assault Squad.
Anyhow it's all up to you and these are just suggestions. Good luck with your army!
The first thing I would recommend getting would be a jump chaplain w/terminator honors, bolt pistol, reclusiarch (lower wound version). Then attach him to the jump squad. Pure awesomeness with litanies of hate.
Then you should up the 6 men squads to 10. Next I would recommend buying a dreadnought and give it venerable, TL lascannon, tank hunters, extra armor.
You are lacking in the heavy support department, so a dev. squad with you choice of loadout would be awesome. 10 men is a very nice squad size.
An apothercary in your command squad will annoy your opponent greatly.
A 5 man biker squad would fit nicely in with your mobile elements.
I would lose the drop pod for your termies. This is up to you, but I personally feel they are at their best moving and shooting from turn 1.
So I recommend taking these.
(I haven't done the points cost, so it may be too much or too little)
Captain, Command squad w/5 men, apothecary.
2 10 men squads with your loadout. (I like it)
5 Terminators, no drop pod
3 Attack Bikes
Assault squad w/chaplain
The theory would be the command squad and 2 tactical squads would make a semi-mobile fire base, supporting the fast elements (bikers and assault squad) while being supported by the dreadnought and devastator squad.
Hope I helped.
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