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OK, im sticking with the whole seige/urban warfare theme so my weapon choices may seem a bit odd.Im also NOT using the fist traits at this moment.
HQ--Master: jump pack,halo,honors,twin claws,T- Homer,frags(joining assualt squad)--170
Troops--10 man tac squad: meltagun, multimelta 210
VET sarge: honors, fist, combat shield,T- Homer pistol
10 man tac squad: flamer
VET sarge: honors,pwr wpn, pistol 181
NOTE- BOTH tac squads are mounted in rhinos w/ smoke and armor 116
8 man scout squad: frags and drum roll plz....SHOTGUNS!!! 140
VET sarge: honors, fist, pistol
I wanted a good, solid base before I started going crazy. The advice I got from my fellow players was to drop the rhinos, but I feel mobility will be key in most of the GT missions.
Elite-- 5 man termie squad: 2 w/ heavy flamers and 1 w/chainfist 225
Techmarine: T-homer 70
FA-- 8 man assualt squad
VET sarge: honors, pwr.wpn, combat shield, pistol 206
1 landspeeder: multimelta, heavy flamer 75
Heavy-- 8 marines: 4w/ missle launchers 200
1 Vindicator: armor, dozer blades,smoke 138
That leaves me with about 10 pts. I feel that meltas and flamers are the weapons of choice for a seige army. Although the termies will obviously benefit from assualt cannons, Im afraid i'll get dinged on it because they get abused by a lot of marine armies.
I know my missle launcher squad is dead in escalation missions, but i prolly wont have the cash for a tank or 2.I do have a whirlwind though and a couple of dreadys.
List is made from the models I have right now, otherwise Id drop the techmarine and get another speeder.
This is my first GT, so im not sure what the judges will be looking for as far as comp goes. Any advice would be great.
You say your going for a seige list, and there are a few things that fit that, but i see alot of things that are going to hold you back from laying the hurtin on your opponent fist style.
To note your bottom comment, yes and no. there is no force org comp, its based on what your opponent thinks. If he feels you min maxed stuff, it will hinder your score, but doing things like having more heavies then troops, no, thats no a requirement based on the last GT I went to.master is ok, though your going to have trouble if you get tied up with something like a dread, or wraith lord, my chappy always runs with his crozious and a power fist.HQ--Master: jump pack,halo,honors,twin claws,T- Homer,frags(joining assualt squad)--17010 man tac squad: flamer
VET sarge: honors,pwr wpn, pistol 181I think I see what your going for here, and yeah, you need a good core of units, but think about maybe dropping a squad, bring 1 down to an 8 man. let your assualt troops and maybe a decent vet squad handle the HTH dirty work. you those needed points to put the big guns on the table the fists like to use.10 man tac squad: flamer
VET sarge: honors,pwr wpn, pistol 181Alright, not bad, just a difference in opinion here. I think a 6 MAYBE 7 man scout squad with a teleport homer, ML and the rest snipers is more rounded. Drop the fist, scouts are the last thing I want in my army to get into hand to hand. Plus, its another stength 8 weapon, and its awsome to pin a unit for a turn with the snipers.8 man scout squad: frags and drum roll plz....SHOTGUNS!!! 140
VET sarge: honors, fist, pistolAnd for good reason to, assualt cannons rule. plus if your worried about people pointing them out. don't, if they do, well then they are just scared or being jerks. Every army has that one weapon thats pretty much expected to take. and a termie squad with ACs is one of them. Any respectable player at the tournament wouldnt ping you on that.Elite-- 5 man termie squad: 2 w/ heavy flamers and 1 w/chainfist 225
Although the termies will obviously benefit from assualt cannons, Im afraid i'll get dinged on it because they get abused by a lot of marine armies.Eh, drop him if you can, hes a huge point sink for no good reason especially without land craters and preds on the table. I know your choices are limited, but try and scrouge up the extra land speeder, they are beautiful for last minute objective takers.Techmarine: T-homer 70works, though your a marine! power fists in any CC squad is essential, without it, your giving your oppoent points when he locks you up with something you cant hurt, oh, and a flamer wouldnt hurt either. thin some guys if at all possible before you get there. works great against horde armies (and you will see alot of nids, i promise)FA-- 8 man assualt squad
VET sarge: honors, pwr.wpn, combat shield, pistol 206Again, im more partial to ACs, they can cut down troops and on the right rolls can pop a land crater. paired with a HB, its an awsome piece of machinery.1 landspeeder: multimelta, heavy flamer 75ok, if your trying to save on points they may be the way to go. but something to think about, i dont see any lascannons on the table. just a thought.Heavy-- 8 marines: 4w/ missle launchers 200Always a good for the fists, can't go wrong here. maybe another? you are seige.1 Vindicator: armor, dozer blades,smoke 138
There are a few kinks here and there. The only tank punching i really see is the lone speeder, and trust me, its not often hes going to last if you move him in range enough to really use that multi metla, throw down the rending shots. your a marine, marines use ACs, its a given. leave close combat to vets and assualt troops. think about making some 5 man squads with heavy weapons, they are cheaper in troop slots. plasma cannons are always nice and you are in need of some las. well anyways. i hope this helped. lemme know what you do with your list. Happy killing!
Biel Tan Eldar 3-0-8
Vanilla Marines 17-1-2
Alaitoc Eldar 15-2-4
Goff Orks 21-1-2
Nurgle Chaos work in progress
ok, I took some of your advice. My termies went with assualt cannons. I dropped the scout squad and picked up a 5 man tac squad w/lascannon.I also dropped the techmarine and speeder, and picked up a dready w/assualt cannon and a whirlwind to get more of that seigey feel.
I would like to run a second vindicator, but my list is based on what i have right now.
Thnaks for advice.