1000pts Themed/Traits - Tournament - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 3 of 3
  1. #1
    Renaissance Man Inquisitor Earl's Avatar
    Join Date
    May 2005
    Location
    New Zealand
    Age
    29
    Posts
    280
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    196 (x2)

    1000pts Themed/Traits - Tournament

    I'm rebuilding my space marine army for a tournament early next year. Its a doubles 1000pt tourny.

    My force, the Legio Ferium are sombre, warrior monks based in a mountain fortress monastery on a forge world. They have close ties to the mechanicus and thus plasma weaponry is prevalent. Because they are a fairly new chapter i am not going to use tanks, elites or bikes. This is also because of their style and the fact i want an infantry army.

    I am using the traits:

    Sombre:
    See but dont be seen
    Never despair
    drawback - flesh over steel (ironic as bionics are prevalent)

    I am going for best painted and want a themed army but would like some sucess. Any help/suggestions are welcomed.


    HQ

    Master - 111pts
    - power sword, master crafted, bionics, bolt pistol.


    Troops

    Tactical squad - 138pts
    - 6 marines, plasma cannon, plasma gun, infiltrate x6.

    Tactical squad - 138pts
    - 6 marines, plasma cannon, plasma gun, infiltrate x6.

    Tactical squad - 184pts
    - 8 marines, termie honours, power fist, meltagun, infiltrate x8.

    Scout squad - 95pts
    - 5 scouts, sniper rifle x4, missle launcher.


    Fast Attack

    Land speeder tornado - 80pts


    Heavy support

    Devastator squad - 254pts
    - 8 marines, missle launcher x2, lascannon x2, infiltrate x8.

    Total: 1000pts


    Thanks in advance, Inquisitor Earl.

    I am Inquisitor Earl, fear my sandwich!

    My website: www.ferrus-workshops.com

    My blog: ferrus-workshops-blog

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Senior Member Sinjin's Avatar
    Join Date
    Aug 2006
    Location
    New York
    Age
    43
    Posts
    823
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    43 (x2)

    For friendly games, I would say this is a really crappy army, as 1/3 of all friendly games (assuming you play missions, and roll for mission level) are going to be Alpha, which would not allow you to Infiltrate. That is a lot of wasted points, which you cannot afford to do at this point level.

    However, since you say it's a tournament army and Alpha missions are rare in tournament scenarios you should be ok. But just realize that if you do play that rare alpha mission, you're starting the game way behind in points.

    My suggestions are thus:

    1st: I find that sniper scout squads are MUCH better on paper then on the tabletop. It is rare that they actually cause a wound, and if they do, all mobile armies in 40K have such high leadership that pinning is not really much of a threat. I would replace them with either another land speeder, or better yet, a CC scout squad with HB.

    2nd: You said this is a doubles tourney. Do you know who your partner is going to be? If so, then I would drop the Devastator squad altogether, and let him handle all of your long-range anti-tank. Keep your guys as in-your-face short range firepower. In fact, even if you don't know who your partner is going to be, I would probably recommend this. In the very least, I would go with 4 ML's to shave some points, and beef up the CC scout squad.

    3rd: This may not fit your fluff, but if 'Never Despair' is not doing anything for you, a really good trait to complement 'See but Not Seen" is 'Take the Fight to Them". This will allow you to replace the bolt guns on your bigger squad (a squad I'm assuming you have set up to assault with) with bolt pistols. You get twice as many attacks in CC, and can even shoot before you assault.

    Hope that helps.

  4. #3
    Renaissance Man Inquisitor Earl's Avatar
    Join Date
    May 2005
    Location
    New Zealand
    Age
    29
    Posts
    280
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    196 (x2)

    Thanks for your advice sinjin, it was really helpful. I have since pretty much redone my list. I am going to be the support/anti-tank and heavy infantry part of my team. I am good friends with my partner and he's taking a close assault slaanesh army with many fast units.

    Most of my selections either are because of what models i like, the theme or what models i have (just got a DA battleforce). Considering these aspects i have come up with this:


    Traits:

    Dutiful:
    No mercy, no respite
    Honour your wargear
    Drawbacks - Die Standing


    HQ

    Master of Sanctity - 130pts
    - bionics, bolt pistol, jump pack, krak grenades, auspex.


    Troops

    Scout squad - 95pts
    - 5 scouts, sniper rifle x4, missile launcher.

    Tactical squad - 120pts
    - 6 marines, plasma cannon, plasma gun.


    Fast Attack

    Land speeder tornado - 80pts

    Land speeder tornado - 80pts

    Assault squad - 241pts
    - 8 marines, term honours, power fist, bionics, flamer, furious assault x8.


    Heavy Support

    Devastator squad - 254pts
    - 8 marines, Lascannon x2, missile launcher x2, infiltrate x8.



    Total: 1000pts


    Let me know what you think, Inquisitor Earl.
    I am Inquisitor Earl, fear my sandwich!

    My website: www.ferrus-workshops.com

    My blog: ferrus-workshops-blog

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts