[1000] Competitive - Balanced (Please critique!) - 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 8 of 8
  1. #1
    space pope jaNDo's Avatar
    Join Date
    Jun 2007
    Location
    Melbourne, Australia
    Age
    31
    Posts
    175
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    61 (x1)

    [1000] Competitive - Balanced (Please critique!)

    Concept:
    The army is divided into three distinct elements:
    • Static Firing Line: 3 Infantry Squads and a Command unit with Missile Launchers. The HQ element provides Leadership from a safe position, with a token Mortar included for the potential benefit of pinning.
    • Ordnance: 2 Leman Russ Battle Tanks provide massive firepower in this 1000-point list. Such beasts are ignored at the enemies' peril.
    • Forward Element / Objective Securing Element: 2 Scout Sentinels escort a Chimera whose payload includes a hard-as-nails Grenadier squad. With 3 Multilasers, 1 Heavy Bolter and 2 Plasma Guns, I expect this unit to be able to (re)claim objectives and pour a measureable amount of firepower out each turn. This group is best equipped to deal with light vehicles (skimmers, transports).

    The forward element heads toward an objective. Meanwhile, the Ordnance and Infantry Squads demolish opposing "hard" targets, potentially clearing the path for the forward element. Once the enemies hard targets have been removed (vehicles, transports), the Infantry Squads can bound toward an(other) objective (if necessary).

    Doctrines: Grenadiers, Iron Discipline, Close Order Drill, Drop Troops (for my Sentinels, if I feel like it)

    HQ: (85 points)
    Junior Officer + Staff (85)
    • Honorifica Imperialis
    • Iron Discipline
    • Company Banner
    • Mortar

    TROOPS: (489 points)
    Platoon One: Command Squad (60)
    • Junior Officer
    • Iron Discipline
    • Missile Launcher

    Platoon One: Infantry Squad Alpha (83)
    • Grenade Launcher
    • Missile Launcher

    Platoon One: Infantry Squad Bravo (83)
    • Grenade Launcher
    • Missile Launcher

    Platoon One: Infantry Squad Charlie (83)
    • Grenade Launcher
    • Missile Launcher

    Grenadier Squad Omega (180)
    • Sergeant
    • 4x Hellgun
    • 2x Plasmagun

    Chimera Transport (90)
    • Turret Multilaser
    • Hull Heavy Bolter
    • Extra Armour

    FAST ATTACK: (96 points)
    Scout Sentinel Nike (4
    • Multilaser
    • Smoke Launchers

    Scout Sentinel Bia (4
    • Multilaser
    • Smoke Launchers


    HEAVY SUPPORT: (330 points)
    Leman Russ Battle Tank Cratos (165)
    • Hull Heavy Bolter
    • Heavy Bolter Sponsons
    • Extra Armor

    Leman Russ Battle Tank Zelus (165)
    • Hull Heavy Bolter
    • Heavy Bolter Sponsons
    • Extra Armor

    SUMMARY:
    • 2 Battle Cannons or 6 Heavy Bolters
    • 3 Multilaser + 1 Heavy Bolter
    • 2 Plasmaguns
    • 3 Grenade Launchers
    • 4 Missile Launchers
    • 1 Mortar
    • 47 Men
    • 3 Tanks
    • 2 Walkers

    OPTIONS:
    • Drop Mortar in HQ: Get Autocannons on my Sentinels
    • Drop Extra Armour on Tanks: Get Autocannons on my Sentinels

    - Josh
    what am I, the pope?

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Member General Thaddeus's Avatar
    Join Date
    Jun 2007
    Location
    Alemeda County, California
    Posts
    167
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    7 (x1)

    I love the list, although I hate sentinels (always seem to blow up turn one...;?). Two leman Russ seems a little risky to me, since if they die you are pretty much dead. I would swap one out for... aw... that's the whole point to the list huh! I would swap the plasma for meltas as they are more heavy-duty, assault (correct me if I'm wrong, but if you Deep Strike, can you fire assault weapons?), won't blow up in your face (again, BAD experiences...), and I just LOVE the smell of meltas (mixed with charred fexes or smoking tanks). Just my two cents.8Y

  4. #3
    space pope jaNDo's Avatar
    Join Date
    Jun 2007
    Location
    Melbourne, Australia
    Age
    31
    Posts
    175
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    61 (x1)

    Hey, thanks for your input.

    Sentinels certainly are lightly armoured, but I've found that a nice, mobile (can move through terrain) pair of multi-lasers can cause a decent chunk of damage. I've removed the Smoke Launchers though and have considered much more strongly upgrading these to Autocannons. The ability to deep-strike the sentinels helps as well, though if I were to do that, I'd probably include them in a single squad (so they'd arrive together...)

    I was told that 1 Leman Russ isn't enough: so I went with 2 ;Y It's pretty nasty to turn up to a 1000 point game with 2 AV 14 vehicles - especially against marines who are naturally more inclined to want to move toward you. In the games I've played they seem to be very effective, though as you said - a couple of lucky shots and 1/3 of my army is down. Then again, isn't that true for many armies?

    I'd like to try meltas, but I'm so afraid to get my STs in range. I'll give it a go though!

    Anyone else like to chime in?
    - Josh
    what am I, the pope?

  5. #4
    space pope jaNDo's Avatar
    Join Date
    Jun 2007
    Location
    Melbourne, Australia
    Age
    31
    Posts
    175
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    61 (x1)

    No-one? I guess that means the list is perfect? ;?
    - Josh
    what am I, the pope?

  6. #5
    Member stifflersthedogs's Avatar
    Join Date
    Mar 2007
    Location
    London
    Age
    31
    Posts
    126
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    6 (x1)

    If you dropped the sentinals and a troop squad couldn't you add another leman? lol that'd be funny, I dont know if its just me but i like either loads or tanks or no tanks.

    The list is fine really just tossing in options i mean you could go all grenadier and drop in the hq with some flamers
    W/L/D
    22/4/1



  7. #6
    Senior Member Abraham Lincoln's Avatar
    Join Date
    Sep 2005
    Location
    Barcelona, Spain
    Age
    31
    Posts
    907
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    64 (x2)

    Quote Originally Posted by jaNDo View Post
    Doctrines: Grenadiers, Iron Discipline, Close Order Drill, Drop Troops (for my Sentinels, if I feel like it)

    HQ: (85 points)
    Junior Officer + Staff (85)
    • Honorifica Imperialis
    • Iron Discipline
    • Company Banner
    • Mortar
    Your HQ is a pretty solid Ld machine. Id say that makes your gunline as close to fearless as IG can get. Just remember to put this squad someplace out of sight, lobbing off mortars, as they are gonna be a big juicy target.

    Quote Originally Posted by jaNDo View Post
    TROOPS: (489 points)
    Platoon One: Command Squad (60)
    • Junior Officer
    • Iron Discipline
    • Missile Launcher

    Platoon One: Infantry Squad Alpha (83)
    • Grenade Launcher
    • Missile Launcher

    Platoon One: Infantry Squad Bravo (83)
    • Grenade Launcher
    • Missile Launcher

    Platoon One: Infantry Squad Charlie (83)
    • Grenade Launcher
    • Missile Launcher
    The gunline looks pretty good, but you might want to diversify your heavy weapons a bit. Missile launchers are perfect for cracking open power armor, but not ideal for much else. Some autocannons would help you with AV12 or less, and lascannons would help in case your opponent has a similar plan and brings along lots of AV14. An anti-tank squad would help, or else maybe just swap out some missile launchers. Might want some voxes, too.

    Oh, the same goes for the grenade launchers. Theyre great for a mobile squad dealing with light troops and vehicles, but plasma is better for static squads dealing with heavier targets.

    Quote Originally Posted by jaNDo View Post
    Grenadier Squad Omega (180)
    • Sergeant
    • 4x Hellgun
    • 2x Plasmagun

    Chimera Transport (90)
    • Turret Multilaser
    • Hull Heavy Bolter
    • Extra Armour

    FAST ATTACK: (96 points)
    Scout Sentinel Nike (4
    • Multilaser
    • Smoke Launchers

    Scout Sentinel Bia (4
    • Multilaser
    • Smoke Launchers
    These look pretty good. Multilasers and autocannons are both pretty good choices. I generally think that multilasers are more efficient for MEQs, autocannons are better for light-to-medium vehicles, and anyone with a 4+ Sv or worse. But you might want to boost the numbers of the grenadiers squad, if theyre meant to hold objectives.

    Quote Originally Posted by jaNDo View Post
    I was told that 1 Leman Russ isn't enough: so I went with 2 It's pretty nasty to turn up to a 1000 point game with 2 AV 14 vehicles - especially against marines who are naturally more inclined to want to move toward you.
    I just have to say, if the Space Marines in your area tend to be mobile, then I envy you. Where I play, they tend to just entrench themselves in their deployment zone and rely on simple statistics to win.... not a fun way to play. Anyways 2 russes could be good at such a low points level. I would suggest keeping 1 of em close to your armored column, to attract more fire and keep your light vehicles in the shade.
    Armies:
    Tyranids: 2500 pts
    Imperial Guard: 1000 pts
    Witch Hunters: 1000 pts

  8. #7
    Hellhounds are good tanks Dakka,Dakka,Dakka's Avatar
    Join Date
    Jul 2007
    Location
    New Jersey
    Posts
    733
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    41 (x2)

    i disagree on abraham lincoln's opinion on the missile launchers and the grenade launchers because they can deal with hordes or light to medium vehicles(although he is right that you might want some diversity like autocannons or lascannons in case you meet terminators or something else similar

    you might want to use grenade launchers with the grenadiers(lol grenade-grenadier >_<)because a grenade launcher has great versitility and you can fire 24 on the move.

  9. #8
    space pope jaNDo's Avatar
    Join Date
    Jun 2007
    Location
    Melbourne, Australia
    Age
    31
    Posts
    175
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    61 (x1)

    Cheers!

    Hey guys,

    Thank-you all for your input, it is truly appreciated.

    Due to some dodgy eBay trading, I've managed to attain a heavy weapon sprue with everything but the missile launcher arm. This means that until I buy more stuff (not likely for the next couple of months) I'll have to do with 3 missile launchers.

    I'm toying with the idea of a 2nd mortar (for Platoon command) or a straight swap for an Autocannon.

    I'll also be starting a blog in the projects forum shortly for this army - at the moment I'm finishing off my first two squads. I'll update this post when the blog is ready

    Cheers again,
    Last edited by jaNDo; March 27th, 2008 at 02:28. Reason: w00t, 100th post!!!
    - Josh
    what am I, the pope?

+ 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