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!
HQ Command Platoon: JO with Bolter, 4x Guardsman (2x Lasgun, 2x Grenade Launchers) [57pts]
Squadron 1 of 3x ‘Armageddon’ Sentinels: Lascannon [165pts]
HQ Command Platoon: JO with Laspistol, CCW, Bolter, 4x Guardsman (2x Lasgun, 2x Grenade Launchers) [57pts]
Squadron 2 of 3x ‘Armageddon’ Sentinels: Lascannon [165pts]
Squad of 10 Hardened Veterans: Missile Launcher, 3x Plasma Guns. The Veteran Sergeant has Trademark item & Bolter [141pts]
Squad 1 of 10 Storm Troopers: 2x Plasmaguns. Veteran Sergeant has Honorifica Imperialis, Power Weapon & Bolt Pistol [157pts]
Squad 2 of 8 Storm Troopers: 2x Plasmaguns. Veteran Sergeant has Hellpistol & Power Weapon [111pts] <Can’t DS or Infiltrate>
Squad 3 of 10 Storm Troopers: 2x Plasmaguns. Veteran Sergeant has Bolt Pistol & Power Weapon [132pts] <Can’t DS or Infiltrate>
Squadron 3 of 3x ‘Armageddon’ Sentinels: Lascannon [165pts]
Hellhound: Extra Armour, Rough Terrain Mod [125pts]
Hellhound: Extra Armour, Rough Terrain Mod [125pts]
Baneblade: Turret Baneblade Cannon with co-ax Autocannon, Hull Demolisher Cannon, Hull twin-link Heavy Bolters, 2 pairs of Sponsons each with a twin-link Heavy Bolter and a Lascannon [600pts]
In games where my opponents would object to the Baneblade, I would replace it with:
3x Leman Rus Demolisher: Extra Armour, Smoke Launchers, Demolisher Cannon, Sponson Plasma Cannons, hull Lascannon [188pts]
+ 2 extra Storm Troopers
+ an additional Grenade Launcher for each HQ
I play mainly against MEQs, and sometimes vs IG, Orks, and Eldar.
Comment and criticism appreciated.
Righty lets have a gander....
First off this is illegal, you are allowed only 1 HQ platoon choice so remove a whole one of them There is a way to do this which I shall explain later.
As for the actual HQ. Seems ok for a squad but your army is lacking in leadership, perhaps Iron discipline is the way to go here?
The sentienls in a big group become hideously less effective. If you want three lascannons in one squad the support squad is by far the better option. I'm not a fan of lascannons where you can get multilasers but I can see their use.
The hardened veteran squad isn't too great. The trademark item is a nice fluffy touch but not very competitive (which I guess your list is going for considering the high plas las setup).
Also you have mixed a misssile launcher wiht three plasmas. A very points dense squad. Either go with a five man lascannon squad or a 5 man plas squad then you wont have conflicting interests in the unit.
The stormies with HI are a nice touch but how are they oging to getto the enemy to use those weapons? less men more mobility for these guys, drop enough men to get yourself drop troops or infiltrate or find some points for a chimera
Again how are they going ot get to grips with the enemy chimeras are needed in here and again smaller squads are better. also think about some meltas in the list rather than the abundance of lascannons. meltas are better and cheaper and this list can be easily set up for their use.
Double hellhounds should cover the infantry killing but not totally perhaps think of getting some better anti infantry elsewhere (sentienls with multilas are a good compromise or even with heavy bolters if you have the IA books). the rough terrain mods arent good IMO you shouldnt be somewhere where they are needed.
The sentinels again as before 1 sentinel per choice is much better as far a options go. Two is ok but three is asking for it so drop it down one guy.
Baneblade, Nuff said. I dont think opponents will have a problem wiht this. TBH its in the mainstream now not really imperial armour wise. Do check first but a 2000 point guard army should carry the threat of a baneblade if it's available.
Your other option is interesting, the tanks dont need smokes. This is a pet hate of mine an MBT in the present rules should not be in a position to use smokes if it is you are pretty much losing anyway. It makes you play them differently if they have smokes. Also the setup means you dont want smokes. What I would suggets is that you get at least one wiht a triple hb setup. As you have plenty of lascannon and plasma around. Plus they will have to stand still to be anywhere near effective. Demolishers are very short range so triple hb really helps oyu get them where you want them.
If you take out the illegal HQ that is ooo 222 points so two chimeras of the following:
chimera: multilas, heavy bolter, extra armour, smokes (93pts each) leaving 36 points.
A sentinel out of each squadron woudl be another 110 points so a third chimera and 17 pts spare for a total of 53 pts spare. Now for another cut take out 4 vets and their missile launcher, next take out the rough terrain mods and you will have an overall spares total of 110 points. Now this is either another chimera for the vets or cut a few stomries for a russ to add to the targets for their heavy weapons.
This is an important point. All of their lascannosn will be directed at your baneblade. So by taking my advice above getting a bucket load of tanks into the list will make it survive longer especially if there is a demolisher rolling around. For the spare points for this use the 110 plus drop a selection of stormies, (ie. the two line squads down to 6 men) would give enough for a triple hb demo with extra armour and track guards I think.
Hope that helps
PS: The only way to get two main HQ's is to use an allies list, only one of the lists will be able to have doctrines and they both need the two troops and HQ choices. Other than that witchhunters stormies are really the only other way.
Wow, you really like the Armageddon Sentinel! While a walking lascannon is a great asset, I don't think 9 of them will help you much against Marines--either they'll roll over in Rhinos using smoke to blunt the lascannons' effectiveness or they'll simply use jump infantry and accept a few losses as they cross. I would reconsider bringing that many of them.
The list is very short on firepower. You've crammed in enough low-AP to take on the Deathwing but there is a legitimate need for more mundane dakka. I would lose the Baneblade and load up on standard Russes just for the Heavy bolters--Chimerae or 3-heavy bolter heavy teams would be good, too. You'll need the extra shots when going up against a horde army, or when the enemy has enough terrain to blunt the effectiveness of those one-shot killers.
Russes would also give the list some durability. While you do a good job of bringing enough redundant units to brute force the problem, plasmaguns overheat, Sentinels don't have the armor to last long and your grunts have no leadership assist. Even a Hellhound will only eat so many krak missiles.
Bottom line, when you take the second HQ platoon off I would add in a standard infantry platoon. A pile of generic weapons and meat will offset a lot of the weaknesses in a Sentinel, plasma-heavy list. And lose the Baneblade--it isn't bringing anything extra to the table. Tanks and/or heavy weapons teams will give you more mileage and body count.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Thanks for the replies chaps, reps given.
The Veterans have worked well for me in the past. With their decent BS, they can dish out mucho firepower for relatively little cost. Infiltrate into cover.....
I prefer Sentinel Lascannons over standard support squad for a number of reasons: a). movable H.Wpns, b). my opponent either has to shoot H.Wpns back, or get close to them. Usually I don't advance them too much. Of course I appreciate that Squadrons are vulnerable to massed fire, but I stillfind them quite effective, especially if I can find them some cover.
The Elite Stormtroopers have Infiltrate and don't have too much of a problem finding targets.
For the small cost, the Rough Terrain mods come in very useful for vehicles which need to move around. They allow me to cross Difficult Terrain with a very good chance of not getting stuck.
I use smoke on some Tanks (MBTs) and not others. With these Demolishers, if I had to deploy them a little further back than I would have liked too, for example, because of my opponents Heavy weapons deployments etc; then Smoke (for a very low cost) on Round 1 can be very useful.
I hate the standard Russes, but love Demolishers, so would only consider using them as MBTs. Similarly, I just don't think that the Infantry platoons are worth having. I'd much rather have the Stormtroopers.
I'd certainly consider one Demolisher with HBs, but overall I always pick weapons with AP3 or better, as I face so many MEQ armies.
Cheers again, you've given some food for thought.