Trencher army idea - Warhammer 40K Fantasy
 

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  1. #1
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    Trencher army idea

    1st Voldan Bombadiers-2000pts
    Doctrines- Hardened Fighters, Veterans, Ratlings, Sharpshooters, Light Infantry
    HQ-630pts
    Command Squad- hardened fighters
    Senior Officer w/ bolt pistol, power weapon
    Vox Caster
    Standard Bearer
    2x Guardsman- nade launcher, plasma
    Support Teams-
    2x anti tank w/sharpshooters- 3x missile, 3x lascannon
    2x fire support w/sharpshooters- 6x autocannons
    Mortar team- 3x mortars
    Elites-340pts
    10x ratlings
    10x veterans w/ 3x meltas
    10x veterans w/ 3x plasma
    Troops-704pts
    Platoon 1
    Infantry Command- hardened fighters light infantry
    Junior Officer-
    Vox Caster
    Guardsman- nade launcher
    Heavy Bolter
    3x guardsmen squads w/ light infantry- 3x nade launchers and 3x sniper rifles
    Platoon 2
    SAME
    Heavy Support-326pts
    1x Earthshaker Cannon-
    Demolisher w/ lascannon, plasma cannons, extra armor, heavy stubber
    Well heres my attempt at a trencher army list. The Earthshaker cannons is a IA product. I figured the use of marksmen would make sense in a ranged based army, and the use of template based weapons i think would also make sense for a trencher themed army.


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  3. #2
    Member YounGunner's Avatar
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    looks like fun. I would lose the vox network and take all veteran sergeants. You're only voxing ld 8 and the veteran sergeant will give their guys that without a vox. The vox network costs 45 points and bringing vets in your line squads would cost 36. You get the same leadership (better if your officers die), a few more attacks, and 9 points.

    I wouldn't pair the nade launcher with plasma. I would go with one or the other.

    I would consider changing out one of your doctrines for close order drill. It is free.

    I would spend the demo's stubba points somewhere else. If you move and fire the demo cannon you can't fire the stubba, and I don't think it would supplement the lascannon at all, maybe against something you'd target with plasma but, that's just me personally. I think stubbas are for hellhounds.

  4. #3
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    1st Voldan Bombadiers-1996pts
    Doctrines- Close Ordered Drill, Veterans, Ratlings, Sharpshooters, Light Infantry

    HQ-627pts
    Command Squad-
    Senior Officer w/ bolt pistol, power weapon, bionics
    Standard Bearer
    Guardsman- plasma
    2x Guardsmen- mortar
    Support Teams-
    2x anti tank w/sharpshooters- 3x missile, 3x lascannon
    2x fire support w/sharpshooters- 6x autocannons
    Mortar team- 3x mortars
    Elites-340pts
    10x ratlings
    10x veterans w/ 3x meltas
    10x veterans w/ 3x plasma
    Troops-702pts
    Platoon 1
    Infantry Command- light infantry
    Junior Officer w/ bionics
    2x Guardsman- nade launchers
    Heavy Bolter
    3x guardsmen squads w/ light infantry- 3x veteran sarges w/bolt pistols, 3x nade launchers, and 3x sniper rifles
    Platoon 2
    SAME
    Heavy Support-327pts
    1x Earthshaker Cannon w/ extra crew
    Demolisher w/ lascannon, plasma cannons, extra armor, tread guards, smoke launchers

    made some changes while trying to keep a WWI esque trench warfare style. Im also thinking of adding flamers to maybe the command platoons would this be recommened?

  5. #4
    Member YounGunner's Avatar
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    Looks like fun. The only thing I would nickpick now is the treadguards. I wouldn't pay ten points for something that only has a fifty percent chance of working and only when you get an immobalized result. I would spend those points on a special weapon or something.

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