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Right then, recently got bored with empire, too many troops for only one regiment and wanted more detail in the painting. So i flicked through the Warhammer cataloge and found the Inquisition and loved the GKs straight off, this and the fact that they're the best of best in terms of the space marines.
1st project was to paint the first troop squad:
10 man squad (lambda)
These have been done, so now i was wanting a HQ so i went for:
brother captain (pshycannon)
Any army list would have to incorporate these units therefore would the following army list be any good?:
brother captain (pshycannon) with following routine:
2x 10 man squad
1x 5 man squad
Elites/troops (haven't looked it up yet)
Space marine scout snipers
1x rocket launcher
Dread with extra armour
lascannons + auto cannon
I would hope this would get somewhere against most opponents, however my main opponent would be an ork player who rather likes his armoured nobs and 'ard boys along with HQs, this is the reasoning for the snipers, sitting back and taking out the more troublesome greenskins.
the termies would bear the main brunt of the cc action with the 2 main squads laying down bulk fire and the 'mini' squad lending a hand where ever needed (a kind of reserve, lending a helping dose of kickass where needed and/or if a unit was in trouble)
finally the dread for a little more impact, ;lascannons for any vehicles hitting any armour and the odd frag missile into more hardened targets like the 'ard boys....
i may be totally wrong with the above, so any advice/changes would be a great help and dearly appreciated,
thank you in advance,
*moved to army list section*
Spambot kill tally. . .337
you can't use grey knights when using space marines. IIRC. i also don't realy see the use of incinerators mixed with the psycannon. the times you can use it are limited. the dread is valid as you'll need some ranged AT stuff.
For free you can also switch some PAGK to the fast slots so you can deepstrike.
Deamonhunters are difficult.
i must add i have little experience against orks.
I agree with the ditching of the incinerators, i'll get that done, and i checked up on the inclusion of space marine scouts and the inclusion of the sniper squad is ok, (page 30 - 31 of DH codex) the sniper scouts along with a few others like a devestator squad and a predator are allowed. This rule is also mentioned in a tactic provided by 'Lord Yossanrion' (http://www.librarium-online.com/foru...onhunters.html) very useful.
And about the PAGKs would it be an idea to put the smaller squad into the fast attack, allowing them to get behind the opposition perhaps?
Against orks, PAGK storm bolters are awsome.
You probably have a few too many psycannons in there, and as a genaral rule, I would never mix two different weapons within the same squad.
To be honest, Im not really a fan of the incinerators. Sure they negate cover saves, but they miss out on 2-3 rounds of shooting enroute that can cause failed saves.
I do,however, like incinerators on deep striking termies... just because its fun.
Most balanced armies take high strength weapons to bust at least a few tanks. Unfortunately for you, all of those weapons will be pointed at your dread and it probably will struggle to get off too many rounds of shooting.
I suggest that you take at least two dreads (three is even better).
Furthermore, you have mixed weapons on your dread. Probably not so bad against orks, but against most armies, this dread will be quite ineffective for its points cost.
I suggest that you pair the lascannon with a missle launcher for effective trukk/heavy vehicle hunting.
A dread will serve you better than scouts.
Last edited by Plasma Catcher; September 25th, 2008 at 18:10.
It's worth a krak!
ok then, for the two larger squads, how would you go in terms of special weapons and how would you kit out any pagks?
acctually back to basics:
BC with psycannon
6 termies routine (1 with incinerator)
2x 10 man squads
9x gks (one with psycannon)
10 man squad
Dread: extra armour + TLLC & ML
this leaves me with about 100pts to spare i think so... any suggestions on additions or changes?
This is actually a pretty solid list.
I do, however, have a couple of suggestions.
Firstly, in 5th. Ed. troops are key to victory and your FA squad may serve you better as a scoring unit in the troops slot.
Secondly, you really need another dread, as one is just too easy to destroy. Your opponent can concentrate all of their anti-tank fire power on one target. So, it probably will not last long.
If you had two, your opponent would either have to split his fire between them both, or concentrate on one while the other carries on unmolested.
To implament these two suggestions, I propose that you drop the FA squad and take 3 troop squads with a Justicar, 8 regular grey knights and give one of the grey knights a psycannon.
This will free up enough points for two Hellfire Dreads (TLLC/ML) with smoke and extra armour.
This list would actually be pretty saaweet!
It's worth a krak!
i have to admit that is a VERY tempting idea, and sounds great the two dreads would go a good way to adsorbing alot of fire and one of them night acctually survive, always a bonus.
I came up with another idea as well, would 'upgrading' the brother captain to a GM be any good on the previous list (my most recent post bah this one), i would have to ditch 2 termies but the addition of GM may help in CC?
What do you think? (i'll still probably end up with the 2 dreads, great idea)
and thank you very much for your input, it helps alot