1500 Mixed all comers (but mostly MEQ) list - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member omegoku's Avatar
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    216 (x7)

    1500 Mixed all comers (but mostly MEQ) list

    HQ
    Junior Officer
    Powerfist, Iron Discipline, bolt pistol
    2 meltaguns

    Chimera
    Multilaser, Heavy Flamer
    Extra Armour, Smoke Launchers

    Troops
    Junior Officer
    Mortar
    Iron Discipline, power weapon, bolt pistol

    Infantry Squad
    Missile Launcher

    Infantry Squad
    Missile Launcher

    Infantry Squad
    Missile Launcher

    Infantry Squad
    Heavy Bolter

    Infantry Squad
    Heavy Bolter

    Troops
    Grenadier Squad
    2 Plasma guns

    Chimera
    Multilaser, Heavy Flamer
    Extra Armour, Smoke Launchers

    Fast Attack
    Hellhound
    Extra Armour, Smoke Launchers

    Fast Attack
    Hellhound
    Extra Armour, Smoke Launchers

    Fast Attack
    2 Sentinel
    Autocannon

    Heavy Support
    Leman Russ
    3 Heavy Bolters
    Extra Armour, Smoke Launchers

    Heavy Support
    Leman Russ
    3 Heavy Bolters
    Extra Armour, Smoke Launchers



    A more balanced List with plenty of tanks to distract the enemy guns.

    Main Idea would be for Storm troopers to take an objective after it has been saturated by hellhound and Leman russ fire. Hq squad can back them up or hunt a nasty enemy tank

    Main troop choice will sit back and try to missile launcher any tanks to death, while holding the objective.

    Sentinels will most likely outflank to cause bother firing at rear armour and isolated units

    Comments welcome

    Arch Overfiend & Grand Despot
    I currently play:
    Doom Eagle Space Marines
    Hive Fleet Omega Tyranids
    Goff Ork Boyz(dead)
    Tau of O'me
    Inquisitorial Xeno Hunters

    and my attempted foray into fantasy
    'Dark Angel Green' Dark Elves in need of fluff

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  3. #2
    Senior Member Castellan Green's Avatar
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    37 (x1)

    You have 2 guns that can feasibly hurt AV14

    The meltaguns. Thats it. and with them you have to get close.

    opponent.
    Quite a bit of armour, which I like wth the infantry balance as it makes it tricky for your opponent.
    It is anti MEQ, but only until they pop the Russ' which are the main threat to them by a running mile. I like how you have 2 for this purpose however.

    Its a good list but it seems to be lacking some punch.
    To compensate I'd probably drop a line squad and add in some Vets.

    How many are in the grenadier squad??
    If its 5, thats fine, if 10, drop men and add in special weapons or something to other squads. I don't know how many men I'd put in it, probably 7. Enough to protect your special weapons and hold the line while saving you some points.

    The sentinels stand out a lot. I like them but they do stand out. It could also be one place you could slip in lascannons with some spare points and give them an out and pout prupose. As, I love autocannons, but against marines all they really do is pop rhinos and razors. something slightly heavier if your lucky I suppose.
    Keep them the way tehy areunless you find yourslef continually coming along AV14 you can't hurt.

    Its a really good list. I just think theres something missing.
    "I have dug my grave in this place and I will either triumph or I will die!" Reclusiarch Grimaldus

    "Those I cannot crush with words I will crush with the Tanks of the Imperial Guard!" Lord Solar Macharius

    "Hear Me Inquisitor Ordinary. Obey me. I am of the Malleus!" Inquisitor Jaq Draco

  4. #3
    Senior Member omegoku's Avatar
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    216 (x7)

    Hi thanks for the input.
    I was a bit worried about Anti-Tank alright, and a Land Raider or Monolith would certainly spell trouble for my list.

    To counter this a bit, I removed 2 Grenadiers and used the points to upgrade a missile Launcher to lascannon and Sentinels to Mars Pattern.
    This gives me a bit more armour piercing power with only a small reduction in staying power.
    Changes are in Bold

    What do you think now?

    Doctrine wise (which I forgot last time)
    I have: Grenadiers, Iron Discipline, Close Order Drill, Drop Troops (Just in case), Cameleoline(for when the army expands beyond 1500 points)

    HQ
    Junior Officer
    Powerfist, Iron Discipline, bolt pistol
    2 meltaguns

    Chimera
    Multilaser, Heavy Flamer
    Extra Armour, Smoke Launchers

    Troops
    Junior Officer
    Mortar
    Iron Discipline, power weapon, bolt pistol

    Infantry Squad
    Missile Launcher

    Infantry Squad
    Missile Launcher

    Infantry Squad
    Lascannon

    Infantry Squad
    Heavy Bolter

    Infantry Squad
    Heavy Bolter

    Troops
    Grenadier Squad (8 men)
    2 Plasma guns

    Chimera
    Multilaser, Heavy Flamer
    Extra Armour, Smoke Launchers

    Fast Attack
    Hellhound
    Extra Armour, Smoke Launchers

    Fast Attack
    Hellhound
    Extra Armour, Smoke Launchers

    Fast Attack
    2 Sentinel
    Lascannon

    Heavy Support
    Leman Russ
    3 Heavy Bolters
    Extra Armour, Smoke Launchers

    Heavy Support
    Leman Russ
    3 Heavy Bolters
    Extra Armour, Smoke Launchers
    Arch Overfiend & Grand Despot
    I currently play:
    Doom Eagle Space Marines
    Hive Fleet Omega Tyranids
    Goff Ork Boyz(dead)
    Tau of O'me
    Inquisitorial Xeno Hunters

    and my attempted foray into fantasy
    'Dark Angel Green' Dark Elves in need of fluff

  5. #4
    Aspiring Champion Memnoch's Avatar
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    47 (x2)

    Its still only an extra 2 Lascannons though. Not too sure about having the meltaguns in the Junior Officers squad either though I suppose it depends on which role you have in mind for your hq.

  6. #5
    Mr Commisar to you Commisarlestat's Avatar
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    332 (x8)

    There are plenty of lascannons, I've won many a time without any in my army they arent that essential!

    There are a few things that I'd change about the list.

    1. The powerfist meltas combo isn't great. I'd get rid of the powerfist and get melta bombs or something that can hurt vehicles on the officer perhaps a plasma pistol?

    2. Your troops section looks ok but there is a lack of special wepaons in there. a couple of grenade launchers on the heavy bolters or missiles woudl add greatly.

    3. drop the smokes on all of your fighting vehicles (ie. hellhounds and russ) they should never be in a position to use them and should always be firing. use these points on special weapons for your line squads.

    4. split your sentienls into two squads and put one in the command dont run them together as they will die far too quickly. lascannons are good on these though don't discount the multilas.

    5. leadership seems a little weak with no HSO or equivalent but it shouldnt be too much of a problem.

    Good list over all

    Hope that helps

    A

  7. #6
    Senior Member omegoku's Avatar
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    216 (x7)

    Thanks for the feed back.
    I've tried rejigging it a little.

    Removed smokes from vehicles (except Chimera)
    Removed Extra Armour from Russes
    Added some Special Weapons to Platoon. 4 Grenades is boring (if effective) so I went for 1 plasma and one flamer (which is the same points)

    Swapped Powerfist for Power weapon and meltabombs. He will now be more effective against tanks and has +1 attack in combat. No desire to give my commander a plasma pistol.

    I forgot about that "free" sentinel slot in the HQ platoon. Excellent idea to split them up! they can fire at same target if need be or work separately.

    As usual, all comments are welcome.

    HQ
    Junior Officer
    Power Sword, Iron Discipline, bolt pistol, Meltabombs
    2 meltaguns

    Chimera
    Multilaser, Heavy Flamer
    Extra Armour, Smoke Launchers

    Sentinel
    Lascannon


    Troops
    Junior Officer
    Mortar
    Iron Discipline, power weapon, bolt pistol

    Infantry Squad
    Missile Launcher
    Grenade Launcher

    Infantry Squad
    Missile Launcher
    Grenade Launcher

    Infantry Squad
    Lascannon

    Infantry Squad
    Heavy Bolter
    Plasma Gun

    Infantry Squad
    Heavy Bolter
    Flamer

    Troops
    Grenadier Squad (8 men)
    2 Plasma guns

    Chimera
    Multilaser, Heavy Flamer
    Extra Armour, Smoke Launchers

    Fast Attack
    Hellhound
    Extra Armour

    Fast Attack
    Hellhound
    Extra Armour

    Fast Attack
    Sentinel
    Lascannon

    Heavy Support
    Leman Russ
    3 Heavy Bolters

    Heavy Support
    Leman Russ
    3 Heavy Bolters
    Arch Overfiend & Grand Despot
    I currently play:
    Doom Eagle Space Marines
    Hive Fleet Omega Tyranids
    Goff Ork Boyz(dead)
    Tau of O'me
    Inquisitorial Xeno Hunters

    and my attempted foray into fantasy
    'Dark Angel Green' Dark Elves in need of fluff

  8. #7
    Mr Commisar to you Commisarlestat's Avatar
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    332 (x8)

    The flamer probably wont work to well with the heavy bolter so I'd find the couple of points needed to upgrade that to a grenade launcher. Apart from that It's a great list!

    A

  9. #8
    Member stifflersthedogs's Avatar
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    Nice list I'd only suggest loosing the the pwr weapons and maybe meltabombs in favor of upgrading the flamer to something "useful" and giving the las squad a second weapon maybe plasma *shrugs*
    W/L/D
    22/4/1



  10. #9
    Senior Member Castellan Green's Avatar
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    37 (x1)

    Hold on.

    Quote Originally Posted by Commisarlestat View Post
    There are plenty of lascannons, I've won many a time without any in my army they arent that essential!
    I never said they were.
    And I never used to have tehm, but in 5th ed you can't take out AV14 without strength 9 or melta. It was a weakness in the list. And even targetting AV13 it a lot easier having a 50% chance after hitting of doing damage than a 33% chance.
    And it was 3 extra lascannons, 1 in the line squad, 2 in the sentinels.

    Quote Originally Posted by Commisarlestat View Post
    There are a few things that I'd change about the list.

    1. The powerfist meltas combo isn't great. I'd get rid of the powerfist and get melta bombs or something that can hurt vehicles on the officer perhaps a plasma pistol?
    See I'd say the powerfist was good but it is only in circumstance so I agree with what you said there.
    But plasmapistol I wuldn't say is anti-tank. I just noticed after saying this what the change was that has been made and think thats perfect. Even then the bolt pistol is 5 un-needed points to use.


    Quote Originally Posted by Commisarlestat View Post
    2. Your troops section looks ok but there is a lack of special wepaons in there. a couple of grenade launchers on the heavy bolters or missiles woudl add greatly.

    3. drop the smokes on all of your fighting vehicles (ie. hellhounds and russ) they should never be in a position to use them and should always be firing. use these points on special weapons for your line squads.
    I knew I forgot to say something, I was gonan say about the sentinels as well but ended up rushing off of that post as I had things to do.

    BUT, the reason I'm quoting this. Smoke launchers are amazing. If you can't afford them, drop them by all means, but if you don't need anything else and you have the points. add them in.
    I think we should start a discussion in a seperate thread on the use of smoke launchers.

    *****************
    *****************

    AND NOW...to the list

    Comments in the quote.

    Quote Originally Posted by omegoku View Post
    Thanks for the feed back.
    I've tried rejigging it a little.

    HQ
    Junior Officer
    Power Sword, Iron Discipline, bolt pistol, Meltabombs
    2 meltaguns
    much better. Even still if your loking for points the boltpistol can go. He comes with a laspistol.

    Chimera
    Multilaser, Heavy Flamer
    Extra Armour, Smoke Launchers
    Hrm...multilaser...thats fine. for 5 points more you can have an autocannon, or 10pts for a twin linked heavy bolter.
    Make it a heavy bolter on the from. Not the heavy flamer.


    Sentinel
    Lascannon
    as said I was gonna suggest that but was low on time.

    Troops
    Junior Officer
    Mortar
    Iron Discipline, power weapon, bolt pistol
    1 mortar isn't usually enough. But it is cool. Again the bolt pistol is a coolness factor, but drop it if your looking for points, and maybe make the mortar a grenade launcher or something, I dunno.

    Infantry Squad
    Missile Launcher
    Grenade Launcher
    fine.Like the addition of the GL.

    Infantry Squad
    Missile Launcher
    Grenade Launcher
    as above

    Infantry Squad
    Lascannon
    This will probably get shot before your other line units as it has a heavier punching weapon. If your against an armour heavy opponent anyway. Put them in cover before the others if against said opponent

    Infantry Squad
    Heavy Bolter
    Plasma Gun
    CLassic

    Infantry Squad
    Heavy Bolter
    Flamer
    Don't know about the flamer here. I know what you said, but I'm agreeing with the commissar again on this one.

    Troops
    Grenadier Squad (8 men)
    2 Plasma guns
    Love squads like that. They were teh backbone of my crazy army

    Chimera
    Multilaser, Heavy Flamer
    Extra Armour, Smoke Launchers
    As the chimera before it

    Fast Attack
    Hellhound
    Extra Armour
    I'm going to assume this has a heavy bolter. If not, get it.If no points, I have saying this but drop the extra armour. Or even the bolt pistols from earlier or something.

    Fast Attack
    Hellhound
    Extra Armour
    As above

    Fast Attack
    Sentinel
    Lascannon
    They work so much better in single units. Good change

    Heavy Support
    Leman Russ
    3 Heavy Bolters
    fine. Get extra armour if you can I'd say. Otherwise fine.

    Heavy Support
    Leman Russ
    3 Heavy Bolters
    as above
    I liked it a first but its certainly a lot leaner now. Hope you do well with it.
    Last edited by Castellan Green; November 16th, 2008 at 22:08.
    "I have dug my grave in this place and I will either triumph or I will die!" Reclusiarch Grimaldus

    "Those I cannot crush with words I will crush with the Tanks of the Imperial Guard!" Lord Solar Macharius

    "Hear Me Inquisitor Ordinary. Obey me. I am of the Malleus!" Inquisitor Jaq Draco

  11. #10
    Mr Commisar to you Commisarlestat's Avatar
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    332 (x8)

    1. The lascannon comment was a rebutal of what Memnoch said. I also think it's down to tactics. I prefer mobile anti-tank as it adds pressure, the melta is under half the points so say giving a command two meltas and melta bombs on the sarge, next drop troops or even an excuse for a chimera and you have IMO a more potent force against tanks.

    1. I have lascannons in one of my armys where its the chimeras and anti infantyr that move though so I do see your point. As for the 5th ed chnage I'm still getting used to that so may have to have a little practice with lascannon there.

    2. Firstly bolt pistols are so dirt cheap that the extra point doesn't really matter it eh long run. As for the plasma pistol it is pretty much the strongest anti tank an officer can get short of grenades. as a complement to plasma in the squad it can work. Also ref the comments above plasma tactics are IMo a little better. TBH I ignore AV14 where possible and go for lighter armour on the sides etc with mobile units. Doesnt matter if he has a Russ left if ive taken out the rest of his army.... (I know monoliths etc, though monoliths again phase them out and landraiders well they arent too scary as they are so expensive and large! bassie to the rescue!)

    3. As for the smoke launhcers, in this type of list I find it better to load out on weapons than get smokes on the heavy armours. if you are using your armour correctly my above tactics become redundant to a certain extent and also smoke stops you firing why arent you firing with that vehicle?? As you said a new thread, I'll start one up now if you havn't already.

    Good points all round though

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