1000pts Black Dragons - Warhammer 40K Fantasy
 

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  1. #1
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    1000pts Black Dragons

    This is my first attempt at an army list using the new codex. I've tried to keep it assault based, due to the nature of the black dragons.The basic idea is that the captain goes with the tactical squad in the drop pod and chaplian with the assault marines. Thanks ahead of time for any help.


    HQ
    Captain-
    Bolt pistole, Power weapon, Artificer armour- 130 pts
    Chaplain-
    Bolt pistole, Jump pack- 115 pts


    Troops
    5x scouts-
    4x bolter's, heavy bolter- 85 pts
    5x scouts-
    4x bolter's, heavy bolter- 85 pts
    10x tactical marines-
    7xbolters, flamer, missile launcher, sergeant with power weapon- 185pts
    drop pod- 35pts


    Fast
    10x assault marines-
    Sergeant, power fist, plasma pistole- 230 pts
    land speeder-
    Heavy flamer- 50 pts


    Heavy
    predator-
    Autocannon, heavy bolter's- 85 pts

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  3. #2
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    144 (x3)

    At 1000 points, I really think its counter-productive to select two HQ units. I like a Chaplain-led Assault Squad at lower levels, and he's cheaper, so I'd consider dropping the Captain. Tactical Squads aren't really meant for close combat anyway, so its wasting the Captain's close combat prowess. If you decide to ditch the Chaplain instead, I'd lose the artificer armor on the Captain, and give him a jump pack to lead the Assault Squad instead.

    Removing one of your HQ choices will almost purchase another full squad, or at least allow you to boost one of those Scout Squads to a more survivable amount. As it stands, I'd swap your Scouts for a Tactical Squad. You spend as much for 10 Scouts with 2 heavy bolters as 10 Tactical Marines with a free heavy bolter and flamer, and the Tactical Marines have better stats and armor.

    The Land Speeder just looks kinda tacked on. I'd replace it and use the points to upgrade your other squads, or even replace it with an Attack Bike with multi-melta. Some more anti-tank capability would not be remiss in this list.
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  4. #3
    Senior Member Mad Cat's Avatar
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    Agree with Sokhar.

    HQ: Drop the captain. Digi weapons on the chaplin are nice if you have a few points left at the end.

    Troops: 2 tac squads may be better. One unit could combat squad with plasma cannon on foot and a melta gun in a razorback. Get a MM on the drop pod unit as it doesn't need the increased range of a ML.

    Fast: Drop the plasma pistol for a flamer. Swap the land speeder for 2 attack bikes with MM.

    Heavy: Ok. Could upgrade to a vindicator or AC/2LC pred.
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    thanks alot fohe ideas , im definatly considering droping the captain at least until i build up to 1500pts.
    "i will lose my mind
    make it real this time
    to leave it all behind
    i won't cry wolf
    show me a sign
    planets will align
    i'm gunna blow my mind
    i won't cry wolf"

  6. #5
    Acting XO of Tanith 1st MadLarkin's Avatar
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    192 (x4)

    If you keep the scouts I recommend snipers over bolters. They'll be at the same range as the heavy bolter so everyone will always be able to shoot and rending is nice (but don't rely on it with that few shots)

    Also without the captain and land speeder you can include a second tac squads and 10 pts of upgrades in addition to your other tac and scouts.
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