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So after four weeks of testing against a variety of foes (Chaos, Tyranids, Tau, Orks) The following army list has emerged as possibly my most successful in the field of combat. Although much depends on my scatter dice, this army is now being referred to by much of my locals as "The Thin Blue Line" (Although my army is currently being repainted in desert colors.) - This army list could eventually become tournament set (once I get real ironclads, and some real drop pods) Im really trying to improve my army list building against all comers (As we're going to start doing mystery match-ups, so I need to start building standard issue lists)
HQ - Chaplain in Terminator Armor, w/ Storm Bolter - 130 pts
10 man Tactical squad with Flamer and Plasma Cannon, Sgt has a Power fist - 200 PTs
10 Man Tactical Squad with Flamer and Plasma Cannon, Sgt has a power fist - 200 pts
10 man Scout Squad with Sniper Rifles, 1 heavy bolter, and Telion - 200 pts
Elites - 2 Ironclad Dreadnoughts W/ Heavy flamers on both arms - 150 pts each.
5 man Terminator Squad with standard equipment - 200pts
Heavy Support - 5 Man devastator squad with 4 rocket launchers, Sgt has a plasma pistol - 150 pts
3 Drop Pods - 105 pts
The Drop pods are typically assigned to the Terminator squad (With Chaplain in tow) And the two Ironclads - The Ironclads will typically be aimed to the center of their force, or a nearby objective - And will drop in with heavy flamers blazing - with 13 front armor, and their back to a 12 armor drop pod, I have rarely seen them destroyed, or even glancing hit on the first turn of return fire (The sole exception was against the Orks, who got a double six on their Shokk Attack Gun, making me a very sad space marine.) - The Drop Pods provide disruption in their lines of advance or attack, while the combat-squadded tac squads use Plasma cannons to deal massive hits to their own troop choices, and sniper-combat squads force pinning tests wherever possible. (Pinning a unit of Ork Lootahs was an awesome thing - particularly because they kept getting pinned.)
Now, when upgrading to a 1750 or 1850 point list, only a few changes are made. Namely, a Land Raider is brought in to carry the terminator team (With the extra drop pod going to a Tac-squad for objective grabbing), and a second 5 man scout squad with snipers (for the 1850 point list)
I am not sure you can directly assign a drop pod to a terminator squad. They only have land raider as dedicated transports. The only way I got someone in terminator armor in a drop pod, was assigning a HQ type model to a squad with a drop pod assigned to it. IE sternguard with lysander joined to the squad. Id recommend, to give a drop pod a homer beacon. So then your terminators and teleport in nearby. Then with the first 2 pods you can drop the dreads to clear them out some.
Other then that I think the plasma pistol seems to be a waste on the dev sergaent. I my experience the sarg. is the first to die, instead of a heavy weapons. Maybe try to get another marine in the squad to soak wounds.
Your list is illegal.
You can't assign a Drop Pod to a specific FoC choice. You can however, buy the Drop Pod as a dedicated transport to some of your FoC choices.
Check your codex for what options on the FoC can do that.
The option to select a Drop Pod as a dedicated transport is not available to Terminators, but you could attach an independent character in terminator armor to an squad that can buy the Drop Pod as dedicated transport option to deploy it with the same unit.
You don't really need the drop pods for your terminators, they can teleport onto the battlefield already, all the drop pods would have done is just 3 bolter turrets.
If you look under the description for the terminator armour you would see that they can always be in reserves and teleport onto the battlefield.
If you take off the drop pod for the terminators you could use the points to put extra space marines in your devestator squad to suck up wounds and prevent the loss of your h/weapons.