Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Ok so this list doesn't need to be the tourney competitive but I'd like to be able to take it down to the local GW and win the odd game. The tac squads are going to have to run to take distant objectives unless the Raider takes them, and I don't know if one Rhino would last long enough to be worth while. I don't like Drop Pods/ don't fit with the chapters fluff. Any thoughts are as always appreciated.
So I was thinking about this list, and my lack of Long range Anti tank, I only have the two multi-meltas and 4 missile launchers. So what do people think about taking a regular Land raider instead of the Crusader? Or making the Pred an annihilator?
-Relic Blade, melta bombs
10x Tactical Squad 205
-with free missile launcher and flamer, Rhino
10x Tactical Squad 170
-with free missile launcher and flamer
5x Scout Snipers 100
-with Camo Cloaks, and Missile Launcher
5x Terminators 230
-with Cyclone Missile Launcher
-with multi melta
-heavy bolter sponsons, Storm Bolter.
5x Assault Terminators 200
-TH + SS
Land Raider Crusader 260
Last edited by sultansean; March 4th, 2009 at 07:11. Reason: further thoughts
Hey, the configuration of your current predator only costs 85 points, so looks like you have 50 for your 1500 list to upgrade stuff.
I'm not a fan of pred annihilators, too squishy for their points. Also they have to stay still or they can only fire once anyway, so ppl will just LOS it and get cover saves against your one shot unless you're in ideal circumstances.
I'd suggest something more potent than missle launchers in your tac squads; maybe (plasma + lascannon) / or (lascannon x2), 15/20 points respectivly.
Changing your Crusader to a landraider is probably a good idea to get some more high str/ap shots.
With that last 30 points you could change your 85 point predator to a vindicator; or if you goal for that slot if anti infanrty, you could go with 15 points to your tac squads (leaving 35) and change the predator to an attack bike squadron with 3 heavy bolters which is much more firepower and mobility. 9 HB shots and 3 TL bolter shots at 24" range, and able to move 12" prior to firing all their guns
simalar list to the one I'm working on, hope it works out for ya
ok Thanks for the help.
I think I'm going to get a rhino for one of the tac squads, I'll consider upgrading the weapons in the Tac's as well (edited into list).
I now have two questions, I had it recommended to me to swap the Captain out for a Librarian, good idea? And how would I kit him out, with Gate to bounce a tac squad/termies around and a shooting power or with supporting powers like null zone and the invulnerable save one?
The other question remains Land raider or Crusader or Redeemer, The way I see it Raider is anti-tank, Crusader is anti Hoard, Redeemer is anti MEQ. The Crusader seems to be the best transport for delivering the Assault Termies but the Raider brings more balance to this list. I also might preference the regular raider model slightly more, but it close. Any help with deciding would be appreciated.
Be careful about teleporting terminators around with a librarian. When you do they are as close as they will fit, which is going to draw every template weapon you opponent has availible; they are a prime target. One shot with from vindicator without a favourable scatter would level them, instant killing the librarian as well.
The crusader's ability to advance 6" and fire all it's weapons is good, no doubt. I've always had trouble picking between crusader and stock landraiders. It usually comes down to how many sources of heavy weapons fire I have. More rolls to pen and thus more rolls on the vehicle damage table will add consistancy to you army's ability to deal with armor. And you need as many high str weapons as you can get to deal with tyranid monstrosities.
The redeemer has it's merrits too. I see it as a scare tactic; they MUST deal with it before it gets too much time in close proximity to their troops, so your other armor will recieve less fire til it's disabled. Killing marines on a single roll of 2+ is scary indeed. A problem with a redeemer is if it gets immobilized, it's basically adding 2 weapon destroyed results because it can't reposition itself to use it's flamers.