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This list is designed to be balanced and a bit mid-game to end-game oriented. It is designed to take all comers, as a balanced list should, though it is set up to handle enemy armor first, and then focus on hordes after enemy armor has been reduced.
x9 Sternguard + combi-flamer on one of them
x10 Tactial Squad - missile launcher and flamer
x10 Tactical Squad - Lascannon and flamer
Dreadnought w/ Heavy Flamer
Terminators - no upgrades
Predator Tank - TL Lascannon main cannon, Heavy Bolters on sponsons
Predator Tank - same as first
2x Drop Pods
Strategy (since that is kind of integral and I would like your opinion on it):
Dreadnought and Sternguards (w/ Kantor) hop in Drop Pods. Dreadnought DP comes in first turn. Planned deployment is near enemy troop choice but within range of enemy vehicles. Preferably within Heavy Flamer range for troop enemies.
Terminators and second drop pod stay in reserve.
Thunderfire cannon fires at any open troop deployments and or lightly armored vehicles if no infantry deployments are visible (doubted, but a possibility).
Predator Tanks fire at enemy armor.
Tactical squads train on enemy armor with special weapons.
If anti-armor attacks are mildly successful, then the dropped Dread will attempt to kill an infantry deployment, if not, then it will attack with multi-melta.
Total of 4-5 anti armor attacks (up to 9 if TFC gets in on it, though that would be against armor 10 or 11 max).
Focus remains on enemy armor until most if not all are destroyed. Then focus shifts wholly towards infantry elimination and point holding (hopefully this can be acheived by, at latest 3rd round).
Deployment of Terminators: Depending on the situation when they come down, they will either go after a weak troop grouping, or try and land near a vehicle that won't die, hoping to tie it up against 5 powerfists.
Deployment of Sternguards: Depending on situation, Sterns will either (due to being scoring units with Kantor) drop in next to infantry and attempt to eliminate it with special ammo, or will retake a contested base point (if that's the mission) or will land on a point and take it.
Plan basically boils down to, "Kill armor, infantry secondary" until armor is mostly neutralized then "kill infantry with extreme prejudice.
Personally, I like the ability of Sterns to be scoring, and dropping them in late on a point, combined with the abiility to nearly wipe a unit out in one go using rapid fire (depending on size, for example it couldn't kill 25 boyz, but could probably kill a solid number of banshees or fire warriors) makes them very effective. Holding Termies in reserve I've always found to be nice. It is a good feeling to know that no matter how dark things look early, that 5 termies have your back and will be coming like fury.
If anyone has any suggestions about the list or tactics it employs, I'd love to hear them. Thanks.
Change dreadnought for ironclad with 2xHF in drop pod.
pedro cantor and only 9 sternguards?
Sternguards should have Pf,HF and 2xcombi-meltagun.
predss with lasscannon? Why no't.
I don't see any speeders or attack bikes with M-M.
You are to much elitary and you have 6x5-1 scorings wich only 9 of them has tranport.
Somebady with with more mobile army list has medium-big chances with you.
Thanks for the response Gramek, but I don't think I can take those things simply because of points constraints. I'm at 1500 now, and you're asking me to put in 80 more points (before including fast attack additions). I would consider Assault Terminators (with Thunderhammers and Storm shields) and I will probably try out both in various situations to determine the most effective strategy for what situations.
I do have counters for Fast Attackers, namely either the TFC and Sternguards w/ anti-cover tools (cover saves are the biggest issue I suspect I will have with fast attack in terms of shooting them down, beyond that, melee can be troublesome, but once they are locked at a point in the field, then other counters open up).
The key reason I don't have transports is because of point restrictions.
What would you suggest in order to open up the points I would need?
I suggest making the room for transports in your army. Without them, your tactical squads will be going to waste. You need better anti-tank, and your predators are going to be more or less useless. 2 TLLC are not going to do much to enemy armor of any kind, especially with the amount of cover saves going around. I suggest you start by taking the Thunderfire and the Predators out of the list completely. With those points upgrade your current dreadnought to an Irondclad, and take another Ironclad - also in a drop pod. I would give your sternguard another man, and maybe 5 combi-meltas. When they come in, they can combat squad and knock out any armor they see. Also, your terminators could use a heavy weapon of some kind... CML would be great if you have the points. I think you should be able to squeeze all of that in with the points saved, it's just a matter of having the models.
The golden rule of tank hunting in 5th: close range meltas > long range anything.
Hope I helped.
Basically I keep bumbing up against the 1500 while trying to rework the list without compromising a lot of the themes I built it around. What do you guys think of this compromise:
2 X 10 Tactical Squads w/ Lascannons and flamers each
1 x Rhino
3x Drop Pods
Ironclad Dreadnought w/ Heavy Flamer + MM
Ironclad Dreadnought w/ Heavy Flamer + MM
x9 Sternguards w/ x1 combi-flamer and x1 combi melta
x5 Terminators (still debating to keep them regular or assault, I might need to run both multiple times before I decide)
Total points 1500.
I took out both of the Predators, put in an Ironclad Dread, switched a regular dread to an ironclad, added a combi-melta to the sterns, added a Lascannon to a Tac squad, and added a single rhino. I kept the TFC because a) I like the bolster defenses thing from the Techmarine (will put my non-rhinoed tac squad behind that) and b)I like the power of it against hordes. I'd like to use this list against all races, and not have to change it, especially since my friends are like "OMG, stop making ur list efficient, you iz a hax noob and you iz cheap."
Thoughts guys. Thanks for your help 'til now.
Eh heh...silly me to not catch that the list I put above isn't legal w/ 4 elites. Basically I have 3 options in this.
Drop the Termies and put in other things for the 200 points.
Drop an Ironclad Dread and use those points to field 3 Attacks Bikes, 2 w/ Multi-meltas and one standard.
Drop the TFC ( ) and put in a Master of the Forge. I would still get Bolster defenses, and assuming I dropped the combi-weapons from sternies and changed one of the tac squads from having a Lascannon to a multi melta, I could get a conversion beamer. Overall, the conversion beamer might not be a terrible alternative to a TFC, considering its power, and since I intend to keep him pretty far back anyway (plus the bs 5 is nice).
Personally I'm leaning towards option 3, but I'd like to hear what you guys think.
4 elites ? Why not
Look if you take only 5xTerminators you have Power fist Sv2+ and inva5+.10 shoots from Storm bolters is going to do something only when you shhot in light infranty.Assault terminators Thunder hammer(fist with some funny rules), Sv2+ and inva3+.
First terminators are good but they fear all weapons with AP2. Second Terminators with inva 3+ are only smiling when when enemy tries to cut them down.
You have to decided wat do you want. Dreads and sternguardsor terminators and sternguards. If you take term,dred,sterns you lose 650 points+ troops about 450 and cantor 175= 1275. So you have left about 225 points.You still have to buy some bikes/speeders and something from HS.
Sterns with power fist and heavy flamer and combi-meltas. With pedro they are realy(8 attacks from power fist + 12 normal[of cours whe tehy are in combat squads]).