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Company Command Squad: Regimental Standard, Flamers x 3, Bodyguard
Chimera: Heavy Stubber, Extra Armor
Platoon Command: Flamers x4
Chimera: Heavy Stubber, Extra Armor
130 Points x2
Infantry Squad: Melta bombs, Grenade Launcher, Mortar
65 Points x8 4 per platoon
Veterans: Flamers x3
Chimera: Stubber, Extra Armor
Veterans: Harker, Demolitions, Meltaguns x3
Vendetta: Heavy Bolter Sponsons
140 Points x 3 as separate force org slots, not as a single squad
75 Points x3 As separate force org slots
Company Command, Platoon Command, & Veterans in Chimera make for Super Effective Hellhounds or speed bumps.
8 Mortars and 8 Grenade launchers should be able to defeat troop spam & can still make for the objectives since not firing my mortar isn't a sin punishable by execution.
Vendettas do the hunting of AV14 vehicles or drop wounds on the Big Ones.
Marbo & Harker veterans take out enemy artillery or bust tanks.
Hydras destroy Transports & Big Ones.
The only thing I don't like about the list is the 14 kill points minimum, but I really don't like taking vehicles as squads since it limits your target acquisition and causes you die on immobilized results.
Let me know what you think. I had a few points left over so that's why all the chimeras have extra armor & I have a bodyguard.
Last edited by TommyMann; April 28th, 2009 at 23:10.
Flamers on BS4 models seems like a waste, go for meltas and stick flamers on the Chimeras. Even lascannons have problems with AV14, so meltas come in here big time.
If using Harker, don't go demolitions as he replaces the Sergeant IIRC (no demo charge). Camo cloaks and grenade launchers/shotties.
Demolitions reads "one veteran carries a demolition charge in addition to his other equipment..." so Harkar wouldn't matter, in that respect.
I echo Me's sentiment, that melta's are the preferable weapon. They are pretty much as good as it gets now.
Finally, if you are interested in making this competitive, I recommend redundancy and uniform squad arrangements. I don't think a single standard is worthwhile, for example.
The flamers sure will be fun. but is what you want against a double-lash list?
Part of winning is metagaming against lists that are the most successful at large tournaments, or at least in your local area. In the mid-west these are Ork biker lists and double-lash. If you can beat those consistently, then you have a competing list.
Air Calv Guard: 3 - 2 - 1
Word Bearers: 23 - 9 - 4
The meltas are a no go in the chimeras for a good reason, since it shoots from the top hatch, and inch and a half of your 2d6 penetration range will be gone and you'll just have glorified super short range missiles. Also they do nothing against the players in my area that bring two or three Monoliths. Also there are a few Daemon players so single shot high AP makes me sad.
Where I am, north central Texas, the winners are mostly Boys spam, Lash Nurgle, and the dreaded winningest marines list ever Vulcan, Master of the Forge, Three Ironclads, & Thunder hammered assault Termies in Redeemers, Drop Pod Assault list.
I'm feeling pretty confident against Boys. Plague Marines could be a hassle since I only have 12 high AP weapons & I don't really fear the Lash as IG since I don't have any Ogryns in this list to lose their wounds & when he kills a squad in a turn the other squads get to another chance to shoot at him. I think I could drop enough wounds to cause Plague Marines to fail enough feel no pains.
The Vulcan-MoF-Ironclads-Termies-DropPod marines put the fear of god in me. I'll probably put everything in reserve to deal with that. With three outflankers I should be able to kill the Ironclads before they touch me. Perhaps I'll waste some points on an astropath.
Some people are bringing GK Inquistor with double Sages, but that just puts them twelve inches away from you, easily closable ground.
The commanders Standard keeps my low Ld troops from taking a single ordinance and going to ground killing my chance of snatching an objective.
Flamers on BS4 doesn't bother me in the least.
Fire on my target should do some harm to ork bikers. Although that's just from 2 barrages of 4 mortars. That gives them their regular save. Perhaps I should make 1 squad autocannoners, although I'd like to have just had the hydra, but alas the Smoke Cloud from the Orks isn't rendered useless by the Hydra's special rules.
Autocannons don't solve my lack of AP2- to deal with Plague-anything, but I don't want to pay for plasma guns that fry my own dudes. The melta-guns will only score 2 wounds a turn in full veteran squads, so I still don't buy that as a super effective option against Plague.
Ok, then Demos are a go.
Lascannons and Demolishers are superior to the melta on Monos, for once. But hey, you can ignore the Mono while blowing the 'crons away and phase him out. 2 or 3 Monos are like a gift, they won't have many Necrons to cause phase out.
Meltas in Chimeras measure from the fire point, so just turn sideways and light something up. You pop a LR or Dread you've already paid for the squad and your unit can't be assaulted so you'll get another turn to shoot.
Boyz spam is hilariously easy to beat. Mech up and go nuts on templates.
Lash doesn't work on vehicles, and plague marines go down to all the pie plates and meltas you bring.
Vulkan and Drop Pods get smacked silly by meltas and mech. A Master of the Fleet will mess his reserves up and an allied Inquisitor with Mystics will mess him up as he lands. Ironclad drops, gets melta'd, rinse repeat. Assault Termies get their transport shot out from under then and they can't do anything.
Mech, meltas, templates, autocannons for transports.
It's hard to melta the Ironclad when he sticks a twin linked heavy flamer (or two) up the anus of the squad that needs to be within 6 inches to fire with full effectiveness.
Right, you'll expose your side armor but you will kill it. That's why you have multiple melta squads. Sure they can pop a Chimera, but the Vets in side are quite safe with more meltas.
The Mystic Inquisitor is 32 points and gives you free shots on any deep strikers within range. Put him in a good position and get your army around him to givey our opponent the choice of risking the Mystic or deploying nowhere useful.