1500pts Librarian & Land Raiders - Warhammer 40K Fantasy
 

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  1. #1
    3 Getrudes Frank Fugger's Avatar
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    235 (x6)

    1500pts Librarian & Land Raiders

    HQ - 290
    Jump-Pack Chaplain
    Jump-Pack Epistolary Librarian w/ Force Dome & Gate Of Infinity

    Troops - 457
    SPESS MEHRENS x9, Meltagun & ML, Sgt w/ Chainsword, Rhino
    Scouts x4, 3x sniper rifle, 1x heavy weapon, Camo Cloaks, Telion
    Scouts x4, bolt pistol & CCW, Camo Cloaks, Sgt w/ teleport homer

    Fast Attack - 225
    Assault Squad x9, Sgt w/ Powerfist, Meltabombs & combat shield

    Heavy Support - 525
    Land Raider
    Land Raider Crusader w/ extra armour & multimelta

    The Chaplain and Librarian Deep Strike with the Assault Squad on the tele-homing Scout squad's mark and do what they do. The Scouts can mount in the LRC if they're not able to Infiltrate into a decent position. Telion and the LR sit and shoot, the Rhino squad does what Rhino squads do and rolls about the place melting things. Hopefully the two Land Raiders and Fearless, rerolling, potentially Fleet, potentially 5++ Powerfist Assault Squad will provide enough targets to keep the Rhino alive; if not I could Combat Squad the SPESS MEHRENS and put the the Sergeant with 4 bolters in the regular Land Raider and keep the meltagun & ML in the Rhino.

    It's light on Troops. I don't like that usually, but I figure I've got enough awesome stuff to keep what few scoring units I have safe. I'm not too sure about having the Psychc Hood in reserve either, what with all the funky psychic powers floating around. As far as the oppo having a psychic hood to shut down my Librarian I figure with the Chaplain and rerolling Force Weapon the squad will still reek of awesomeness.

    C&C away, sirs & siresses

    EDIT: swapped Quickening for GoI because the FLeet only affects the Librarian

    Last edited by Frank Fugger; April 30th, 2009 at 13:13.

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  3. #2
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    Double check that you can deep strike on a scouts beacon with anything other than terminators... I believe you might need scout bikes or a drop pod to do that but don't have my book around and always get confused with those.

    Also, the librarian with both jump pack and GOI seems kind of overkill. You can only do one or the other in a round of movement I believe.

  4. #3
    3 Getrudes Frank Fugger's Avatar
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    You're right on both counts; the tele-homer only works on teleporting Termies so that's a no-go, plus the Gate of Infinity was so's I could teleport squads out of combat and I dunno if that's even legal...

    How's this then?:

    HQ - 290
    Jump-Pack Chaplain
    Jump-Pack Epistolary Librarian w/ Force Dome & Might Of Ancients

    Troops - 437
    SPESS MEHRENS x9, Meltagun & ML, Sgt w/ Chainsword, Rhino
    Scouts x9, 3x sniper rifle, 1x heavy weapon, 4x bolt pistol & CCW, Camo Cloaks, Telion

    Fast Attack - 225
    Assault Squad x9, Sgt w/ Powerfist, Meltabombs & combat shield

    Heavy Support - 540
    Land Raider w/ extra armour
    Land Raider Crusader w/ extra armour & multimelta

    Assuming the Librarian's head doesn't explode that'll give me a Fearless 12-man Assault Squad with rerolls on the charge plus two psychic tests per turn to either give the entire squad a 5+ invulnerable save, make the Librarian's force weapon S6 with 2D6 armour pen, or actually use the Force to one-shot something. The scoring units are still a bit thin on the ground for my tastes, any suggestions on how to improve them would be welcomed. I'm actually considering ditching the Scout squad in favour of another Tact Squad in a Rhino because that's 17pts cheaper, but I'd be losing a lot of mid-range shooting if I did that.

  5. #4
    The Future realitycheque's Avatar
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    Personally I'd make your scouts either CC or ranged focused - if you end up playing annihilation then you won't want to combat squad them, and half of it will end up going to waste. I'd recommend either sticking with a squad full of snipers + Telion, or take 5 scouts with CC weapons and a Land Speeder Storm. Snipers would make a nice complement to the assault unit.
    My Deathwatch Campaign
    Furious Angels: (SM) W22, D1, L9 (BA) W15, D0, L3 | Sentinels of Saphery (HE) W3, D0, L0

  6. #5
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    drop scouts down to 3xsniper 1xHW and telion, put tac squads in a land raider and convert rhino to vindicator? No sure if you'd have to fiddle with points more, but that's definately 3 threats the oppenent has to worry about to keep the assault squad from drawing fire.

    not trying to change your play style or anything just seems like the landraiders can carry stuff, so why the heck not? Slow roll a LR to an objective while shooting and disembark when you need to cap if it hasn't been blown up already.

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