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Lysander "The man"
8man sterngaurds with 2 combi's
LR regular (twin-lascannons and the rest)
maybe a MM
1x 10 tac squad with MM and melta gun, rhino
1x 10 tac squad with RL and melta gun, rhino
1x 10 tac squad with RL and flamer, rhino
3x landspeeders with MM and heavy flamers
Srategy full on assault armored assault force the only way there moving is up
Suggestions would be great!!!!
Sternguards in a Land Raider is a cool idea, but it's a waste of the Land Raider's assault capabilities. It'll get them there safer for sure, so it's really up to how you're planning on playing this combo.
Multimeltas on infantry is quite hard to use. It's short range compared to Lascannons and Missile Launchers, and it's dedicated anti-tank. Consider swapping it with another heavy weapon.
For your Land Speeders, make sure they're not in a squadron. As you have chosen the path of flexibility instead of redundancy for your weapons configuration, they should be allowed to move independently to maximize their function. Also don't forget that Land Speeders are useful for contesting at the last minute.
It's a solid list, and it'll certainly do well against Lashprince and Doom/Mindseer armies. I don't think you need 3 Tactical Squads at 1500 points though, have you considered swapping one for a shotgun scout squad in Land Speeder Storm? The 100 points you save will get you a predator or whirlwind for extra heavy support.
If you're going to run your tactical squads, or combat squads, behind the Land raider I'd consider trying to get some power weapons/powerfists for your sergeants. Also, I agree with Firaya, spread your Land speeders amongst the Fast attack slots.
Last edited by Chirality; May 28th, 2009 at 21:56.
thanks for all your input guys!
Lysander and the sterngaurds are going to be in the LR so they can destroy face
Land Speeders are going to be spread out
ya i could kick a tac squad out for some scouts and then trick the sargents out and get a HS choice i didnt want to get a HS because i didnt want something in the back shooting. I guess i could put in a vindicator
hmmm. Scouts in a land speeder ive played against a squad of those things before... easiest 2 kill points of my life but i could see how effective they could be (not with a BS3... Damn you GW make my WS 4 and BS 4 again!)
Im just wondering a what would be better a ten man infiktrating scout squad or a 5 scout + speeder
The 5 man squad with the Storm isn't too bad of an idea. The Land speeder is open-topped and can be armed with heavy flamer or MM. After it moves the Scouts can pop out and assault something. Shotguns on the squad and a sergeant with a combi-weapon and melta bombs could then roast a vehicle or tie up a Devastator squad, for instance, so they can't fire that turn.
I would have to say not go with the scouts, in my experience they are almosy useless, getting close enough to assault a dev squad is going to be quite difficult since they are using 10 armour veicles and the devastators are located in the back of the opposing army, Also they might not even tie the devasators up, the devs could win combat first turn with superior combat ability, they simply have better armour saves an hit the scouts pretty easy, i once had a devatator squad take out a broodlord in cc, they may be heavy weapons specialist but no slouches in cc against newbie scouts. 3 space marines can easilt take down a 5 man cc scout squad as long as they seargent doesn't have a power weapon!!
Scouts + LS-S = Massive objective claiming range. Sure they'll get massacred by full Marines but if you charge them against full Marines you're doing it wrong! Also, give the sergeant a powerfist, and you've a 20" assault move that'll kill a tank.
yeah thats what im thinking. Ill try a scout squad in a HF armed speeder see how that works. the whatever assault launchers on it makes it pretty useful