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Now I guess I've never played in any tournaments, but I do try to make not just "fun" lists. I'd like things to be at least a bit competitive. Having said that:
Something new I'm coming up with. The massive template firebase that are my heavy weapon choices will dish out high str, low ap, and cover denial to hopefully destroy anything at range. Ideally (MoO+2 Demolishers + 3Manticore shots + Griffon + Colossus + Marbo) that's like 9 templates in one turn. In any case, most of my infantry are together in one big blob squad with a Commissar so they park themselves on an objective and you can't budge em from it. That's 46 men that you can't really budge. Melta vets cruise around in their Chim, melting things. Command Squad is in a Chimera for protection, especially for the Master of Ordnance. Inquisitor protects me from deep strikers and gives me a better chance to get first turn. I think I may be a little weak vs nidzilla, though. Thoughts?
HQ: CSS w/MoOrdnance + Chimera = 135
Elite: Marbo = 65
Elite: Inquisitor w/2 Mystics + Emperor's Tarot = 47
Troops: Inf Platoon CS w/vox = 35
4 Combined infantry squads w/Commissar and vox = 240
Troops: Vets w/3 plasma guns + bolt pistol = 117
Troops: Vets w/3 melta guns + Chimera = 155
Heavy: Demolisher squadron (x2) = 330
Heavy: Manticore = 160
Heavy: Squadron of Colossus + Griffon = 215
Last edited by ThePorcupine; May 28th, 2009 at 13:59.
Always, always give them heavy weapons. They have no purpose but to shoot and shield. Autocannons or lascannons, leave the Commissar at home.
You need something to kill armor, Vets with meltas in Chimeras or Valks work wonders. Devil Dogs and Medusas do extremely well also.
Don't squadron up Russes, it just makes them easier to kill.
Yes I know naked infantry are terrible. I don't expect them to do jack squat other than rapid fire their lasguns and camp objectives. That's their purpose. If I'm running towards objectives all the time, why would I give them heavy weapons? If they get locked in combat, boom, every single heavy weapon is rendered useless. Now, you might say, just split them back up into individual squads. Then they have less staying power, I feel. And the Commissar is there precisely to keep this giant mob from running. A Commissar for a 10 man squad?.. Not worth it. A Commissar for 40 men going to ground with "Incoming!"? Now we're talking. A vox for a 10 man squad? Probably not worth it. For a 40 man squad so I can reroll that "Incoming!"? Yes. That squad isn't going anywhere.
That's all theory, of course.
And I do have vets with meltas in a Chimera. Also do keep in mind that Demolishers and Manticores fire str 10 ordnance blasts. Assuming I hit a vehicle, it's gonna be penetrated. Marbo has a good chance of taking out a vehicle if need be with his demo charge too.
But it is a legitimate concern. Lack of anti-tank/monstrous creatures was my biggest worry. Still wondering how to resolve that. A previous iteration of this list had no chimeras, but instead had a Devildog. But the melta Vet squad does need mobility to get in close enough to actually use the meltas.
As for squadroning Russes. Yes, I know it's better not to squadron them. But I don't have any more space left in my heavy slots so it's not happening.
40 chumps with popguns walking up midfield to grab objectives is wasted points. They don't threaten anything and are really quite easy to wipe out.
1 unit of melta Vets is not sufficient anti-tank, it's only 1 AV12 vehicle and 10 T3 5+ bodies. Firing D3 S10 AP4 ordnance shots at a tank basically defeats the purpose of using the Manticore
I agree with the treadhead here.
Only naked troops you should ever have are conscripts and then in my opinion only with chenkov.
The cool thing about the combined squads rule is not merely do you get a massive wound kill point that can hold objectives but also you get multiple heavy weapons that cannot be wiped out in one pie plate.
Fifth Edition Saved 40k for Me. I love my ratlings and my cover saves!
Okay how about this...
Inf Platoon CS w/lascannon = 50
3 combined Inf Squads w/3 lascannons and 3 granade launchers = 225
10 less men at lower leadership and no order rerolls, but +4 lascannons and 3 granade launchers since you guys love your heavy weapons so much. Another option is...
Inf Platoon CS = 30
3 combined Inf Squads w/3 lascannons, 2 melta guns and a plasma gun. Or just 2 plasma guns.
Either way it helps with the anti-tank problem I guess.. Though they're much worse at taking orders.