Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
This is the 1750 point army I've been playing for the past few weeks at my LGS. Admittedly, I have never won a game. However, my date love rolling 1's. Advice and critiques are welcome, but keep them helpful. Thanks. =)
HQ - Captain Ulthuan - 140 points
Artificer armor, Power sword, Combi-plasma
Troop Choice - 2x Tactical Squad - 10 man, 210 total points
Heavy bolter + Flamer, and the extra 10 men. Powerfist, Plasma pistol
Note, heavy bolter can be swapped out for missle launcher
Dedicated Transports - 2x Rhinos, no upgrades
Elite - Terminator squad, 5 power fists, 4 stormbolters, 1 heavy flamer - 205
Terminator Squad, 5 power fists, 5 stormbolters, Cyclone missle launcher - 230
Venerable Dreadnaught - 220
TL lascannon, Missle launcher, Extra Armour
Heavy Support - 2x Land Raider Redeemers
Thoughts - Setting up on the table, every unit is inside a vehical. Tactical squads in the rhinos and land raiders holding terminators. The only exception? The captain of the company.
Standard tactics, is to put the Redeemers in the front at the edge of my deployment zone. Rhino's immediatly behind. Dreadnaught goes in the middle. With his extra armor, he can alway's walk as long as he's not destroyed, and being a Venerable dreadnaught,I can ask for a reroll if my opponent ends up blowing him up!
First turn, I always move forward a full 12 inches. This army is pretty anti-armor weak, so if I know my opponents packing some vehicals, I throw in a missle launcher to both of my tactical squads. If he's packing a bunch of infantry, I can instead add Heavy bolters to tear through them. Either way, First turn I move forward as far as possible, Dreadnaught takes out whatever vehicals he can. Alway's pop the Machine spirit on my Redeemers and use the assault cannon.
By the second turn, I move 6 inches with my transports at which point I pop out troops. A hail of bolter rounds from all of the terminators as well as the tactical squads. If I'm able, Use flamers where available. If need be, I can use the highly mobile Cyclone missle launcher to get better aim on armor that might have moved on my opponents side.
Usually at this point it's utter chaos. So it's alway's changed. =p Alright. Give me some advice.
Give Your Captain lightning claws, much more worth it,, and extra attack and re rolls to wound will make quite a difference and still utilizes his initiative, and with the stactical squads, how do you plan to split them up? and also if you squad is just sitting there with a heavy bolter, sit them in a razorback, because a rhino is like a coffin on wheels when you put fire support squads in it. and change one of your redeemers for a crusader or a regular raider, their good, but two is overkill. and if your dreadnought has 2 shooting weapons, why bother with the extra armour?
i will say some more later but i am bust for now.
Death to the Alien!
who likes cockroaches anyway.
Ordos Xenos 4/0/3
Dreadnaught - The Extra armor is so that if he get's glanced or penned, and the guy rolls a 2 making my 'naught stunned, it automagically drops down to 1. So that no matter what, I can move my dreadnaught and get him -out- of the way of the bad guys enemy fire, while hopefully repositioning someplace with a better vantage point.
Tactical squads - The squads aren't going to be sitting in the Rhinos. The rhinos are to move the squads forward, then the squads disembark. First turn out of the Rhino, and I've got a plasma pistol, and a crap ton of bolters as well as a Flamer. Next turn, I get a heavy bolter as well. Razorbacks only hold half the troops for a heavy bolter or a lascannon. While the lascannon would be a nice upgrade, I need the capacity for 10 marines.
Land Raiders - While yes, a Crusader might be a nice bonus, giving me extra transport capacity. I've already -got- lots of transport capacity. Only 1 miniature isn't in a transport at the beginning. The Hurricane bolters are great anti-infantry. But Str.6 AP3 flamers are very nice. Ignoring cover, and killing bad guys using a template.
>_> Anyways. I don't actually have any land raider Crusader models. =3
Side note with Tacticals/rhinos. - It is my intention after the Rhinos' have dropped off their loads of marines, I can use the rhino's as a sort of 'wall' Covering their flank. The storm bolters on top of the Rhino's giving two extra rounds per turn.
In my experience plasma pistols aren't that great on sergeants. You may get better use from a combi-melta for an assault range anti-tank weapon if you are not going for any meltaguns in you Tactical squads.
Last edited by Chirality; June 29th, 2009 at 14:47.
"Into the fires of battle, unto the anvil of war!"
-This space for rent-
Salamander project log
One of the things I've learnt from playing a Mechanised SM army, is that the little points cost of smoke is well worth it for your transports. 4+ Coversave has saved my ass more than you could imagine.
I'd agree... because smoke launchers are free in the SM codex...One of the things I've learnt from playing a Mechanised SM army, is that the little points cost of smoke is well worth it for your transports. 4+ Coversave has saved my ass more than you could imagine.
IRON WITHIN, IRON WITHOUT!
I survived LO Chat thanks to: Karmoon, Rabbit, Process, Tossy and Meish.