2000 pts shooty fire lords - Warhammer 40K Fantasy
 

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!


Register Now!

User Tag List

+ Reply to Thread
Results 1 to 6 of 6
  1. #1
    Senior Member
    Join Date
    Jun 2009
    Posts
    267
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    16 (x1)

    2000 pts shooty fire lords

    So here goes me on my first marine army in a few years so any advice is well apreciated.

    HQ
    Captain (with command squad)
    -combi-plasma
    -helfire rounds
    -artificer armour
    Command squad
    -apothacary
    -x5 plasma guns

    Librarian (with sternguard)
    -gate of infinity
    -smite
    -epistolary

    ELITES
    Sternguard veterans
    x10 sternguard

    Ironclad dreadnought
    -Drop pod
    -locator beacon
    -meltagun and heavy flamer
    -2 hunter killer missiles

    TROOPS
    scouts (in land speeder storm)
    x5 scouts
    -bolters

    scouts
    x10 scouts
    -sniper rifles
    -camo cloaks
    -missile launcher

    FAST ATTACK
    Land speeder storm

    Bike squad
    3x bikes
    -x2 meltaguns
    -attack bike
    -multi melta

    HEAVY SUPPORT
    Devastator squad
    x5 marines
    -x4 missile launchers

    Devastator squad
    x6 marines
    -x4 heavy bolters

    Land Raider Crusader
    -storm bolter
    -hunter killer missile
    -multi melta
    -extra armour

    2001pts

    Last edited by curly24242; July 9th, 2009 at 18:30.

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Senior Member Firaya's Avatar
    Join Date
    Jul 2007
    Location
    Subang Jaya, Malaysia
    Age
    36
    Posts
    281
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    19 (x1)

    First off, be aware that some players and/or events insist on not breaking certain points caps, so you may need to drop an item to go below 2000.

    I've always assumed Captains to be more of a CC monster. Loading up a Command Squad with 5 Plasma guns is fun, but it limits the ability of the Captain to assault on that turn. Assuming you still wish to maintain this formation, I'd suggest giving the Captain at least a Power Weapon to help the countercharge that is sure to come after your firing salvo.

    Using a Locator Beacon to combo with the Librarian is nice, but if your opponent goes 2nd he can avoid this strategy easily, so be prepared.

  4. #3
    The Future realitycheque's Avatar
    Join Date
    Apr 2009
    Location
    Bedford, UK
    Age
    37
    Posts
    4,848
    Mentioned
    8 Post(s)
    Tagged
    1 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    403 (x8)

    Too few troops choices - 15 scouts in 2k points just won't cut it in an objective match.
    My Deathwatch Campaign
    Furious Angels: (SM) W22, D1, L9 (BA) W15, D0, L3 | Sentinels of Saphery (HE) W3, D0, L0

  5. #4
    Senior Member
    Join Date
    Jun 2009
    Posts
    267
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    16 (x1)

    I was going to have a tactical squad as well but i couldn't think where to lose the points.

  6. #5
    Member lukebardy's Avatar
    Join Date
    Jun 2008
    Location
    Manchester Metropolitain University
    Age
    27
    Posts
    142
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    13 (x1)

    For me there just seems to be a lack of troops, id suggest dropping your only vehicle the crusader and the 2 devestator squad and adding in load of tactical marines, guidelines are useually 1 per 500pts so 4 in your case thats troop choices so id suggest another three seen as scout squads are comparatively weak when compared to the rounded goodness of tactical marines.

    Also did you think about a razorback for your command squad? it would give them a little extra punch and also get them into rapid fire range a bit quicker. Here in lies my next suggestion rolling 12 dice for rapid fire plasma guna (you have 1 too many in your cmnd squad as the apothicary cant have one) mean that there will be a couple of casualties from plasama guns, or one from feel no pain.

    Ive allways invisioned a command squad being atuck in the thick of it with ccw an pistols, but that just me for example my comman squad is:

    captain: combi plasma, power sword.
    command squad: 2 power swords, 2 storm shields.
    Razorback: TL lascannons.
    thats 3 power weapon equiped models and three invulnerable save models, in a squad of 6 that has feel no pain, a close combat nightmare against IC's and squads of non c specialists.

    just my ideas

  7. #6
    Senior Member
    Join Date
    Jun 2009
    Posts
    267
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    16 (x1)

    thanks for the advice i'l write up a new list later

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts