2000pt army - Warhammer 40K Fantasy
 

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Thread: 2000pt army

  1. #1
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    2000pt army

    ok just thought of this army, tell me what u think.

    HQ: GM w/ Psycannon and Hammerhead
    Retinue: 4 termies w/psycannon
    389

    Deep strikes in and hopes to blast anything that gets too close

    Elites: 5 celestians w/ Multi melta
    SS w/ Evisirator
    Immolator w/Extra armor and Smoke.
    201

    Runs around in immolator and blows up tanks and things.

    Troops 1: 7 GK
    1 justicar w/ melta bomb
    205

    Troops 2: 7 GK
    1 justicar w/Melta bomb
    205

    These guys are run around attacking in combat and having a little bit of anti tank.

    Troops 3: 7 GK
    1 Justicar
    2 Incerators
    220

    Anti troop specialists

    Troops 4: 9 Sisters
    1 VSS
    Book
    Flamer
    Melta gun
    144

    Troops 5: 9 sisters
    1 VSS
    Book
    Flamer
    Melta gun
    144.

    These troops are useful for everything, im sure someone is going to say i shouldnt mix special weapons though.

    FA: 7 Serephims
    1 SS
    2 Inferno pistols

    They ladies jump around killing tanks and troops before hiding back in cover

    HS: Dreadnought
    TLLC
    ML
    Extra armor
    Smoke
    148

    HS: Dreadnought
    TLLC
    ML
    Extra armor
    Smoke
    148

    Decided to se what u guys thought


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  3. #2
    3 Getrudes Frank Fugger's Avatar
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    Quote Originally Posted by HL-C View Post
    HQ: GM w/ Psycannon and Hammerhead
    Retinue: 4 termies w/psycannon
    389

    Deep strikes in and hopes to blast anything that gets too close
    I don't think hoping is a good thing to do with such an expensive unit, and Deep Striking definitely ain't; I reckon you'd be better off dropping the GM for a BroCap and running the unit as a backfield firebase.

    Also "Hammerhead" is a better name than "Hammerhand". Conjures up a lovely image of the GM headbutting Rhinos and Wave Serpents to death >_<

    Elites: 5 celestians w/ Multi melta
    SS w/ Evisirator
    Immolator w/Extra armor and Smoke.
    201

    Runs around in immolator and blows up tanks and things.
    The Eviscerator and Multimelta are wasted points, since they can't charge after disembarking unless the Immo doesn't move (and you want to keep them together) and they can't move and fire the Multimelta. Drop both items and a single Celestian, give your VSS a Book of St Lucius and a Bolter, then either give the Celestians a Flamer/ Heavy Flamer combo and send them after stuff cowering in the bushes or give them two Meltaguns and chase after tanks. Leave the Immo's armament alone; the twin-linked Heavy Flamer is an awesome weapon, especially considering it can fire after moving 12".

    Troops 1: 7 GK
    1 justicar w/ melta bomb
    205

    Troops 2: 7 GK
    1 justicar w/Melta bomb
    205

    These guys are run around attacking in combat and having a little bit of anti tank.
    Drop the Meltabombs; they don't help at all versus mobile AV14, Death or Glory will usually result in Death to your squad's only power weapon dude, and against anything less you don't need them since every attack the GKs make is the equivalent of a Krak Grenade when it comes to AP rolls. You also need more vehicles if you want them to footslog.

    Troops 3: 7 GK
    1 Justicar
    2 Incerators
    220

    Anti troop specialists
    Only if they've got a vehicle to run out of. More on that later.

    Troops 4: 9 Sisters
    1 VSS
    Book
    Flamer
    Melta gun
    144

    Troops 5: 9 sisters
    1 VSS
    Book
    Flamer
    Melta gun
    144.

    These troops are useful for everything, im sure someone is going to say i shouldnt mix special weapons though.
    Don't mix special weapons in your squads; what happens if the single Meltagun misses, or you roll no 6es for your Flamer? Drop the Flamers and give both squads 2 Meltaguns each.

    FA: 7 Serephims
    1 SS
    2 Inferno pistols

    They ladies jump around killing tanks and troops before hiding back in cover
    Your FP pool is far, FAR too small to run all your units off of. Your Celestians will need points to kill stuff, your Sisters will end up needing them too once their Rhinos die, and Seraphim simply don't work without them. Inferno Pistols aren't great either; you'd be better served equipping the Seraphim with Meltabombs and taking a pair of Hand Flamers instead.

    HS: Dreadnought
    TLLC
    ML
    Extra armor
    Smoke
    148

    HS: Dreadnought
    TLLC
    ML
    Extra armor
    Smoke
    148
    GK Dreads are a waste of time. The simple fact is you need Land Raiders to really make a GK list of any sort run like it's s'posed to, and all Dreads do is suck up valuable points and HS slots to prevent you taking them.

    Here's what I'd suggest:

    HQ - 485
    BroCap w/ Incinerator & Psychic Hood, 4x GKT w/ Incinerator, 1x TH/SS
    DH Inquisitor Lord w/ Psychic Hood, Auspex, BP & CCW, 2x Veteran w/ Meltagun, 3x Mystic, Rhino w/ Extra Armour & Smoke -

    Elites - 193
    Celestians x4, VSS w/ Book & Bolter, Flamer, Heavy Flamer, Imagifer, Immo w/ Extra Armour & Smoke

    Troops - 575
    7x Grey Knights & Justicar, 2x Incinerator - 245
    DH IST x5, 2x Meltagun, Rhino w/ Extra Armour & Smoke - 128
    Sisters x9, VSS w/ Book & Bolter, 2x Meltagun, Rhino w/ Extra Armour & Smoke - 202

    Fast Attack - 202
    4x Dominions, 4x Meltagun, VSS w/ Book & Bolter, Immolator w/ Extra Armour and Smoke

    Heavy Support - 536
    Land Raider w/ Extra Armour, Psycannon Bolts, Pintle Stormbolter & Smoke - 278
    Land Raider Crusader w/ Smoke - 258

    You could swap the Dominions for another Meltagun Sisters Squad if you wanted to, but the extra Immolator is nice and scary

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    Yeah yo, Frank is right. Dreads suck.

    Go for those Land Raiders. I would personally take 2 land raiders though, as opposed to 1 regular and one crusader.

    Mixing up isn't that bad of a idea in your case. You can instant kill a kid with that melta gun and then your flmaer can go ape shit

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