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This is a more competitive version of my 4 LR list, if that makes any sense, found here. It also may be cheesier.
Will people hate me for this list?
HQ - 100
ELITE - 400
10x Termies - TH/SS - 400 (Deepstrikes)
TROOP - 250
10x Scouts - BP+CCW, teleport homer - 155 (combat squadded, in LR's)
5x Scouts - BP+CCW, meltabombs, teleport homer - 95 (in LRR)
HEAVY - 750
LR - 250
LR - 250
LR Redeemer - multi-melta - 250
TOTAL - 1500
When termies deepstrike, Chaplain will disembark from one of the LR's or LRR and join them.
Doesn't seem cheesy. I bring more than enough guns to kill three Land Raiders at 1500. You're super light on Troops and they aren't hard to kill, so you're playing for the draw 2/3 missions.
It looks scary on paper, but it's easy to ignore the LRs and kill your Troops. Even the Termies can be torrented since they're DSing. They won't all die but they'll take some losses.
It's a one trick pony, crushes people who don't come prepared for armor but would probably loss badly to most balanced armies.
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i agree with prince, land raiders aint nothing, hell a guard squad can take them out for the 10 points extra a meltagun costs
also you army is light on models, so it is quite likely it will buckle under weight of fire
if you are still wanting to use land raiders i would drop the redeemer and 5 of the assault termies, stick em in a land raider to get it as dedicated transport, then use your other 2 heavy slots wisley. maybe a thundefire cannon and a vindicator, thats 215 pts, then spend the other 250 expanding your troops, even a sternguard squad would bring a bit of punch to the anti-infantry. juggle the points round, get pedro kantor, stick him with the termies to give em an extra attack each, then the sternguard are also a scoring unit. (and when push comes to shove sternguard can hold their own in CC with lots of things cos of their 2 attacks each)
the possibilities are endless!
faber est quisque fortunae suae. aut viam inveniam aut faciam
This list only gonna be cheesy verse orks or nids, as almost any marine / chaos marine / eldar / guard army will have more then enough melta / ordnance or lance weapons to destroy this list.
- You must set fire to water or you will be extinguished.
I mostly agree with the opinions above.
It's not like your LRs will be taken out completely on first or second turn. But you don't really have enough anti-infantry killing power to stop melta guns / bombs getting close to you. And the scouts won't save you - really. Even if the scouts are able to engage meltas and keep the LR safe you will most probably get them killed in the process - leaving you without troops to claim objectives.
The terminators will not be able to act before turn 3. Every second game it will take until turn 4 or 5 or even 6. (Remember they can't do nothing on the turn the deep-strike. They could shoot guns, but they don't have any.)
Body count and firepower are just too low in this list, I fear. I would feel any safe playing with it.
3 LR's isn't cheesy,it's just 3 big walls asking to be blown up by melta weapons,lances,etc...
Although i admit the stormshield is broken stuff.
This list needs Khan,the ability to outflank a LR is to amazing to pass up,if your struggling on points then i would drop 2 LR's get a bike command squad led by Khan himself,then for the rest of the points possibly upgrade the LR to a redeemer,that imo would be a cheesy list that would keep you opponent guessing.
Redeemer imho should always be out-flanked,if your opponents not a total idiot he'll have that tank down second turn thats why flanking it burning troops and then letting the termies finish off the remains is a great combo,hell if you have extra points try get cassius in there and you've got yourself a serious unit to take a beating.