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Hi guys, I am only recently getting back into 40k after a long break. I havent actually played a game since 5th edition came out and so I have probably made some tactical mistakes with the list below. My friends play Eldar, Chaos Marines, Chaos demons, 'Nidzilla and Marines and mostly use their fluff-themed armies in their games. So keeping it friendly and using a themed list, I decided to go for a WWII German-style company garrisoning an experimental weapon testing lab, (if that makes sense). I am hoping to model the plasma and melta weapons to look more like 'Tesla' technology. For the Psyker I want to convert him as an Officer using 'Tesla Coil' type weapon to account for the random 2D6 shots, failing his Perils of the Warp can be the weapon itself malfunctioning as it is still being tested. Marbo will be more like a vindicare or some kind of 'Super Soldier'. I have more ideas but will stop with the rant...It looks (and is) quite a static list, I will add more mobile elements as the points increase. But for the most part this a defensive gunline. It is of course also a list to learn how to play again, while having lots to convert and toy around with.Any advice or comments are appreciated.Primaris Psyker 70
Guardsman Marbo 65
Platoon Command Squad 40
-2 grenade launchers
Infantry Squad 65
Infantry Squad 110
-Commissar w/ power weapon
Heavy Weapons Team 60
Veteran Squad 155
-3 melta guns
-Chimera w/ hull heavy flamer and turret multi laser
Veteran Squad 120
-2 plasma guns
Leman Russ Battle Tank 165
Hydra Flak Tank 75
Hydra Flak Tank 75
Last edited by Nastikus; September 27th, 2009 at 23:47. Reason: Changed 'special waepons team' to 'heavy weapons team'... My bad.
A nice start to a new army.
The Primaris Psyker is my fav choice of the 3 HQ choices, he can dish out ALOT of fire power, I put him in a veteran squad then load them in a valk or chimera. The psyker adds mobile fire power to the list, the boosted LD is nice too.
I have not used Marbo yet, but i have heard good things about him. making him some type of expierimental weapon (guardsmen in new battle armor/some type of robot) seems like a great Fluff idea.
Your troop squads seem solid, dont forget to combine them if the situation is right. 30 guardsmen with a commissar will never run (i think they fail something like 1/144 LD tests)
Your mortar squad is labeled as special weapon squad (but you did pay the right cost) I have used these squads to great effect, against hordes they decimate and they are even effective vs MEQ, each round will hit 2-3 necrons each forcing ALOT of 3+ save and WBB rolls. Not to mention that a mortar squad is a good fluffy unit for a garison/defensive list
Can't go wrong with a LR, I perfer giving them heavy bolters.
I have not used Hydras yet but they seem effective and I plan to try them out. You may want to drop the autocannons out of the Infantry squads, you already have 8 twinlinked Autocannon shots with the hydra. (I would switch out to misile launchers for anti horde/tank) Hydra are also fluffy choices, the base needs air defense.
The Imperium doesin't really do weapons reasearch, they tend to look through the past to find new technology. You could say that a STC (standard template construct) was found at this sight (super Robots like Marbo) and is currently being studied/reverse engineered. You could add Techpriest Enginseers to your list to reinforce the Reasearch idea.
If you want more "Super Soldiers" Try the Inquisition codi (daemonhunters/witchhunters) The officio assanorium operatives would fit in well with the theme as test weapons. I would use the Eversor.
In The Witch Hunter Codi, Arco-Flagellants could also be used as more super soldiers.
I think you have a great idea for a theme, It would be fun to play against/with and allows for LOTS of conversion/painting.
Hope i could help,
"Thank him who puts me loath to this revenge on you who wrong me not for him who wrongd"
Having been immediately drawn in by the word "experimental" I will give you some of my thoughts
Also, you will need to take carapace armour where you can. Currently 3/4 armies that I know about have a basic weapon with AP 5. That 20pts you spend on carapace will pay itself back when half of them survive! Remember you need only save 3 times on a vet squad to have made the points back.
Also, if you are going for the experimental weapons/mad scientist idea, I would take gatling-gun as it is a new weapon. Failing that if you are up against space marines etc try using the Banewolf with its AP3 flamer! These things are easily fitted into the fluff.
I have been very critical deliberately so as to help you improve your list, not to make you feel like crap good luck with it mate
If a dryad trips over alone in the woods, does it make a sound? - Bretonian proverb
Thank you both for your replies. Really good points all round. The recommendations and reasons behind them are very helpful and I will take it onboard. Sadly I'm at work at the moment, but will revise my list tonite and hopefully post a revised list soon.
At the very least I will drop a Hydra, but even if they don't work well on the tabletop I still really love the idea of having one as an anti-air emplacement. So yeah, half of my choices were made with the conversion ideas already bouncing around in my head.
Again thank you for all your help so far!