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I'm trying to design a list that is pretty average against most armies. I'm mainly fighting Tau, Orks, and Necrons though. Basic strategy is have vets with commander move up the field and damage infantry while the line troops focus on tanks and holding objectives, stormtroopers to deepstrike and pop a tank if needed.
Company Command: Regimental Standard Grenade Launcher x 3 Carapace Armor
Elites Stormtroopers: Meltagun x 2
Veterans 1: Grenade Launcher x 3 Grenadiers Chimera
Veterans 2: Grenade Launcher x 3 Grenadiers Chimera
Platoon 1: Platoon Command Squad Missile Launcher
Infantry Squad 1: Autocannon
Infantry Squad 2: Autocannon
Heavy Weapons Squad: Lascannon x 3
Hellhound Smoke Launchers
Armored Sentinel: Lascannon
Leman Russ Battle Tank
Leman Russ Demolisher
I left some points open for suggestion. Marbo maybe or a Chimera for the command squad?
Last edited by Jefferdiah; September 30th, 2009 at 02:19.
Camo cloaks on these boys might serve you better. Sticking them behind another squad or in cover and they become a git to shift. If Carapace is for fluff though then thats fair enough.
Expensive for what this squad is but it does what it does.
PCS, I'd grab an Autocannon for these boys too. BS you'd be better off with 2 shots. Maybe give the CCS the M-Launcher instead if you have the model to make the best use of that BS4? the PCS can get away with multiple Blast.
Vets: Good but if they don;t need the Carapace for fluff reasons i'd loose it. You're safe in your Chimera anyway. You can use those points elsewhere. (you've spent 80pts on carapace so far which is another Infantry squad or a Hydra)
Hell hounds solid against Hoards. I;d grab a Bane Wolf in this list though. I think you've got Hoards covered and you could do with the Extra Marine killing power. Or maybe a Devil Dog with a Multi Melta to give you the extra Tank hurt?
1 Sentinel wont do anything. 1 sentinel with a 1 shot weapon at BS3 wont do anything and he's expensive. Lascannons on Scout sentinels are better as they can outflank and are cheaper for the same hurty power. If you take an armoured sentinel just keep the Multilaser and use him to block assaulters. I'd find something else for those 55pts though. Maybe another Bane Wolf or Devil Dog?
Russ - I'd grab the Russ some Plasma Sponsons or turn it into a Demolisher.
Demo - Good
Basilisk - They're not great anymore. The minimum range has killed it and you'd be better spending the points on another Russ or taking another Artillary peice. 2 griffons are great for Hoard killing. A colossus is brilliant for knocking out Devestator squads or Genestealers advancing through cover.
The list is good but i think you could do with a little extra anti-tank and anti MEQ power. Changing the Vets to Plasma/Melta will give you that power. Marbo would be a good use of those left over points too. The Democharge is nasty andd some nutter running around with Melta Bombs is something the enemy avoids at his own cost.
Overall though it's agood list
marbo is much better and cheaper for wiping out hiding squads ^^.
For you i would sugest at the most, giving all your command squads plasma to deal with any heavy troopers the opponents have so that you are more comfortable against nobz, battlesuits etc. while keeping to your fluff and playstyle.
I played some games with this list(a few changes) and it still doesn't seem to be effective enough. I took out the sentinel and carapace and used them to get plasma guns and meltaguns for my vets, I changed the basilisk to a manticore which has been working alright, I also added in Marbo who doesn't seem to be doing much(Probably need advice on how to use him). I really hate using plasmas. I'll consistently lose all three of them to "gets hot" by turn 3 and most stuff gets cover saves anyway. Maybe I'm crazy but I've yet to find a list that has worked well for me.
Well there are plenty of people on LO that would be more than happy to help you dreate a list that can win, also I play tau my self as well as guard, I face orks and nids and necron ocassionally as well.
lets start off with:
What models do you have Right Now.
With that we can set up a 500pt army maybe, that usually works good fro making a core list, just get your friends to play some small games.
I was actually going to suggest dropping the grenade launchers in your Vets/Command squad for plasma (which it seems you did). Keep them in the Chimeras and they won't get hot. Likewise get your command squad a chimera to keep it alive while you move it up. I would also follow Lord Borak's advice (which you did) and drop the sentinel. As for Marbo I personally use him to kill units hidden behind cover. A well placed demo charge will wreak havoc on a MEQ unit.
"LET'S COMMENCE PREPARATIONS FOR RUMBLING!" Mono-Tzeentch 1:1:1
If you hate using Plasma guns then just take Melta Guns. They don;t cause as much pain to MEQ infantry but they wont kill your troopers. Demo charges are fun and can re\lly bring some hurt to HEavy infantry like Necrons and Tau Battle suits. good luck getting close to those battle suits though.
Against, Orks Tau, 'Crons Maybe take some Colossus? They'll kill all their Infantry on 2's with no saves, not even cover saves. If you did I'd grab atleast 2 of these if you did just for redundancies sake. There are no models for these as yet but you can quite easily make one out of a Basilisk with a Shortened barrel.
Marbo: This guy i'm trying to use myself. He's a good unit to have jump up on a MEQ unit but wont kill the whole squad by himself so generally dies when they shoot back. Having a unit to support him in his killing is the only way he'll survive. This is easier said than done however due to him deploying from reserves.
Remember you don't have to deploy him close to an enemy squad. You can place him behind cover and then in following turns have him fleet and assault vehicles with his Melta bomb.
Having him come on early or late in games generally depends on who you're up against. Against Gunline armies having him turn up early and knocking out some heavy weapons troopers is useful. But having him arrive later is sometimes more useful as he can jump up and nuke an enemy unit holding an objective...
Well my army consists of basically everything from that first list. I have a few special characters including a techpriest, Creed, Kell, and the Lord Commisar. The people I play with don't really mind substitute models though so I've been able to try a lot of different things out. I don't really have a problem with using the basilisk although the colossus would be interesting to try.p I've decided to keep the command squad back to make use of their orders and the 3 grenade launchers seem to suit them well.
I haven't read anywhere in the rulebook though that transports ignore the "gets hot" rule.
I know that vehicles firing plasma ignore the gets hot rule, becasue well, they dont have flesh to melt (what an image). Howev er in this event, i feel that since the model is still shooitng the gun, just out of a fire hatch, that he will still suffer from the gets hot rule.
That is how i would handle it at hoem at least, maybe a more grizzled veteran could clear this up more.