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!
well this friday I arrange a mini tournament with 1000 points
So I came up with that army list...
Give me, please, your advice
3x tactical squad with flamer and Multi melta
3x drop pods with locator beacon
5xterminator assault squad
8x assault squad with power fist+plasma gun ( I dont know if the points can be enough for plasma)
1x Chaplain with combi flamer (he will be in one tactical squad)
its risky army but my standar opponets will be imperial guards and eldar... though they will be also an ork...
Is the only one that put me into considaration of my strategy...
My strategy is simple... no deployment will be... and all the units will come later on...
the flamers will vanish everyone and my armor will be my great power!
It looks good in theory. If you want to stick with the main idea, I'd consider giving the tactical squad sergeants a powerfist. Additionally, against Eldar, IG, and to a lesser extent orks, there's something to be said about going for shooty terminators instead of CC terminators. Plus, with deepstrike as the theme, you don't waste a turn standing around doing nothing.
Here's the tactical problem. IG and Eldar are shooty, and you won't be able to get those multimeltas until the turn after you shoot. So a game will look like this:
Drop two tactical squads. Shoot. Probably kill about 1.5 squads of troops.
Entire enemy army shoots at two tactical squads. This could end badly for you, especially if they're full of Leman Russes, artillery tanks, war walkers, wraithlords, heavy weapons, starcannons, et cetera. If they have assault units, you will likely be charged. Although, with 1000 points, your enemies are also somewhat limited in the amount of firepower they can bring to the table.
Then your reinforcements come in piecemeal. You're largely playing into the hands of your opponents by coming down in manageable chunks. That being said, you'll be able to toast some serious guardsmen and guardians that first turn. Orks will die in droves, and then pile in in droves.
There are two ways I would consider addressing this. One is going mechanized. The other is increasing the amount of drop pods.
Those terminators can be put in a drop pod. The assault squad can go in a drop pod for free and remove the jump packs, or you can replace them with vanguard vets (also sans pack). Another option is to drop the terminators and/or assault troops and put some dreadnaughts with MM/HF in drop pods. If you have 5 drop pods, you can drop 3 on the first turn as opposed to 2, and you have more tactical flexibility as to where you deepstrike later in the game. Plus, this way you can insert the Chaplain with the terminators or assault marines where he can do more damage on the charge. While this lessens the severity of the problem, it does not abrogate it.
Hope that helps, and good luck with your tournament!
terminators cant get in a drop pod mate
Good. TH/SS?5xterminator assault squadI'd drop these.8x assault squad with power fist+plasma gun ( I dont know if the points can be enough for plasma)I would put him in terminator armour and send him with your terminators - his ability will be much more useful for a unit actually getting in assault.1x Chaplain with combi flamer (he will be in one tactical squad)
I agree with putting the Chaplain in Terminator armour and attaching him to the termie squad - I tried this on Wednesday night, and those re-rolls were just gold.