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1500 Desert Kings
kantor rides with sternguard squad 2
all rhinos move up with tactical squads up front to buy sternies time, then let hell loose
scouts were put in to fill in points
pred sits back and fires away
Rhino W/ dozerblades
Rhino W/ dozerblades
am i low on anti tank for 1500? not really happy with what im stuck with but i have these other models to play around with
5 termies w/ assault cannon
dreadnought with TL lascannons,assault cannon or multi-melta
black reach captain
* predator is magnetized
PLZ help ive got quite a few games comin up
Last edited by halferZ; November 11th, 2009 at 23:12.
Phantom Fists- 1000-1500 3/4/3 (DIY CHAPTER)
Your list isn't bad, but a little teaking couldn't hurt. Here's a couple points to consider:
-Combi-flamers and combi-plasma are a bit of a waste on sternguard, since their special ammunition already handles anything short of tanks and termies. Swapping them for combi-meltas would round out the unit a little more.
-if you're concerned about rhino mobility, I'd swap the dozer blades for extra armour, to make it a little harder for the enemy to stop your transports. You could also try swaping the flamers for meltaguns for a little extra anti-tank.
-for a little extra flexibility, you should consider swapping the 2 big sternguard sqads for 3 small ones in razerbacks. Thi's give you both more big guns and more shooting ability.
-I also suggestion dropping the scouts for a second tank: Anything good enough to take is probably worth taking 2 of, and it'd help your list a lot if you could get ahold of a scary vehicle like a vindicator to front for all the transports with their AV13. Emphasis on something that can still fire to most/maximum effect while moving 6" if you're using them as blockers.