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Tactical Squad - 145
Scout Squad - 140
- All Snipers
Assault Terminators - 465
-2 w/ Lighting Claws
-3 w/ SS & TH
-Dedicated Transport: Land Raider
-1 w/ Heavy Flamer & Chainfist
Sternguard Veteran - 215
- 1 Extra Vet
-Transport: Drop Pod
Preadator - 105
-Twin Linked Lascannon
Thats 1440 points. I don't really know where to drop the left over points. This is more of a take all comers list, most of the people I play are pretty new too so I don't feel so bad. The idea is to drop the pod with the vets and try and wreck the back lines a bit drawing attention from the snipers and the predator. the 2nd terminator shooty squad will come down via teleport on the drop pod so they wont scatter. The LR will outflank via the ability granted by Korsarro. I am thinking of putting Korsarrow in the rhino with the marine squad.
Any tactical help will be great. THANKS!
For a take-all comers at 1.5k I feel this list is looking a bit light on troops. Your scouts can cover one objective, and your tactical squad can pursue another, however if it comes down to it, and your opponent wises up, they can just nuke your rhino, and your ability to capture objectives out of your deployment area goes out the window. Also I would highly suggest taking a missile launcher on your tactical squad, the option of that krak/frag shot when you need it could really help you out.
There isn't enough room in a rhino for a character to join the squad.
Two terminator squads and a land raider is a heavy amount of points to be spending on "super units" for the number of points you are at, you've tied up nearly a full half of your points in 10 soldiers and one tank, and your effectiveness with those units outside 6" is pretty well garbage as far as the terminators go.
Your anti-vehicle is lacking as well. You can tear up anything once your terminators hit close combat, but two meltaguns and a lascannon aren't getting you terribly far while you wait for your land raider.
Another thing to consider, you will have 10 marines, 5 scouts, and a predator on the field to start with. Yes your reserves are powerful, but this just screams "please kill all my scoring units first turn" to me. And as killy as 10 termies and 10 sternguard are, can they really be relied upon to kill all your opponents scoring units? Especially since they are limited to walking (or jumping back in a land raider) for chasing your opponents down.
I'm new at this as well so take my advice with a grain of salt but you should lose at least one of the termie squads, maybe even the land raider too. You'd be amazed how many possibilities 450 odd points opens up to you.