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Company command squad
Company Command Squad
-multilaser and heavy bolter
-3 grenadle launchers
-3 melta guns
-Sgt has shotgun
-2 plasma guns
-sgt has shotgun
Platoon Command Squad
2x Infantry Squads
-2x grenade launchers
-1x heavy bolter
-1x missile launcher
Platoon Command Squad
3x Infantry Squad
-3x grenade launchers
-2x heavy bolters
-1x missile launchers
-hull heavy bolter
- heavy stubber
i outflank al'rahem and harker, the melta vets deploy form the valk. the company command's, big platoon, tanks and plasma vets hold the line.
there are around 50 points left, any suggestions? i was contmeplating a special weapon squad with a demo-charge.
Look alright but do you really need 2?? you're not going to need that many orders so you might as well just go with another Vet or Infantry squad to bump your numbers up.
Chimera, Who is this for? Both your CCS are designed to stay still. If it's a pill box fair enough but i'm sure theres another squad that can be benefited from it more. Loose the Stubber and the Missile too.
Harkers unit is fine. If you can spare the poiints think about Demolitions. It makes them a nasty suprise to Marine units or Heavy tanks who think they're safe.
Plasma/Lascannon Vets. These guys are alright. they were better in the old codex but as a decent "hold the line" unit they're not bad.
Melta Vets. I would like to see another unit of these. Having one means it's a serious game turning event when it dies and leaves you unable to effectivly deal with heavy Armour.
Alrahem is ALOT of points and what are you getting from him? The ability to out flank 25men? It's not worth the points really. If all his squads were in chimeras then maybe.... I'd ditch him and just have another normal Platoon and use those points to get somethin else or double something up so you've got some redundancy.
Mortars are only really worth it in HWS. Missile Launchers are ok and they work best against Tyranids. For everything else use Autocannons. Don't worry about Heavy Bolters - Autocannons are better all round weapons.
Also, don;t spend too many points on a Vox Net Work. Rememeber you can combine squads so 2(or more) squads can benefit from a single vox. Becareful with combining though as it has risks all of it's own.
Valks are good. One is a serious target though and i'd advise getting another. Same as the Melta Vets. If that bird goes down your mobile tank killers and hoard killing capability is seriously hampered.
Russ, they're alright. A good solid tank but i think you're list could do with a little extra punch. A Demolisher will give you a helping hand against tanks like AV13 or 14 vehicles and will give you some punch against Terminator units.
i know alrahem isnt the most effective, but he its into my light infantry theme, i used to run light infantry doctrine and i wanted to keep the feel of that. chmera is ther to provide fire support, or run one of the infantry squads. i didnt want to go too heavy on the tanks and im too poor to afford another valk (damn textbooks!).
my army is canadian themed and in a canadian platoon there are 2 machine guns, an anti-tank weapon and a mortar, thats why the one platoon is outfitted the way it is.
also i play 80% of my games against tyranids and orks and the missiles and heavys work pretty well.
maybe cut one command squad to get anouther melta vet squad and mount it int he chimy?
Thats fair enough. 1 chimera though wont last long. It's the only armour that will start on the board (if you choose to out flank the Valk that is) so it will get every big gun pointed at it and it will get shredded as soons as you can say honey coated Shreddies. Maybe if you can afford one put the money towards another Valk? If you've got the model though it's no big deal.
Missile Launchers are only really handy against nids. Now most Big nids only have a 3+ save and T6 Krak Missiles are pretty dang effective. You do need alot of them though as most big critters now have 6 wounds. Autocannons against Orks tho still win out.
Not sure where you got that Fluff from but fair enough. Playing fluff by the letter doesn't mean it works in the game. I'm just here to make sure you know that it's no the best set up, it's up to you what goes in your list lol.
If you're dead-set on Al Raheem for fluff reasons, fine. But our competitive advice is to leave him on the shelf. The main problem with Captain Al is that he can ONLY outflank. Which makes a large portion of your army extremely predictable and easy to defend against.
On the other hand, 5 Stormtroopers w/2 Meltas in a Chimera only costs 160 pts and can infiltrate, scout, outflank, or deep strike as you choose. This makes them much more unpredictable, and therefore dangerous to your opponent, than Captain Al would be.
As for missiles, they're about 30% less effective than autocannons or lascannons at killing light armor. While Heavy Bolters can only really kill Ork Trukks. If you only play in the same small group over and over, they'll be fine. But once you start playing more games outside of that group you'll start noticing that these weapons don't perform that well compared to the alternatives.
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