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Venerable Dreadnought: 185
Rhino - 40
Rhino - 40
Total Points: 1500
First Army list on the forum for me yay!
Basically i wanted to have more models on the field but still have a few heavy hitters, GKSS in the rhinos moving forward. deep strike terminators and librarians then use the summoning if i need to. i know i wont be able to use it on the rhinos but they should be able to move fast enough that i dont have to worry about it.
PS noob questions: can i move the 12 inches with the rhinos and the troops inside can still shoot?
Also can terminator armor deep strike upon deployment?
Any help is great and that you in advance, i dont mind critical comments but please none of the "Geez you suck" comments.
First off Geez you suck, jk sorry had to get that out. Ok Paladins are not needed in this list its a big points sink, especially with a banner. For the 450pts for them you could get 2 Landraiders but it may not be best. Next there is no reason to spend the extra points on a vendread when all 3 of you heavy slots are available for a normal dread. on that note give your dread 2X TL Autocannons with psybolt ammo.
With removing the paladins either take 2 full 10mans of GKSS with psycannon or some more Terminators again with more psycannons. Other options would be to take a 10 man interceptor squad with 2 psycannons. and psybolt ammo this way you have some support for you rhinos if they get in trouble.
Deep striking starts on turn 2 when you roll for reserves using the reserves table in the book. As far as your rhinos moving 12 your guys inside can not shoot.
Last edited by Sykodmon; May 10th, 2011 at 17:48.
Basically I agree with what Sykodmon has said, but personally I would swap out the paladins for some more Strike Squads or Interceptors. Grey Knights can die just as easily as other marines but it hurts us more so the more Knights you have on the field the better.
The paladins are indeed a point sink... especially when you have toys like the dreadknight and interceptors, as well as assassins to play with...
Also, a rhino CAN move at combat speed, the unit get out and them shoot, they just can't move further or assault and count as having moved as usual.
WORSHIP THE VINDICATOR!!! (And a Drop Pod full of Combie-Melta Sternguard never hurts either)