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Hi there! This is my first post on the army list thread! So here goes.....
x4 Plasma guns
x3 Melta guns
Hull Heavy Flamer
I wanted to make a list that included 3 Demolishers and when I finished I realised every unit was AP2 or better!
The carapace armor is there because I had 20pts left over and thought helping my CCS with the gets hot! was the best way to spend that.
The vendettas sit at the back and shoot all game, they get shot at because because it's easy to get line of site to them, but so long as they kill what they need to (transports and Armor 12 are priority tagets) early game I don't mind because its less dakka shot at my advancing chimeltas and demolishers. The vendetta's speed should help me to get around the enemy's attempts at positioning for a cover save.
21 Multi laser shots per turn if I don't move flat out and pop smoke gives me that medium strength and range to whittle down the enemy, targeting as many as possible at 1 unit where I can. I'm happy to sit back and let them come to me too
10 HFs and 3 demolisher cannons and the multi lasers should be enough anti horde.
18 BS4 melta guns and 9 twin-linked Laz Cannons ought to be enough to handle MCs and armor 13/14
The CCS acts in a supporting role, advancing behind the demolisher and chimelta wall to react to attacks and bolster weakened points, finish off units who have taken casualties, give orders when possible to disembarked troops (usually they would only disembark if their transport is killed). Twin linking its own guns against MCs and deepstriking dreds/ forced to expose their rear armor if coming in behind my main advance. In fact most/all deepstricking units should fear this unit.
The Demolishers can kill anything
Everything starts on the table. I'm not a fan of reserving without an astropath. I dont see the point in placing your whole battle plan on the randomness of a dice? . It can be acceptable for me in in certain curcumstances.
All troop types GEQ, MEQ, TEQ can be reliably killed with the right target selection. All vehicle types can be reliable killed with the right target selection. Every unit is mobile allowing extra tactical advantage, and mitigating the enemy's ability to out manouver me. It has decent long range anti tank. I'm lacking in long range anti-infrantry, however it deosn't take long to bring those multi lazers into range. There is good redundancy.
PS I thought about bringing it up to 2500 pts.
I would add
-A second CCS as the one above but both without carapace armor
-PBS w/7 psychers in chimera w ml/hf (x2)
-The second CCS adds redundancy for the first
-7 psychers is a sufficent number in the PBS because it enables you to reduce Ld10 to 3, adequate to do the job you want. Also you will wound troops on a 2+ and Instant death toughness 3 as a bonus. Not taking a full PBS allows me to take Marbo.
-I know people say Marbo is better at lower points games but his purpose here is to pop up in their back field and help me get around the problem of my long ranfe anti-infrantry. I.e. he kills those units sitting in cover that can harm my vehicles. He can also appear next to the AV13/14 tanks or concealed artillery sitting at the back field and take them out before my chimeltas and demolishers arrive. Finally he gives the enemy something to be cautious about...no matter where he places things he is never safe.
well its not all AP2 or better... you have multi-lasers, heavy flamers etc.... just to point out! :-P
'War does not determine who is right, only who is left'
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Looks like a chimelta list with some Vendettas and Demolishers!
It has a small footprint for 2000 and you have limited ranged shooting, so you'll also have to weather your opponent's ranged AT before you can really get to grips. I think that it would be dicey in competitive play.
Praise the Emperor and pass the promethium!