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One day I was just sitting around thinking about how the storm troopers will be cut to pieces if they infiltrate. Then I remembered something and came up with this list in my head:
Company command squad with plasma pistol, medi-pack regimental standard, vox-caster, plasma gun, krak grenades, carapace armour, all regimental advisors, no bodyguards, 2 techpriests with five servitors, Lord Commissar with power weapon, carapace armour-580 pts
Platoon command squad with Captain Al'rahem, medi–pack, vox–caster, the rest of the guardsmen have a close-combat weapon and a laspistol-135 pts
Three combined infantry squads with krak grenades, three vox-casters, three grenade launchers, three power weapons, one Commissar with bolt pistol and power weapon-285
Heavy weapons squad with three heavy bolters-75
Heavy weapons squad with three Lascannons-105
Heavy weapons squad with three missile launchers-90
Infantry platoon total:655
Second infantry platoon:
Platoon command squad with commander chenkov, medi–pack, vox–caster, the rest of the guardsmen have a close-combat weapon and a laspistol-115 pts
Five combined infantry squads with krak grenades, five vox-casters, five flamers, five power weapons, one Commissar with bolt pistol and power weapon-445
conscripts squad with an additional 30 conscripts and the send in the next wave special rule-275
Second infantry platoon total:835
I haven't gotten to the optional choices yet but the idea is a large force of storm troopers and Captain Al'rahem's infantry platoon
to attack the enemy from the side while chenkov's infantry platoon and some tanks attack the enemy up-front. I will post the optional choices shortly.
Commander "I'm not going to give away personal information online" out.
Ok, so just a couple of points I'be noticed, but first of all I'm wondering what those heavy weapons squads are doing with Al Rahem given that the whole platoon would have to outflank if you were to use Al Rahem's special rule, and if the heavy weapons were to outflank then they would stand to lose a lot of potential firepower as they cannot fire on the turn on which they arrive because they count as having moved. Also, there are a lot of points tied up in those large blobs that seem to be geared towards assault, you will come seriously unstuck against any decent assaulting army.
Just my two cents.
Your list makes no sense. 580+655+835=2070 points? And I don't see how this list is inspired by infiltrating storm troopers, either. Most players who want the 'storm trooper' feel simply play with Veterans. Chenkov has no place in an outflank-oriented force; he prefers to be paired with a mechanized formation, using his conscripts to steamroll all threats to the home objective.
If you're looking for an outflank idea, al'Rahem with a 40-50 man blob squad, power weapons and melta bombs for all, is enough for serious results. Outflanking heavy weapons is useless; they won't be able to fire until turn 3 at the earliest. Side shots on vehicles are never that important.
Three or four Penal Legions combined with an Astropath is another effective idea but I wouldn't use two outflank strategies in the same list...especially at 1500.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
sorry, i'm an idiot and quite new at this game. I forgot to add up the points!!!!!!!!!!
A few things. Firstly, for 2000 points, 1 Lascannon Squad isn't enough anti tank. Some players take 3 land raiders for that many points. Also, it's kinda pointless having a lord commisar with the company command squad. Commisars are used with big units to make sure they don't fail their leadership. Its good that you've taken one with that 50 man squad. That Company command squad is just too many points, Knock out a regimental advisor or two. The master of ordanance has to stay still to do an airstrike, I would put the squad in cover, therefore the carapace armour isn't need as you will get a 4+ or even 3+ armour save. I would knock out the krak grenades and plasma pistol. Those points could be used elsewhere. I would assign each techpriest a tank, and give them both 3 Servitors each. Get rid of the banner in the CCS, give it maybe a lascannon team, and 2 plasma guns, and master of ordanance. Deploy all the heavy weapons teams within 12" of the CCS and order bring it down on them. Hope I could help.
Theres a lot of things that need to be fixed in your list. I've just written this list. It might give you some ideas. I've tried to base it on your list. It kinda mixed up with about 4 different chapters/ forces, but anyway.
Company command squad w/h chimera, vox, 3 grenade launchers- 125. I don't like to give my command squads too many upgrades. The grenade launchers are a cheap upgrade that can wipe out any transports.
Primarus pysker- 70
Marbo- 65. His demolition charge can easily take out nearly a whole terminater squad, which makes up in points. The terminaters probably won't even bother assulting you next turn, as there will be heaps of stuff behind enemy lines.
PCS w/h Captain Al'rahem, 4 flamers, chimera- 175
5 Squads combined w/h vox-caster- 155. You only need a single vox caster, having 3 is a waste of points as the special rule doesn't stack, meaning you can only re-roll once. If you order this squad fisrt rank fire, second rank fire, you can kill almost everything. This could take out a 10 man terminater squad if within rapid fire range.
2 Infantry squads w/h krak grenades- 120. These two squads can take out an enemy vehicles, they can take out 2 vindicators before they can even do anything. Deploy them seperatly.
PCS w/h 4 flamers, chimera- 105
2 Infantry squads w/h vox- 105
2 Infantry squads w'h vox- 105
10 Veterans w/h 3 melta guns- 100. Put both these squads in the valkeries, use the grav chute insertion rule, and knock out a few tanks.
10 Veterans w/h 3 melta guns- 100
Valkerie w/h heavy bolters- 110. After dropping of the veterans, the valkeries should take cover behind a building and fire upon anything threatening the outflanking platoon (Which may be the whole enemy army, but thats what you want, the outflankers should be a distraction, so you can get some of the objectives. Your oponent will have to split his forces and decide whether to attack the outflankers or claim the objectives).
Valkerie w/h heavy bolters- 110
Executioner w/h plasmas- 230
That comes to 1495.
Sorry that list is wrong. I made a few major mistakes. I only wrote it in 5mins. It adds up to 1705. I hope it gives you some ideas. I agree, chenkov is useless.
It think you went over you limit with the infantry squads.
For the Fast Attack
I would take Vendettas over the Valkyrie because they have 3 twin linked laser cannons. Using the grav chute rule is risky you have to roll a dice for each model and if you get a 1 the whole squad is destroyed and more then likely one of them will be wiped out because of this. It would be better to just put them in chimeras and shoot from inside the chimera.
For the Elite
It wouldn't hurt to deep strike a storm trooper squad with melta guns.
I would take a couple Leman Russ Battle Tanks their the best all around tank.
Well I'm not going to do a list like that anyway. I was just giving chaingun some ideas