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Alright so this is my first list and I was wondering if it was any good, and if not what should I change to make it better?
Company Command Squad
-Medic, 3 Melta, 2 Bodyguards in a Chimera
10 Stormtroopers in a Valkyrie w/ Two Multiple Rocket Pods
Platoon Command Squad
30 Guards (Combined Squad)
Heavy Weapons Team
Platoon Command Squad
30 Guards (Combined Squad)
Heavy Weapons Team
-3 Meltaguns in a Chimera
-3 Plasma Guns and Carapace Armour in a Chimera
-3 Flamers, 7 Shotguns, Power Weapon and Carapace Armour in a Chimera
Scout Sentinel x2
TOTAL 1980 POINTS
Also, I would mainly be playing against Blood Angels, Chaos Marines and Grey Knights for your information. All feedback appreciated!
Last edited by EqualsLife; January 19th, 2012 at 21:17.
Very cool list, sounds like alot of fun to play! I can see that u put emphasis on units that could dish out some real damage to the SM's, be it trough sheer numbers or trough armament.
What i like about your army is that your opponent will have a hard time to assess which one of your Units will be the biggest threat to him, which in turn will give yourself more flexibility. I think its hard to criticise it, because of the fact i just mentioned i think that every player will react differently to your Army. None of your Units is to underestimate.
Looking at your list personally i would concentrate on the major threats of the Basilisk and the Veteran teams as priority 1, since compared to the Russ (that tends to survive quite well) they are squishier and can be taken out more easily (instead of soaking up lots of fire with little effect like the Russ) I presume the Veterans are to be used in a Hit Hard and Die strategy, so my goal would also be to keep them from doing so during the first turns, and therefore they would attract alot of fire in the beginning.
Personally id maybe do without the sentinels, im not too big of a fan of them, and id take maybe 1 more Basilisk in exchange to have more firepower at the start, to harass those units which are most dangerous to the vets.
So i think ur strategy is to come pretty close to the SM and then unleash a barrage, but i think on the other hand ur Opponent will be strongly motivated to get into close combat, so he can keep you from firing. I think there u could have a weakness, that u have to be close to dish out the damage, but then u are prone to get involved into close combat. So thats where that additional Basilisk maybe would come in handy to eliminate/thin out the opponents most dangerous Assault Squads that are too close.
Why did you choose to combine the Squads?
Well I'm getting two battleforces, so thats why i have the sentinels. And i combined the squads for survivability and the ability to amass fire with 'first rank fire second rank fire.' What is your opinion on the Company Command squad? also i was thinking of maybe putting the heavy weapons team in with the guardsmen. also should i maybe ditch the stormtroopers for a second leman russ? your answers are appreciated
The company Comand Squad is alright id say, it depends what you are going to use them for. Judging from their loadout they look like another Vet Squad, and so id say that aggressive use is called for. Maybe ditch the Medic and Bodyguards and put those points into smth else, survivability of those close-up units will be low anyways with the incoming Bolter Fire, maybe give them Carapace Armour instead, that should keep them alive for more time than the medic and the two guards. (carapace armour for all vet units?)
I would keep the Heavy weapons teams separate. Altough they get a good grade of protection from the big infantry units, they dont profit from the Fire order. Plus the big squads would attract even more bolter fire, which is not a good combo with the guards armour. Keep them separate, in the back, so they can prioritize Targets and make use of their range, and be just one more threat that ur Opponent has to think about. The more big units you have the more the enemy will perceive them as a treat and pump fire into them. I see the mathematical standpoint of view for the combined squad, and that they have good odds to wipe out an entire SM squad in a turn, but you may want more flexibility.
Personally i like stormtroopers alot, S3 is a bit of a draw back against Marines, but i think the Penetration of 3 and the flexibility of the stormies will pay off for you. A Russ would be great too of course
As i told you before, the list looks good to me, in the end it comes down to your playing style, the opponent, and mostly if u feel comfy with your army. I take a different approach, i tend to not give squads too many extra weapons or equipment, so i can put those points in an extra unit or vehicle. I just feel its a bit of a gamble to put too many points into units with armour saves of 5. Furthermore it can be interesting to write a quick list for yourself to see which quantity of which weapons you have, to estimate a rough damage output for your turns and where ur strengths are. Its a rough method but it can get you an idea and a better feeling for things. You may wanna check out the Death korps list i posted earlier, its a different approach and it can maybe give you some different ideas.
Do your SM opponents field Whirlwinds or Vindicators?
Last edited by Mike87; January 20th, 2012 at 01:18.
Against Blood Angels and Chaos Marines? Absolutely YES! The Stormtroopers' hellguns do not cancel out Feel No Pain and those two armies have a lot of it. Conversely, the LRBT's battle cannon will negate FNP with instant death while maintaining the low AP value.should i maybe ditch the stormtroopers for a second leman russ?
Both of those armies also have a strong tendency to cluster: BAs using Descent of Angels, Chaos Marines' total dependence on Rhino deployment. This makes them ideal targets for blast weapons.
I think Armored Sentinels would serve you better than the Scouts. BA, CSM and GK are all heavily oriented towards close combat, enough so that their tarpitting ability will be important for safeguarding your infantry blobs. They are particularly effective against Purifiers. They tend to be so focused on nuking infantry that most Purifier squads have trouble handling AS armor. Why, in the last game I played against GKs his Terminators had trouble with AS armor! Guess they don't come with thunder hammers as standard equipment.
Meanwhile, the Armored Sentinels' multilasers will prove useful in stopping the Rhinos & Razorbacks you are sure to encounter. No point in outflanking such useful weapons when you can make use of them immediately. Their front AV is essential for enduring autocannons and GK's upgraded bolters, and will improve the survivability of your other medium tanks.You mean HW squads, not teams? Then I recommend including them in the blob squads. Your list is a textbook hammer/anvil deployment: infantry firebase supporting a mechanized advance. By having the HWs in the blobs, you have two excellent targets for the CCS' two orders. By doing this, however, you'll want to keep the CCS out of combat as much as possible so he can give orders. That makes the medic and bodyguards less important than special weapons or (strong recommendation here) a Fleet Officer advisor. His ability to mess up enemy reserves is most valuable in large games.What is your opinion on the Company Command squad? also i was thinking of maybe putting the heavy weapons team in with the guardsmen.
If you want, you can give the CCS a powerfist. It's kind of a last-ditch weapon but, if he charges into an ongoing close combat, then he gets a free assault phase before the enemy is allowed to hit him. (A more practical source of CC ability is giving power weapons to the blob Commissars.)
On a related note, you need to put those two PCS to work. If you drop the flamer Veteran squad then one PCS can take their weapons and Chimera. This will free up a lot of points. (The other PCS can ride in the Valkyrie instead of Stormtroopers. They don't need any upgrades that way.)
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard