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Command Squad with Autocannon, Plasma Gun, Vox Caster, Master of Ordinance - 125
Primaris Psyker - 70
Techpriest Enginseer and 5 Servitors with 2 Plasma Cannons - 180
Psyker Battle Squad with 5 Additional Psykers - 110
2 Infantry Platoons - 490*2 =980
Command Squad with Autocannon, Plasma Gun, and Vox Caster - 60
2 Infantry Squads with Vox Caster and Autocannon - 130
2 Heavy Weapons Squads with 3 Autocannons - 150
2 Heavy Weapons Squad with 3 Lascannons - 150
Leman Russ Demolisher with Lascannon, Storm Bolter, Plasma Cannons and Hunter-Killer - 240
2 Hydra Flak Tanks - 150
Medusa with Siege Cannon and Hunter-Killer - 145
4 Twin-linked Hydra Autocannons
4 Plasma Cannons
3 Plasma Guns
3 Heavy Bolters
2 Hunter-Killer Missiles
1 Storm Bolter
1 Soulstorm (9 Psykers Strong)
1 Primaris Psyker Lightning Arc
1 Master of Ordinance
1 Demolisher Siege Cannon
1 Medusa Siege Cannon
Last edited by MostlyGhostly; April 12th, 2012 at 02:54.
No thoughts? Does it need more dakka?
is this list targeted against any particular army or just a random army
the army itself looks like it will spend most of its time sitting still, i hope for at least then it would be a massive waste of points, being able to take on hordey armies, thanks to the large blast templates, and elite/mech armies, thanks to the high strength weaponsa and shear volume of fire power
i know most people dont like conscripts but you could take a squad (additional 20 points) and have them charge up the field to either be shot at (which is good for the battle line) or act as a distraction (again good for the battle line)
are the infantry squads combined, if they are perhaps take a commisar to improve leadership and receiving orders. to pay for the commissars drop the psyker battle squad or the primaris psyker
just some thoughts
Thanks for the feedback :-)
It's just a general all-comers list. It is meant to be primarily static and defensive. As you pointed out, it's can handle both hordes and mech/elites, as well as mixes.
Mainly, I'm just trying to figure out if there's an army type I'm not considering. Maybe very fast armies? I don't think skimmers wouldn't stand much chance against so many autocannons, though.
I really like the psykers, and I'm not big on conscripts. Call me soft, but I feel bad about sending troops to their deaths, even plastic ones.
You'd want to recount your points, because many of your entries are wrong.
What i spotted so far are: CCS, HWTs with lascannons.
Also, you'd like to keep your units as cheap as possible, because quantity is our quality. Paying 240 pts for a demolisher isn't a good path, and the same is true for a 180pts wasted on techpriests and upgrades.
im not really for sending troops just to die but when ive used them, they've acted as great distractions, saving the lives of my more important troops
the lives of the many out way the lives of the few
looking at what Frost89 wrote, i think you should drop the techpriest and servitors, basically paying 180 points for 2 PC
instead, use those 180 points (or less to pay for any point calculation mistakes) and buy some Sentinels w/AC to protect your flank and perhaps slow down skimmers
that or do what most people do and take a melta vet squad in chimera (which i dont think you should because most IG armies seem to be based around this idea, plus you going for a defensive force)
or (again) take some more infantry squads or some HWS (perhaps with heavy bolters or mortars) and increase the size of the army even more
"quantity has a quality all of its own"
Garsh-durn mathemematics, they gets me every time.
Fair point about the tech-priest. He's only useful if the tanks get damaged, which shouldn't happen if I'm playing defensively.
Some Sentinels or extra Heavy Weapons teams would be good...though I still don't like the idea of using conscripts.
As far as the tanks though, isn't quality still quality?
What if I cut out the tech-priest, all the tanks, and just did something like this:
Company Command Squad with Autocannon and Vox Caster
Psyker Battle Squad
Command Squad with Autocannon and Vox Caster
4 Infantry Squads with Lascannon and Vox Caster
3 Heavy Weapons Squads with Autocannons
2 Heavy Weapons Squads with Lascannons
That's 44 Lasguns, 10 Autocannons and 10 Lascannons per platoon, plus the Command and the Psykers. Seems like that could deal with just about anything. A related question: is there any way to give commanders lasguns instead of laspistols?
You do need armor, or the detached HWT will melt like snow at 37°C, i learned the painful way. Drop them ( i'd drop the 2x lascannons one and one autocannon team for - with a couple more cuts here and there ) and get 2 leman russes vanilla (this is for 1 platoon cut).
Don't be lured into all-infantry lists. They are fun but they cannot bring the punch to bear. Try to follow these guidelines
-If it has no ablative wounds, it must be cheap (less than 90 points, the lesser the better)
-I must be able to bring the damage to the enemy even if i have bad LOS or he maneuvers (aka: have some mobility)
-My firepower must be able to suffer A LOT of wounds without losing effectiveness.
-Babysit what has low morale and low body count (take care of HWT losses. one dead = one morale test)
These principles should be translated to the following:
-1/3rd of the force can be committed to backfield via platoons (usually one, almost full - 4x IS, 2x HWT, 1xPCS, various upgrades) , with heavy platform blended in infantry squad as much as possible (HWT squads alone can be allowed, but must be only a few and shouldn't be relied while planning)
-1/3rd of the force must be mobile, even better if scoring. This means that another platoon-worth of troops should be issued with transport or other reliable means of movement (3 vets in vends, a small platoon in chimera should cost around 800 points give or take 100 on upgrades
1/3rd of the force must be able to put a lot of pressure on the enemy even with the simple presence. Not so many enemies can handle av14, so you should include a couple of leman russes. these will absorb a lot of the fire which should be directed on heavy weapons or transport otherwise.
Of course you can vary these guidelines to fit your preferred background for your unit (aircav instead of ground transport, for instance, or heavy on tanks, or whatnot). Just try to balance it out. a meltavet in chimera spam will have an hard time more than half the time if it has not proper gunline support in the backfield and a couple of AV14 escorting them
HQ - less than 200pts will provide TWO top-notch support element for the army (CCS and Lord Commissar - take this absolutely if you plan to have more than 4 HWT squads. Do not think at the CCS merely for 4 free veterans: the orders are FAR more valuable than 4 meltas in midfield
Troops - Your workhorse. 1000-1400 points of infantry should cover most of your needs and provide a solid scoring presence in the midfield: a 40 man blob with a commissar will almost NEVER be shifted from where you put it. Try always to provide commissars when the body count reaches 30. 60 guards and a couple HWT can patrol the backfield, providing support fire at range (700 points), while 3-4 veterans can ride chimeras or valk/vend(400 for units, 200-500 for transportation)
Elites - Vendettas or valks if you want to transport veterans, otherwise evaluate your meta if a hellhound can benefit you.
Heavy support - 400 to 600 points here, depending on what you saved. A single leman russ is not enough. 2 can be good, 3 will often force your opponent in a corner if you deploy first. Always keep them with some infantry in front of them to keep meltas at bay as much as possible. Do not upgrade them (except for a hull lascannon) with points because av14 and a huge cannon is good enough.
You need vehicles its hard to win with just infantry alone.