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hi, just wanted to know what you thought about my armylist:
None of the entries are allowed in 40k in 40 minutes, so i thought i cant take any...
Ordo malleus inquisitor, with boltpistol and powerweapon, acolyte with laspistol/CCW, 2 warriors with hellpistols and close combat weapons, 64 pts
callidus asassin, (dont know if it is allowed to write the points of it down, so i wont)
9 inquisitorial stormtroopers with hellguns, and veteran stormtrooper with hellpistol and powerweapon, 126 pts
4 spacemarine scouts with sniperrifles and sergeant with sniperrifle, 90 pts
thats it... what can be made better, and what is good, any constructive criticism is good.. ^^
Always put 2x special weapons into IST squads, preferably of the same type. Hellguns really aren't useful - little more than lasguns with an AP value. And the Guard uses lasguns in huge numbers, which is how they're effective. 10 of them won't do anything much. 2x Plasma guns or 2x Meltaguns are the most popular choices, since most DH lists are low on anti-armor and anti-heavy infantry guns.
I wouldn't use the SM Scouts. Why? Because it leave you with only one DH Troops choice. While that IS legal for 40K-in-40-min games, it isn't legal for regular games. And if you plan on expanding your list, then you need BOTH an HQ and a second DH Troops choice before you can play standard games. If you take a squad of GK or a squad of IST instead of the Scouts, then you'll only need the HQ to advance to normal games. Then you can buy the Scouts at leisure.
The HQ dilemma is an interesting one. I believe other armies have the same problem (Necron Lords, right?) as DH does. There are a few ways around this:
1) Talk to your opponents, explain the problem, and explain that you've got an Elite Inquisitor which functions almost identically to the HQ version. If you're playing in a league with this list, talk to the league's organizers and use their fix, whatever that may be.
2) Use a Brother-Captain but with Power Armor (not popular, since you still have to PAY for the armor, and potentially not legal according to a recent WD article [or so I've heard]).
ok, so you dont think the scouts are a good idea, so i have dropped those, and given the Stormtroopers some plasmaguns, and now i'm stuck with 70 points that i cant find any use for.. i could go for a second unit of five stormies, with a melta and a plasmagun, to either support the inquisitor, or go after armour, but i dont think people use tanks in games of this size very often, and the fact that you cant have greater than AV 33 on them, so maybe i should make that 2 plasmaguns instead? or what about a grenadelauncher?
One thing I forgot to mention before: put a Familiar into the Inquisitor's retinue. It'll boost his initiative by 1.
If you're dropping the scouts, then another unit of IST is a good call. I'd probably even the two squads out (or as close as possible) so that they both have a chance at surviving.
As for special weapons, that's up to you. I agree that there won't likely be anything in a game that sized that requires meltaguns, but I'd refrain from bringing four plasma guns (I have chronically bad rolls sometimes, and that many plasma guns WOULD overheat if I were to use them!). Grenade Launchers and/or Flamers are handy, as long as you don't mix them with Plasma or Melta weapons. GL & Flamers are both good vs infantry, which is likely most of what you'll face in games this size.
er... I'm not sure about this but i think the Assasain has an inv. save, which isn't aloud in 40K in 40mins
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bc cant have power armour as he has terminator armour and can only select items with a star from the armoury