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So me and a few buddies are doing mini-battles that compare to an article which I can't find anymore on the GW website. It's also based off the "Tale of Four Gamers" article if anyone is following that in White Dwarf. We have a small board with several markers that represent capitals and base camps all our forces have set up. We use a larger board to battle and this represents our armies invading territories and what not. Going off topic here, sorry Anywho, we all start off with 500 points and these numbers grow/decline depending on the outcome of our battles. So to start off I think I will be using:
-5 man Tac squad
-5 man Tac squad
I haven't nailed down points costs yet as I am wondering if I should either kit out my sargeants or save those points for a tooled Comm squad. The Dread must stay as the Campaign fluff say my forces have crash landed with minimal support. I rolled "Heavy Support" drop on an option dice so the big guy is here until he gets nailed (He maybe be a godsend or a burden, I hope the former). I'm facing 2 Guard and a Tau force. Alliance battles are avalible but we get half points for them, it's just for slowing a guy down later on who already has a large contingent and the lesser players don't so they have the option of banding together. So any thoughts?
Last edited by Task_Force_Xerxes; August 4th, 2005 at 17:48.
i think that his is a really good idea. ive been wanting to do something like this. if you go with the tooled command squad get a commarder and norm command squad with all the apothacarie sarge ect units or go with a chapi and commander that will meet up with the 2 tac squad. if they use more armored type armies tool the dread with lascannon.
also if you can post the results in the battle report section afterwards or during ad i would really like to know the outcome.
-Strike from the shadows!
Raven Guard 1000pts
Black templars 500 pts
"No Mercy, No Respite"
:lol: you cant spell slaughter without laughter :lol:
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If you have a larger group, I would think the outcome and playing potential for this gametype would be even greater . All of our armies start with the traditional 1 HQ and 2 Troops and then roll a D6 for a single group off the FOC (Additional Troop, HQ, Fast Attack, Heavy.). I think I will base most of my points on the Comm. Squad and keep the tactical squads vanilla. I would take your advice for the Lascannon, but we are not allowed to know what our opponent has recived in the form of support, so I'll keep the AC and maybe replace the CC arm for a Missle Launcher? That way I can deal with any vehicles I encounter while helping out with fire support. I don't know who has had sucess with this. I don't like rushing my Dreads into Assault anyways, not my style. So for now, I'm thinking:Originally Posted by Chaplain Lavarius
Command Squad: 203p
Captain Leon Cranes: Combi-Melta, Power Weapon, Bionics, Frag Grenades
Apothecary Dimetapp: Frag Grenades
Company Champion Grast: Frag Grenades
Sergeant Donovan:Frag Grenades
2 Brother Marines: Frag Grenades
Dreadnought Ivann: 115p
6 man Tactical Squad: 90p
6 man Tactical Squad: 90p
What do you think? I'll post the results tommorow, as that is when our forces first go on scouting missions to determine strongholds ^_^
Considering what you have access to, I wouldnt have gone with a command squad. They eat up a lot of points for no good reason. You would have been far better off going with tooled tactical squads. Special weapon + powerfisted sergeant and attaching your HQ to one of them. Your right about the shooty dread though. And with that as support your tactical squads would be perfect for screening him from close combat as well as dealing with your oponents infantry.
As to the way you kitted your commander, I would have gone with a bolt pistol and melta bombs instead of the combi melta. The extra poinst on combi meltas are not well spent as you could miss the one shot and be left with a bolter. At least with melta bombs you have the option to try as many times as you have assualt phases. Lastly I know its expensive, but an iron halo would have done him good. Personaly I would have started with a chaplain, especially in such a low point game, but you should consider it. When dealing with oposing HQ's, an invulnerable save is all important. you would be suprised how oftfen it will save you2 or 3 wounds and let your HQ wade through that extra squad you need to kill for the win. In this case I would also drop the bionics, the invulnerable save is far more important then the 1 in 6 chance to save his wounds. ESPECIALLY since he only has 2.
I would recommend something like this:
Reclusiarch - 86
Tac squad - 190
8 bolter marines
1 melta gun marine
7 bolter scouts
1 heavy bolter scout
Dreadnought - 115
This way you have all your bases covered. You have a very strong squad led by a strong HQ. Capable of dealing with any threat. The chaplain and sergeant have plenty of power weapon attacks that will hit do to the chaplains ability to re-roll on the charge. The melta gun to knock off an enemy model before the charge or to take out vehicles if you lose your dread (always have a back up). The chaplain alone with his invulnerable save will make for a chalenge to your oponent. You have a scout squad that is good at dealing with infantry and can infiltrate for better placement and to support the tactical squad and keep them from being overun. Last but not least you have the dreadnought that can take care of both armor and infantry.
In such small games, balance is all important.
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Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC