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Sad to say, there's gonna be marines killing fellow marines soon, what with my BA going to fight those goony GKs of the Inquisition. I play BA as a shooty force -- weird, yes, but i like it when people come too close to my shooty tac squads and i furious charge them..heh heh. i win all the shooting matches with the GKs but now they come assaulting...oops. Well here's my list:
DC Chaplain w/BP, jump pack, the power wep, frag - 217pts
DC -it's free
Tac squad - Vet. Sgt w/auspex+bolter, 3 bolters, 1 plasma gun, 1 lascannon - 132pts
Tac squad - 4 bolters, 1 lascannon, 1 plasma gun - 115pts
Tac squad - 4 bolters, plasma cannon - 95pts
Scouts - Vet Sgt w/auspex+sniper, 3 snipers, 1 ML - 110pts
2xLandspeeder Tornado w/HB+AC - 160pts
Devs - Vet. Sgt w/auspex+bolter, 2 bolters, 3 MLs - 167pts
The thing is his FAGKs (4-6 of them) and his Grand Master. They Deep Strike together and usually that big squad distracts my shooting enough till the rest of his army - all GK, no Stormtroopers - reaches my lines and even if i furious charge them, they usually kill my boys by CC turn 2, due to those damn NFWs (str 6 - yikes)
It's a big problem because my DC can't intercept his FAGKs AND his troop GKs. If i send them up to fight the FAGKs, my Chaplain gets slaughtered by the GM and then he picks off my guys on by one, if i use DC to intercept troops, the GM slaughters my Devs.
What do i do? HELP!!!
give your chappy a bolt pistol and if at all possible termie honours. they should pay for themselves with ease,
Dont like the auspexes, I dont think you need em and they are burning points which you can not afford to do in 1000 points armies
Not sure why you are taking scout snipers, if they had bolters I would understand it, but GK armour saves means that these guys will on average kill a GK each ofver 6 turns shooting, no way they will last that long so they appear to be a bad investment against powered armour troops
Otherwise very solid and nasty force
Just a note: he cannot legally Deepstrike a GM and a unit of FAGK together. Independent Characters cannot join a squad off the table, whether it's going to Deepstrike or whatever. So he actually has to roll TWO seperate Reserves and then roll Scatter twice as well, once for the GM and once for the FAGK. If he trys to tell you that he can join the GM to the FAGK and land them via a single Reserve roll & a single Scatter roll, he's cheatin'!The thing is his FAGKs (4-6 of them) and his Grand Master. They Deep Strike together
Also, plasma is killer vs GK (just like vs any SM type). So use those Plasma Cannons to good effect here. If you can land a template or three on the GM and FAGK unit, then you can usually reduce them enough that they're no threat to you.
Finally, because GK are Fearless, they can be outnumbered in combat and forced to take auto-wounds if they lose. Mob the GM/FAGK unit with everything you've got that can fight decently. Sure, you'll lose some models, but it he's using a unit of ~5 FAGK plus the GM, if you can win the combat and have 12+ models left, he'll start to take wounds...
Last edited by mEGALOMANIAC; August 23rd, 2005 at 15:50.
@Cheradine: Your Right, Don't use auspex and don't use scouts.
1. They won't Infiltrate.
2. They have to high saves and LD to hurt and pin with the Snipers.
@MeGALOMANIAC: Total Agreement.
1. you can't join those guys, I found out the hard way, on a tournament list with a Chaplain and assault squad in drop pod...
2. Yes, Plasma really hurts a GK player. You might want to give your devastators Plasma Cannons isntead. For points:
Drop SCouts, Veterant Sergeant of Devvies and the missiles.
Saves you with: 187 points that you can spend with Turning your Devastators into:
7 Devastators with 4 Plasma Cannons = 245
36 points left in total, enough to field two more marines into your tacticals or giving them Plasma guns + Cannons. You can also drop a Plasma cannon and/or Marine to make points to bulk out your tacticals.
Thx guys. OK, im gonna have a word with my friend about his DS.Originally Posted by Wulfbanes
Well in reply to some good criticism:
1.the snipers are there coz i use them against just about anything...forgot about GK armour and LD. Thx for pointing it out, im considering dropping them.
2.the auspexes are on my Vet Sgts coz my friends consider it bad attitude to have bare Vet Sgts in a BA army - free DC, u know.
3.Er someone said give my chappie bp + termie Hons. Ok for the Hons but i already have bp.
Im not gonna load up on the Devs coz :rolleyes: they can rage and i want the losses from a raging shooting squad minimized. Besides i don't want that many plasma things - i know they're very good but i've had some bad experiences from overheating guns...
I think im gonna drop the scouts, the Vet on the Dev squad and the auspexes. That's 129pts.
I think im gonna give the chappie the termie hons and get a tac squad with a plasma cannon and maybe plasma gun.
Thx i just saw a DH army get murdered by plasma!! But hey how can i have 2 plasma canns in ONE tac squad? or do u mean 2 in separate squads? If so then i've done it already...Originally Posted by Wulfbanes
Yes, your demon scourging brothers have a strong weakness..tanks, there also most vunerable after they Ds cuase thier in a circle ( template ) and well plasma kills ANYTHING with ease.
Get a furioso dreadnought, they only got str 6
kill em all!!!!!