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First off is this legal, next could this work. I would have the three inquistors start joined to GK squad and packed into crusader. The terms would pack the other crusader. The other gk squad would be fast attack.
So at the begining the opponent would just see two crusaders and a unit of storm troopers.
The one gk with inquistors would have 5 psycannons and 3 2+ armor saves mixed in.
2001 points Twin Crusader Army
Grand Master (Auspex/psycannon/TeleHomer/sacred incense)
7 GKTerms (psycannon)
544 Total HQ
2 Crusaders @ 510
3 Inquistors each with (psycannon/artificer armor) 1 w/ auspex
197 Total Elites
9 GK 2 psycannons Justicar @ 325 Fast Attack
9 GK 2 psycannons Justicar @ 325 Troop
8 IST (Plasma/Melta) @ 100
I'm fairly sure this is legal but thats really not the point. how long are two land raider crusaders realistically gonna survive when your opponent has literally nothing else to fire at. and at 2000 points, even the most cc orientated army is gonna have plenty enough to take em out. also on a side not, the auspexes are useless since oyure gonna start the game inside the transports. however, i suppose if you really REALLY hugged the cover you might not get whupped. also kinda vital to get first turn.
I have the auspex incase I go against an inflitrator heavy army then I would start outside the transports. "Having nothing else to fire at", I figure they'd have fired out the crusader no matter what else I had anyway so might as well have two of them and have troops with a decent chance of surving even if vehicle is destroyed (And not be pinned because they are fearless--unless I am mistaken). They would deploy at that magic 30-36" range to take the best advantage of shrouding/psycannon. And moving the full 12" and still being able to fire the hurricane bolters is just lovely.
Your army list, as it stands, doesn't force your opponents to make choices. Countering it will be fairly trivial.
You should seriously consider adding vehicle-based threats into the mix. Make your opponent fear letting ANY of them do their job.
Just as an example: You could get a dreadnought with a lascannon and missiles. Drop two of the inquisitors, make a small shooty retinue for the remaining one and mount them in a Chimera to make a moderate firebase. Make minimal-sized IST units with meltaguns and put them both in Rhinos. With whatever points left over -- and depending on that Inquisitor-n-retinue, you could still have nearly 1000 pts to play with -- make some killer GK squads to drop on your opponents' head.
Now you'd have, in addition to your twin Crusaders, twin armor-killilng squads, a dreadnought and another light tank w/shooty troops. And then you've got GK nastiness, to boot.
There was considerable discussion about what rules to use for Land Raiders and Land Raider Crusaders no more than a week or two ago. (Check out the "rules smackdown" thread.) The upside is that we are supposed to use the Land Raider and Land Raider Crusader statistics out of the most recent Codex: Space Marines instead of what's printed in Codex: Daemonhunters. (Note that we're still supposed to pay Daemonhunter prices, however.)Originally Posted by nedroj
This means, unfortunately, that the hurricane bolters can't always be fired no matter how far the tank moves. On the other hand, we get a Machine Spirit, which, among other benefits, is capable of (poorly) firing a single weapon -- which could be a hurricane bolter -- no matter how far the tank moves.
Check the 4th ed. rulebook, pg. 68, on "Emergency Disembarkation." If a transport is destroyed, no matter how far it moved, the passengers are entangled, which is defined as essentially being pinned regardless of any special rule (such as Fearless or Iron Will)that would prevent them from being pinned. Courage does not help people climb out of smoking wreckage any faster.Originally Posted by nedroj
This is a REALLY risky army to play. If you reach his lines, you will deal major damage. if ONE tank is destroyed, or even Immobilized, your opponent will have every chance to shoot a big chunk of your army dead. Simply put: don't play this army against Tau.
"HQ, my LOS is blocked by a soda bottle. I'm moving to unmask my guns."
"Negative! The soda bottle is the Carnifex!"
"Dang proxy models!"
-Cmdr. Kren, www.tsoalr.com
Yeah Iam not sure how long 2 will last, in a 1k pt game it was carrying my 5 GKT, one game it, my LRC was fairly unimpressive but it got my GKTs were they needed to be...of course it was shot at with Lascannons 6 times....imobilised.....crew stunned....destroyed...
I just looked up the Machine Spirit rule and it only allows firing if you havn't moved more then 6". The hurricane bolters not being able to fire is a model kill for me--I won't buy the model with that rule in effect, so sad. A big point of this army was to utilze the crusader's extra transport space, but without some fire going out... sigh.Originally Posted by number6