DIY 2000 Friendly - Warhammer 40K Fantasy

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  1. #1
    Junior Member
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    Dec 2004
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    1 (x1)

    DIY 2000 Friendly

    1989pts Spare 11 pts.

    HQ 330
    Commander 120
    Terminator Armor
    Power Weapon
    Storm Bolter

    Terminator Command x4 160
    Assault Cannons x2 40
    Chain Fist x2 10
    (Chain fists and Assault cannons on same guys for hit allocation)

    Elites 220
    Dreadnought w/ Extra Armor 110
    Dreadnought w/ Extra Armor 110

    Troops 838
    Squad Alpha 185
    7x Marines
    Sarge w/ Termy Honors, Power Fist, Teleport Homer
    8x Infiltrate

    Squad Beta 185
    7x Marines
    Sarge w/ Termy Honors, Power Fist, Teleport Homer
    8x Infiltrate

    Squad Delta 120
    6x Marines
    Plasma Gun
    Plasma Cannon

    Squad Gamma 120
    6x Marines
    Plasma Gun
    Plasma Cannon

    Squad Epsilon 120
    6x Marines
    Plasma Gun
    Plasma Cannon

    Scout Squad Xray 108
    7x Scouts
    Sarge w/ Termy Honors, Sniper Rifle, Teleport Homer
    6x Sniper Rifles
    1x Heavy Bolter

    Fast Attack 160
    Land Speeder Tornado 80
    Land Speeder Tornado 80

    Heavy Support 433
    Devestator Squad A 168
    6x Marines
    3x Missile Launchers
    6x Tank Hunters

    Devestator Squad B 180
    8x Marines
    4x Heavy Bolters

    Whirlwind 85

    Suffer not the works of Heretics

    Die Standing

    Well the basic premiss of the army isn't hard to see. Shooty like
    crazy, 6 assault cannons, 7 heavy bolters, 3 plasma cannons. The 2
    large tac squads are for running up to tie up troops and well be
    tactical. Both of these squads and the scouts boast a teleport homer
    allowing the command squad to drop right where needed (and because its
    a command squad they can do that in any game). Two dreadnoughts to
    just kind of soak up enemy fire and provide that extra assault cannon
    love. Dev squad with 3 ML's and tank hunters to pretend they are
    lascannons for 27pts less. Dev squad with the heavy bolters can do
    anything and actually stands a fantastic chance against light armor.
    Plasma cannons for medium armor, heavy infantry, and high toughness

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  3. #2
    LO Zealot Chaosbrynn's Avatar
    Join Date
    Nov 2004
    Montreal, Quebec
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    71 (x4)

    Looks good but id switch the flamers on the tactical squads for melta guns.

    Flamers do poorly against good players (read the flamer tactica for the math). More improtantly, anything flamers work well against can be taken out by bolters. Melta guns however, are still assault, make taking out those shock troops a little easier and gives the squad some anti-tank ability.

    Aside from that your list looks great.
    Mentor of Space Marine Commanders far and wide.

    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

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