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Well this is one of my first DH lists:
Grand Master, 3 Termies. 264pts
10 IST's. 2 Meltaguns,TH and Chimera. 215pts
8 IST's. 95pts
8 Gk's, 1 psycannon, incinerator, Justicar w/ TH 295pts
Dreadnought,DCCW, Twin Linked Lascannon. 130pts
Any comments, suggestions on what to improve?
Last edited by Altari; December 23rd, 2005 at 13:44.
Hmm the only suggestion I could make is for your second troop choice adding in some heavy weapons. You could do this by taking out 2/3 stormtroopers in either squad.
For that first squad of IST. Dont use the Chimera. Id prefer a Rhino.
2 Plasma guns would be nice for the second squad of IST.
Take out the psycannon and the incinerator in the FAGK squad. That squad is meant for close combat. So you dont really want to lose the bonus stuff with the NFW.
Psycannon on the GM would be nice too.
"A wet bird never flies during the night...think about it."
You should strive to get at least one, if not two, more terminators in the squad. Four is rarely big enough.Originally Posted by AltariYou can't have a teleport homer unless you also purchase a veteran sgt to carry wargear.Originally Posted by Altari
This looks like a tank-hunting unit, which can be easier with a Rhino rather than a Chimera. It's too tempting to sit back and blast with the Chimera's weapons, and it has weaker side armor than the Rhino, and only the rear access point. Not that a Chimera can't also do the job, it's just not quite as efficient.You should give these guys some special weapons. And a transport if you can affort it.Originally Posted by AltariI personally don't like to use special weapons on Grey Knights, but there are uses to the incinerator even so. Just be sure you get the charge, or you'll be sorry you replaced that guy's NFW and stormbolter.Originally Posted by Altari
Not a good idea to put a teleport homer on a squad that's teleporting in. TP homers should go on squads already on the ground. Because you can't control when your reserves rolls are made, you seriously risk throwing away points by putting TP homers on your TP squad.If you intend for your dread to make it into close combat, replace the lascannon with the assault cannon. Conversely, if you intend for your dread to blast tanks and monstrous creatures from range, then replace the DCCW with the missile launcher. Hedging your bets just doesn't work so well, and you end up wasting half of your dreadnought's capabilities by doing so. (I have a friend who plays space marines, and his dread is outfitted just like this, and inevitably his lascannon isn't as effective as it could be when he's shooting, and/or he never gets his dread into CC because he wants the lascannon to be used as intended, so he wastes the potential power he could be.)Originally Posted by Altari
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014