[2000] Sm (tybb, Hyw) - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Bob Dole's Avatar
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    [2000] Sm (tybb, Hyw)

    I've been toying around with (roughly) this list for awhile now. I think it should do... reasonably well as long as I'm not facing multiple hidden indirect fire platforms. I'm assuming that I will be able to bring the enemy to me in most games. What I'm wondering is what changes can I make to improve this list if I should need to go on the march? It's fairly slow moving as I've sacrificed mobility for firepower and numbers. I -may- simply have enough marines that I can survive a foot slog, but I'm reluctant to rely on that. Further, if I tweak things around a bit, I may end up having to paint a lot fewer marines. As it is I have aout 50 left to paint for this list. Once I get the list nailed down, I'll start playing around with some fluff.

    I realize that my tactical squads are equipped to perform two roles and that this is, generally, not ideal. Still, I want to have a solid core of CC units in case I am unable to shoot down sufficient numbers of my enemy before they make it to my lines. Giving each squad a heavy weapon allows them to do something (shoot and draw the enemy in) instead of just standing around waiting to be useful. I could shrink my troops down to two 5 or 6 man Lascannon teams... but that doesn't seem quite as interesting to play.

    Advantages: Trust Your Battle Brothers, Honor Your Wargear
    Disadvantages: Any that fit (Eye to Eye, Faith in Suspicion)

    HQ:

    Chaplain
    -Bolt Pistol
    -Frag Grenades
    -Terminator Honors
    -Jump Pack
    =140points (give or take)


    Elite:

    Devastator Squad:
    -4x Marine with Bolter
    -4x Marine with Missile Launcher
    -Tank Hunters
    =224pts

    Devastator Squad:
    -4x Marine with Bolter
    -4x Marine with Missile Launcher
    -Tank Hunters
    =224pts

    Devastator Squad:
    -4x Marine with Bolter
    -2x Marine with Heavy Bolter
    -2x Marine with Plasma Cannon
    -Infiltrate
    =244pts


    Troops:

    Tactical Squad (x4):
    -7x Marine with Bolter & CCW
    -1x Marine with Plasma Gun
    -1x Marine with Lascannon
    -1x Sergeant w/ Terminator Honors, Bolt Pistol, Power Fist
    -True Grit
    =235pts


    Fast Attack:

    Assault Squad:
    -5x Assault Marine w/ BP & CCW
    -2x Assault Marine w/ Plasma Pistol & CCW
    -1x Sergeant w/ Terminator Honors, Bolt Pistol, Power Fist
    =216pts


    TOTAL = 1990 (Wiggle room with the Chaplain, most likely.)
    (73 marines)


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  3. #2
    Wolf Scout Meltagunner Wulfbanes's Avatar
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    Ok, first things first, As I am a Space Wolf Player, I know everything about TYBB.
    Although it seems offensive, it is actually a defensive trait. Since you wont receive the +1 attack on charge, and in combat would ALWAYS have 2 attacks, no matter what, since you will be in base to base due countercharge.

    The whole idea with TYBB is that you pose so much of a shooty treat to your enemy that they decide to deal with you in CC, in which they find an unpleasant surpirse, disguised as a lot of attacks for a shooty unit.

    Don't ever think those are assaulting units. Also, gowing down from lascannon to missile launcher would be cheaper, and 20 points less spilled per turn when you decide to move.

    Also, your third devastator squad is 20 points more expensive than you stated it was. And I must say, I don't find it a very good squad. IMO you go total Bolter, or total plasma, mixing weapons is only for Long Fangs (and everything else that can splitfire). I suggest total heavy bolter with infiltrate. Then you can also drop two marines, sparing 30 points extra, on which you can max out the assault squad.

    Greetings,
    Wulfbanes
    Getting Help = Giving Rep

    Space Wolves 5th edition:
    W13, L2, D2

  4. #3
    Slave to the flesh The_Outsider's Avatar
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    I suggest that you lose the chaplin and assault squad, now before you scream at me here's why-

    A single assault unit like that isn't enough, they will be picked on and annihalated. I suggest you take a cheap captain so you get maximum benefit from "rites of battle" as your list is shooty.

    Simply take him with a power weapon and maybe iron halo so he provides a bit of CC muscle.

    Instead of the assault squad I would take a whirl wind and a predator destructor (which I think just about fits, if not drop one or two marines to get it in).

    You will have a super shooty list that still can hold its own in CC against all but assault specialists.

  5. #4
    Senior Member Bob Dole's Avatar
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    I took some of the comments into consideration. I decided to keep the lascannons since two of my friends regularly field AV14 vehicles (IW & Necron) so I'd like to have the chance to penetrate.

    I decided to drop the Chaplain. I thought about it and decided that boosting my leadership probably would be a good idea considering how close to the table edge I'll be. This weakens my assault squad, but I think it's worth it to strengthen everything else.

    I did decide to keep the assault squad, however. It's going to be staying hidden (either behind terrain or behind the Whirlwind if I don't have any terrain to hide behind) until the enemy is getting close to my lines. I'm including them almost entirely for the 18" assault range. As The Outsider said, if I run them up by themselves (or possibly even leave them exposed to fire) they're going to get shot down before they can do anything. I'm waffling on if it's worth spending 200 points on a unit that will just sit and do nothing though. I may replace them with another Devastator squad or something.

    I did strip out the heavy bolters. I included that squad to function in an anti-horde roll with the potential to hurt heavily armored units as well. However against hordes, the plasma cannon is no more effective (really) than the heavy bolter for an extra twenty points. With the points saved by dropping the HBs, I purchased a Whirlwind. I imagine that this unit will do better at handling hordes than the HBs would anyways. As long as I can keep it hidden behind terrain, I'm happy with it. If I can't hide it, however, that's going to be 85 points getting blown up first turn. It'll serve as protection for the assault squad at least.

    HQ:

    Master
    -Terminator Honors
    -Power Weapon
    -Bolt Pistol
    -Frag Grenades
    -Iron Halo
    =132pts


    Elite:

    Devastator Squad:
    -4x Marine with Bolter
    -4x Marine with Missile Launcher
    -Tank Hunters
    =224pts

    Devastator Squad:
    -4x Marine with Bolter
    -4x Marine with Missile Launcher
    -Tank Hunters
    =224pts

    Devastator Squad:
    -4x Marine with Bolter
    -2x Marine with Plasma Cannon
    -Infiltrate
    =178pts


    Troops:

    Tactical Squad (x4):
    -7x Marine with Bolter & CCW
    -1x Marine with Plasma Gun
    -1x Marine with Lascannon
    -1x Sergeant w/ Terminator Honors, Bolt Pistol, Power Fist
    -True Grit
    =235pts


    Fast Attack:

    Assault Squad:
    -5x Assault Marine w/ BP & CCW
    -2x Assault Marine w/ Plasma Pistol & CCW
    -1x Sergeant w/ Terminator Honors, Bolt Pistol, Power Fist
    =216pts


    Heavy Support:

    Whirlwind
    =85pts

    TOTAL = 1999pts

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