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Hello everyone, im not very good with lists, but i will try :pts 1796
x5 termie retinue: TH/SS,psycannon
-grenade launchers (2)
Fast attack: 610 pts
x9 PAGK: 2 psycannon
x9 PAGK: incinerator
Heavy support: 406 pts
smokelaunchers, extra armour
I play at a local games work shop, and there are no players with heavy tanks, so im ok at that point, i seem to be under points, so if anyone can help me on that i would appreciate it greatly.
Why havent you filled out that first squad of storm troopers.
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I honestly like hellguns!
I like it! However, I would give the psycannon to the GM, as he has a higher BS.Originally Posted by mustardknightThis is ... odd. I'd either drop the sage and join the inquisitor with some ISTs, or I'd fill out the retinue. At the very least, give him a 2nd sage, a mystic, and a plasma cannon servitor. Add in two more heavy bolter servitors, and you've got a killer unit. Add a chimera, too, and you've got the ability to set up a firebase beyond your deployment zone ... plus extra trouble for the enemy in the form of an excellent light tank.Originally Posted by mustardnightI assume this is why you took the inquisitor to begin with. You just need to make good use of that inquisitor, otherwise you're wasting points.Originally Posted by mustardnightYou gotta get this squad up to 10 models. It won't survive as is, nor is it very effective. Also, there's no reason not to give a plain-jane squad of ISTs two plasma guns for special weapons. They complement the hellguns perfectly. Consider a transport -- a chimera would be perfect, especially if a lone inquisitor is coming along for the ride -- to advance these guys to an objective quickly and/or set up a light but effective firebase.Originally Posted by mustardnightNot bad.Originally Posted by mustardnightJust say "no" to special weapons on FAGKs. The psycannon GKs cost twice as much as a regular GK but are only half as effective in CC. Pyscannons are for dedicated fire support squads or terminators only. You want these guys to get into CC as quickly as possible! Don't hinder their effectiveness.Originally Posted by mustardnight
The effectiveness of an incinerator will depend entirely on how lucky you are with the deep strike. Again, why spend extra points on something that may not work so well and makes the GK carrying the incinerator half the CC monster he otherwise could be?It'd be nice to see another vehicle somewhere in this list to help draw fire away from these guys -- especially another dreadnought. One with AC/DCCW would provide excellent cover fire for your walking ISTs (if you don't opt for transports for them), too. Not to mention another good tank-buster. However...Originally Posted by mustardnight... maybe it's no big deal. (?)Originally Posted by mustardnight
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
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ok thx, i might drop the inquisitor and assasin to fit more stormies+ a dreadnought once i get one.