DIY chapter 1000 pts. - Warhammer 40K Fantasy
 

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  1. #1
    Member BigButt4's Avatar
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    DIY chapter 1000 pts.

    Alright I am just starting, and I have come up with what I hope is a pretty good list.

    Traits: See, but don't be seen, and we stand alone

    HQ

    Chapter Master
    Single Lightning claw
    Combi Boltgun Plasmagun
    115 pts.

    Elites

    Dreadnought
    Dreadnought CC weapon
    Heavy Flamer
    Twin Linked Lascannon
    Transport: Drop Pod
    165pts.

    Troops

    Squad Alpha ( 10 Marine Tac Squad)
    Boltgun x7
    Missle Launcher x1
    Meltagun x1
    Sergeant: Chainsword and Bolt Pistol
    Abilities: Infiltrate
    200pts.

    Squad Beta (10 Marine Tac squad)
    Boltgun x7
    Missle Launcher x1
    Flamer x1
    Sergeant: Chainsword and Bolt Pistol
    166pts.

    Fast Attack

    Squad Aguila ( 5 Marine Assault Squad)
    Bolt Pistol x2
    Plasma Pistol x2
    Chainsword x4
    Sergeant: Terminator Honors, Power Sword, Storm Shield
    165pts.

    Heavy Support

    Squad Delta (5 marine Devestator Squad)
    Heavy Bolter x2
    Lascannon x1
    Multimelta x1
    Sergeant: Boltgun
    Abilities: Infiltrate
    175pts.

    Total pts.:986

    DIY SM Chapter W=1 L=0 D=0
    Tau W=0 L=0 D=0

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  3. #2
    LO Zealot hero's Avatar
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    ok first of all I would either switch the combi wepon on your commander to another lightning claw or give him pistol/power wepon

    next I would drop the flamerand meltagun on the T squas and get a plasma gun for each

    for the assault squad I would drop the storm shield becuase he won't get the invul save unless no one is left and he won't get bonus attack

    finaly i would dropall four heavy wepons in the dev squad and get 4 missile luanchers

  4. #3
    Senior Member rat of vengence's Avatar
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    Quote Originally Posted by BigButt4
    Alright I am just starting, and I have come up with what I hope is a pretty good list.

    Traits: See, but don't be seen, and we stand alone

    HQ

    Chapter Master
    Single Lightning claw
    Combi Boltgun Plasmagun
    115 pts.
    It makes a good looking model, but like hero said, optimise him for a role.

    Quote Originally Posted by BigButt4
    Elites

    Dreadnought
    Dreadnought CC weapon
    Heavy Flamer
    Twin Linked Lascannon
    Transport: Drop Pod
    165pts.
    If he is drop podding in, he should be close to the enemy, so I would go the assault cannon over the twin linked lascannon. Cheaper, and rending is lovely when it works.

    Quote Originally Posted by BigButt4
    Troops

    Squad Alpha ( 10 Marine Tac Squad)
    Boltgun x7
    Missle Launcher x1
    Meltagun x1
    Sergeant: Chainsword and Bolt Pistol
    Abilities: Infiltrate
    200pts.

    Squad Beta (10 Marine Tac squad)
    Boltgun x7
    Missle Launcher x1
    Flamer x1
    Sergeant: Chainsword and Bolt Pistol
    166pts.

    Fast Attack

    Squad Aguila ( 5 Marine Assault Squad)
    Bolt Pistol x2
    Plasma Pistol x2
    Chainsword x4
    Sergeant: Terminator Honors, Power Sword, Storm Shield
    165pts.
    5 men are going to die rather quickly, especially if outnumbered.
    Heavy Support
    Quote Originally Posted by BigButt4
    Squad Delta (5 marine Devestator Squad)
    Heavy Bolter x2
    Lascannon x1
    Multimelta x1
    Sergeant: Boltgun
    Abilities: Infiltrate
    175pts.
    choose a role for these guys, multitasking means an expensive heavy weapon is not being used properly in most situations.

    Total pts.:986[/QUOTE]

    Should be a fun list, but it might help to tweak it somewhat. have fun :yes:

    RoV
    Beware the Agapanthers!

    Codex Astartes: More a guideline than a rule...

    Romans 8:38

  5. #4
    Senior Member DEADMARSH's Avatar
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    If you switched your HQ to a chaplain, then stick him in with the assault squad, that assault squad suddenly becomes a lot more effective, but anyone around here would tell you that.

    What I'm going to say is you want to be careful with infiltration. Your mileage may vary, but in my experience, infiltration works best when a lot of things do it. As it is right now, you're going to have about half of your force starting in your deployment zone and the other half at forward positions. That assault squad will make it to the infiltrators before they get smoked, but your other tac squads might not, and there's no real way of planning on when the dread will arrive.

    The problem (maybe) would be that your opponent gets the opportunity to take on roughly half of your force instead of all your force by either infiltrating them all (save the assault squad and dread) or none of them.

    I've screwed myself royally a few times by doing similar lists where my opponent gets to destroy my forces in two small bites instead of one huge one he might end up choking on.

    Just something to consider...
    We all carry on,
    When our brothers in arms are gone.
    So raise your glass high
    For tomorrow we die,
    And return from the ashes you call.

  6. #5
    Member BigButt4's Avatar
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    What if I took the advantage trust your battle brothers, and took the major drawback eye-to-eye. Then give true grit to that first tac squad instead of infiltrate. And if I give the dev squad 4 ML's , and keep their infiltrate so I can start them in a good starting position, and keep them there, unless I absolutely have to move them. Then I can also just put my dread near my main force depending on when he gets in.
    DIY SM Chapter W=1 L=0 D=0
    Tau W=0 L=0 D=0

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