Final draught. 1500. minor divergance. tourny/friendly - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Apachetear's Avatar
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    Final draught. 1500. minor divergance. tourny/friendly

    Minor Divergence Chapter

    Advantage
    Fierce: Take The Fight To Them

    Minor Drawback
    Death Before Dishonour

    Master
    Power Weapon
    Iron Halo
    Terminator Honours
    Bolt Pistol
    =131

    Reclusiarch
    Crozius Arcarnum
    Rosarius
    Bolt Pistol
    =86

    Command Squad
    8 Marines
    Bolt Pistols And Close Combat Weapons
    inc. Melta Gun
    Company Champion
    Vet Sgt With Power Fist
    In Drop Pod
    =210

    People have already spoken out against the second HQ (Chaplain) - I think the benefit to re-roll so many power weapon/fist attacks and fearlessnes, as well as a rock hard character is well worth 86pts

    Terminator Squad

    5 Terminators
    2 Assault Cannons
    2 Chainfists
    Drop Pod
    =280

    Dreadnought
    Venerable
    Assault Cannon
    Dreadnaught Close Combat Weapon
    Extra Armour
    Smoke Launchers
    Drop Pod
    =163

    Tactical Squad
    10 Marines
    Close Combat Weapons And Bolt Pistols
    Melta Gun
    Sgt. With Power Fist
    Drop Pod
    =220

    Tactical Squad
    10 Marines
    Close Combat Weapons And Bolt Pistols
    Melta Gun
    Sgt. With Power Fist
    Drop Pod
    =220

    Tactical Squad
    8 Marines
    Close Combat Weapons And Bolt Pistols
    Melta Gun
    Sgt With Power Weapon
    =190

    Total = 1500

    Last night I stayed up late playing poker with Tarot cards. I got a full house and four people died.

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  3. #2
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    I think your army would do better if your switched all the drop pod to infiltrators. Its costs the same as a drop pod, buts its more reliable, and everything but the dreadnought would be able to charge turn 2. The dreadnought still drop pods, since he cant infiltrate.

    The problem with drop pods is you cant assault out of them. The wounder of drop pods is, you can blast the heck out of your enemy on the turn you arrive. Which is why i think bolter marines should drop pod, and CC marines infiltrate. However, if your woried that you wont be able to use infiltrate, take the drop pod.

    I would simply use the chaplain, and not use the commander. The chaplain makes the squad good enough to roll with just about anybody. This would free up enough points to buff out your chaplain, maybe take a skill, and a LST.

    Good Luck.

  4. #3
    LO Oldie
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    Quote Originally Posted by ForgedInTheFurnaceOfWar
    I think your army would do better if your switched all the drop pod to infiltrators. Its costs the same as a drop pod, buts its more reliable, and everything but the Good Luck.

    its not more reliable... what if the mission doesn't use infiltrators?
    2000pts Orks 4-2-1

  5. #4
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    185 (x8)

    Typically tourneys will either use infiltators or not.

  6. #5
    Senior Member Apachetear's Avatar
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    So you're suggesting, should infiltrators be allowed - then I should infiltrate

    if they aren't I should pod...

    the only thing is - with pods

    I can pick and choose where I land, and not have to be out of enemy los etc.

    also each pod has a small (not very good) but not too bad gun platform of storm bolters, which'd constantly niggle at people jus' a little bit.

    The pod's themselves can block los - and so I could split up an army quite well, what's IG if it's heavy weapons can't see the squad that jus' fell in front of them lol

    Also - for the first turn or 2, the enemy are going to have nothing to do, and might move out of a strong position for objectives, and podding in will be a great boon :-)

    jus' my 2 cents
    Last night I stayed up late playing poker with Tarot cards. I got a full house and four people died.

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