Deathworld Veteran 1000pt Friendly - Warhammer 40K Fantasy
 

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  1. #1
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    Deathworld Veteran 1000pt Friendly

    Was bored and decided to look up some of the catachan rules. Let me know what you think of this list.

    HQ
    Command HQ 154pts
    Colonel w/Stormbolter, Power weapon, Deathworld Veteran Upgrade, Scanner
    Comm-link
    Medic w/Grenade launcher, Medi-pack
    3 x Veteran w/Grenade launcher

    Elites
    3 x Veteran Snipers 60pts

    3 x Veteran Snipers 60pts

    Troops
    Infantry Platoon 450pts

    Lieutenant w/Bolter

    Infantry Squad 1
    Comm-link
    Sergeant w/Lasgun
    5 x Veteran w/Lasgun
    Missile Launcher

    Infantry Squad 2
    Comm-link
    Sergeant w/Lasgun
    5 x Veteran w/Lasgun
    Missile Launcher

    Infantry Squad 3
    Comm-link
    Sergeant w/Lasgun
    5 x Veteran w/Lasgun
    Missile Launcher

    Infantry Squad 4
    Comm-link
    Sergeant w/Lasgun
    5 x Veteran w/Lasgun
    Missile Launcher

    Fire Support Heavy Weapons Squad
    6 x Veteran w/Lasgun
    3 x Autocannon

    Ogryn Squad 150pts
    5 x Ogryn w/Ripper gun, Close combat weapon

    Fast Attack
    Deathworld Sentinel Squadron 126pts
    2 x Deathworld Sentinel w/Chainsaw Warriors, Heavy flamer, Hunter-killer missile, Smoke launchers

    Totals:
    4 x Missile Launcher
    3 x Autocannon
    2 x Heavy Flamer
    2 x Hunter Killer Missile
    4 x Grenade Launcher
    6 x Sniper Rifle


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  3. #2
    Member Chain Templar's Avatar
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    Looks pretty good, the only rules problem I thought you had was that you cant have a guy be a medic AND have a grenade Launcher, but when I looked closer at the codex, I realized that theres nothing that says you cant. Now, for regular guard armies, you cant b/c it has to be upgraded to a veteran first (no SW) and then can be a medic. Good list, except Im curious as to the lack of Heavy Bolters.

    The Missile Launchers make sense. No LCs, so take more MLs to make up for it. Auto Cannons are good vs light vehicles and such, but against marines you may want more shots. just a suggestion. The hunter kllers are also a bit unneccessary as its AT on an anti infantry machine, but I dont know if the points could be spent any better. Possibly, drop the HKMs and th ogryns for another small platoon with some heavy bolters. Ogryns are good counter assault, but it may be better to try to stop the assault altogether before the enemy reaches you. You should do fine with it as it is though, but against horde and MEQs might be a little of a stretch.

    Good list though, you dont take pointless upgrades and such!
    How many guardsmen does it take to screw in a lightbulb?
    None, their lasguns work fine.

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