1850 BT army - Warhammer 40K Fantasy
 

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Thread: 1850 BT army

  1. #1
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    1850 BT army

    ok I originally had a all infantry BT army, but I felt it needed a bit more armor...so here it is

    HQ:
    Marshall = 111
    Power Wep
    Bolt Pistol
    Terminator Honours

    Emporers Champion = 140
    Accept any Challenge

    Elites

    Dreadnought = 110
    AC + CCW
    Extra Armor

    Dreadnought = 110
    AC + CCW
    Extra Armor

    Dreadnought = 110
    AC + CCW
    Extra Armor

    Troops:

    Crusader Squad 1 = 285
    x10 Initiates
    Power fist
    Melta gun
    X10 Neophytes

    Crusader Squad 2 = 285
    x10 Initiates
    Power fist
    Melta gun
    X10 Neophytes

    Crusader Squad 3 = 285
    x10 Initiates
    Power fist
    Melta gun
    X10 Neophytes

    Fast Attack

    Assault Squad = 265
    x10 marines
    x2 Plasma Pistols
    Power Fist
    Meltabombs

    Heavy Support

    Pred. An. = 150
    TL Las
    w/ sponson Las
    Extra Armor

    Total: 1851

    Ok so let me know what you guys think!


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  3. #2
    Member Lord Kritislik's Avatar
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    I like your army as a whole, i would suggest dropping one of the dreads and findin a few extra point to put a Vinicator in, this will also help the survivability of your Predator,
    My other idea is to drop the Marshall for a chaplain, he would then have a jump pack and lead your assault squad, i would drop a few neophytes to make room for these changes,

    Hope that was of some help,
    DjSmed

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    The list seems decent, but this is just my opinion below based upon the games I've played, take it or leave it as you see fit.

    I like the huge squads of space marines, but against canny and/or good players I've found that without a chaplain leading the group, the RZ rule can be used against you by leading you around the board with a landspeeder or other quick vehicle. It's easier said than done, of course.

    I'm not saying they are bad (I love them), just that depending on where/who you play, you might want to think about trying to add a chaplain to at least one of the units to allow its RZ move to be where you want it to be (i.e. to control the problem).

    I've also found 2 full units to be more than enough footsloggers, and in the end have needed more tank-busting than another 20-man squad.

    Since you are not dropping the dreads, I would suggest you take Smoke Launchers on them. Most of the time you might not need them, but on a 4' wide board, and canny player can make them move and be just out of range, so you might want to pop smoke for a bit of protection.

    Also, about the assault squad... drop them. I've found them to be expensive equals to the crusader squads, but with less numbers. Perhaps use the points for a couple of changes that have been suggested. Or a Land Speeder Tornado or 2?

    Personally, all of my advice deals with the thing that bothers me about your list: you have no way to truly limit the shooting that will be pouring into the crusader squads either with your own counter shooting or quick (enough) assault. Personally, I would think about getting a unit (or 2) of 10 marines in a rhino to get into CC quickly (turn 2) where you want them to be to limit the damage done to the large squads. This would also give a first and second wave of assaulting to your attack, and lend a certain amount of variability to you tactics that I think the list above is lacking.

    I assume you think that's what the Assault marines could do. I just don't think they can do it well enough. Drop podding the Dreads could do this as well, but I'm always leary about Drop Podding Dreads, for some reason I can't fathom.

    Well, that's what I see in the list. It's good, and will work for you, but I think you'll get bored with it relatively quickly, so the suggestions have been my opinion on ways to make it more tactically flexible and structurally sound.

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    ok so I took some of the ideas and made some alterations.

    HQ:
    Master of Sanctity: 156
    Terminator Honours
    Bolt Pistol
    x3 Cenobyte Servitors

    Master of Sanctity: 156
    Terminator Honours
    Bolt Pistol
    x3 Cenobyte Servitors

    Emporers Champion = 140
    Accept any Challenge

    Elites

    Dreadnought = 130
    AC + CCW
    Extra Armor
    Venerable

    Dreadnought = 110
    AC + CCW
    Extra Armor

    Troops:

    Crusader Squad 1 = 285
    x10 Initiates
    Power fist
    Melta gun
    X10 Neophytes

    Crusader Squad 2 = 285
    x10 Initiates
    Power fist
    Melta gun
    X10 Neophytes

    Crusader Squad 3 = 285
    x10 Initiates
    Power fist
    Melta gun
    X10 Neophytes

    Heavy Support

    Pred. An. = 150
    TL Las
    w/ sponson Las
    Extra Armor

    Pred. An. = 150
    TL Las
    w/ sponson Las
    Extra Armor


    Total: 1847

    So the 2 chappys join up with 2 different squads and then the EC goes with the other one...this means the squad still benefits from leadership 10 even without a marshall on the field. Also the cenobytes will make the running even faster with that extra 3 inches AND rerolling all misses in a 20 man squad....ouch. I have 2 dreads that will be walking with them and then for fire support I have 2 Pred annihilators. hmm maybe it will work

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    Member Connor Ivering's Avatar
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    I would say that now you have to many characters this sort of looks like a fantasy army list. Probably drop a chaplain in favour of another tank or a fire support squad.
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