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Here is my current army. I am getting quite tired of it as it is. I do fairly decent when playing, and won quite a bit more than I've lost. I feel it lacks any real punch. Due to fluff reasons, I cant really add terminators... although I disagree with giving a Vet sarg Termie Armor.
My main opponent is Necrons, and lately I've been having issues dealing with him. He's taking 2 rez orbs on each lord, as well as equiping them with Warscythes. I feel that is such a cheezy combination, easpecially the warscythe.
Anyways, any advice will be welcomed.
Master of Sanctity
Tac Squad - 10
Tac Squad - 10
Assault Squad - 10
Plasma Pistols x2
Dev Squad - 8
CCW w/ Storm bolter
I would change plasma pistols for bolt pistol on all sargeants, would add lascannon for both tacticals. Tacticals could be 7+1sgt strong, spare some points.
Only ML+TLC dreadnought should be venerable, against any non necron opponent he should have tank hunter skill. Buy smoke launchers for both dreadnoughts.
I would add some fast attack, maybe tornado AC+HB or small bike squad with meltaguns.
Originally Posted by razz
I feel your gonna need to back this one up. My tactical squads are always on the move or in combat so a Las Cannon would be wasted.
are you attaching your techmarine to a squad? Oh and i too, think you should take the plasma pistols off the vet sgts. If they shoot good their great, but if your roll a 1 and fail your save thats a 30 some point model wasted. Just out of curiousity,whats the strategy of yoiu army. The rest of the list seems fine to me. The only true problem i see is trying to get your Techy into CC if thats his goal. although i guess the assault squad could tie the opponent up for a few rounds.
The tac squads and tech marine march into combat, the dev squad and TLLC dread shoot anything thats a threat. The assault cannon dread can shoot or go into combat. And yes, the assault marines tie up things.
In my experience its an effective army, but its getting boring.
Ive only ever lost 1 vet sarg to his plasma pistol.
Im stating right here, Techmarine isnt going anywhere
i suggest you give the tactical squads melta guns and slap them in a drop pod and you can also do this with the dreadnoughts. that necron player will be pretty pissed when you drop straight in front of his lines. this should give you that puntch your army needs and it is really hard for your opponent to counter such a tactic. you can hide your dudes behind the drop pod so they dont get shot and then charge into his lines the next turn. i'm assuming you dont want to spend 80$ for the forge world droppods, but you can find out how to make one by searching the web.
Also, if you want to get your techmarine into combat, give him a bike. he can turbo boost the first turn, getting really close to the enemy and giving him a 2+ invul save, and then charge with him the following turn. this should make him very fast and will give him very good survivability, so you wont need to attach him to a squad. i'm pretty sure you can give a tech marine a bike, since he is an independant charachter. also, eye to eye does not prohibit you from giving a character a bike.
you cant give a techmarine a hull servo harness and a bike. mine has the servo harness, therefore no bike