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Doctrines: Close Order Drill, Ratlings, Iron Discipline
HSO: power weapon, laspistol, iron discipline. Heavy bolter team, standard bearer = 101pts
Fire Support squad: 3 Heavy Bolters = 80pts
Mortar Squad: 3 mortars = 80pts
8 Ratling snipers = 88pts
Jr. officer: storm bolter, iron discipline. Lascannon team = 75pts
Squad Alpha: Missile Launcher, Grenade Launcher = 83pts
Squad Bravo: Missile Launcher, Grenade Launcher = 83pts
Jr. officer: storm bolter, iron discipline. 4 grenade launchers = 82pts
Squad Charlie: Missile Launcher, Grenade Launcher = 83pts
Squad Delta: Missile Launcher, Grenade Launcher = 83pts
Leman Russ: 3 Heavy bolters, extra armour, smoke launchers = 163pts
ARMY TOTAL = 1001pts
Whaddaya think? I know mortars are pointless but they're cool!
2000pts Orks 4-2-1
Mortars are cool, i think you should take out the heavy weapons and maybe the special weapons form the infantry squads and put these into Heavy Weapon teams.
I'd probably drop the ratlings(they do look ace though) for a Hardened veteran squad with melta guns for some close range anti tank fire and MEQ melting,
That's a fruk ton of Grenades! Oo;; My recommendation would be to Axe the Ratlings for, as useful as they are, your army already has plenty of anti-infantry/anti-MC. However you don't have anything to reliably pop Armor 14 beyond the one Lascannon and you don't have much to take out any MEQs.
I'd try to squeeze in a couple of small vet squads... One with Melta, the other with Plasma and take the Drop Troop doctrine to drop them behind lines to cut up tanks and rapid fire some MEQs.
Personal preference, I'd swap two of those Missile Launchers for Autocannons. Autocannons are more likely to take out light armor since you're rolling more dice. ^^;;